Game Mod: Difference between revisions

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Just because the game designers made a good game doesn't mean you can't make it even better. Or at least [[House Rules|different]].
 
Game modifications, or "mods" for short, are any alterations to a game that were not made by the game's license holder. They can be unofficial [[Expansion Pack]]s (new maps or new equipment in the same game), completely unrelated games that merely use the source game's software as a backbone ("total conversions"), or just quality-of-life adjustments to the original, such as [[Fan Translation]]s, bug fixes, character [[Cameo]] appearances (which can often lead to [[Ninja Pirate Zombie Robot]] scenarios), or [[House Rules]]. (Or, if the game includes any attractive women or men, [[Video Game Perversity Potential|nude patches]].) When it comes to unofficial cameo appearances, a humorous tradition--usually when a particular game is either first released or is made open to modification--involves that of porting characters such as those of CJ from ''[[Grand Theft Auto: San Andreas]]'', [[Shrek]], and [[Thomas the Tank Engine]], though the latter prompted at least one [https://www.polygon.com/2019/5/15/18625132/skyrim-mod-thomas-the-tank-engine-fallout-nexus-mattel cease-and-desist order] [[Mattel]] who owns the rights to the ''Thomas'' franchise.
 
Some games are deliberately designed to be easy to modify, including a "construction set" of sorts to build levels, weapons, etc., and whole modding communities spring up as a result. However, some types of mods are discouraged, or even cracked down on, for good reason: a mod in the hands of a player but not his opponent usually means an unfair advantage. (Some [[God Modders]] will use these anyway and hope they aren't caught.) Multiplayer games tend to be mostly exempt from mods, and for good reason: this is why online first-person shooters especially MMOFPSes like ''Valorant'' invest in system-level anti-cheat safeguards to deter illicit asset modifications used on wall hacks and other such cheats;
 
A few mods take advantage of content that was programmed into the game in the early stages, then scrapped from the final design. Unless space is a big issue, the programmers usually leave all this content [[Dummied Out]] in the game's code. This leaves an opening for a modder to re-introduce an access point and enjoy the missing content... albeit at their own risk, since it's usually unfinished and untested. A safer and more success-guaranteed approach is the graphic overhauling. PC hardwares advance through times, making it capable of handling more detailed graphic and it is required for an old game to look new and fresh to keep it alive among the community, and to avoid making the game being overwhelmed by current-gen games.
 
It's much easier to mod a computer game than a hard-coded console game, but creative adjustments to a save file (and, with the most recent generation of games, console hard drive content) and/or use of a [[Game Shark]] allow determined amateur programmers to mod with the best of them. Most often, however, mods of console games are edits of the ROM files used in [[Emulation]]. These tend to be referred to as "[[ROM Hack|ROM hacks]]" and are usually considered a separate thingscene from mods for PC games, evenas personal computer platforms are designed from the onset to run arbitrary code, and thus software could be manipulated the way the user sees fit (especially for open-source applications and games), unlike consoles whose software libraries are more often than not certified and licensed by the manufacturer, and unsigned code is more often than not discouraged, hence why playing ROM hacks requires patching the game's binaries and copying them to a flash cart or a burned disc to be played on a modified console. Certain consoles do provide avenues for user-created content such as the Net Yaroze for the PlayStation, however, though they are limited in scope and aren't easily available to the general public. Though when you get right down to it, they're really the same.
 
Early ROM hacks were largely present in Famiclone consoles and cartridges, especially where the said system wasn't officially released. Cartridges contained graphics hacks very often. The most common ones were those where the main character was replaced by [[Super Mario Bros.|Mario]], halfheartedly passing them off as a new "installment" like in the now-infamous ''7 Grand Dad'' hack of ''The Flintstones: The Rescue Of Dino & Hoppy''.
 
Unfortunately, ROM hacks are probably the biggest offender of [[Sturgeon's Law]]. A few years ago, most ROM hacks consisted of adding tons of offensive and poorly drawn sprite edits like cursing on the walls, gobs of blood, pornography, and (for some odd reason) pro-KKK material.
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See also [[House Rules]] and [[Self-Imposed Challenge]].
 
Some of these even have their own work pages on this Wiki; see [[Game Mod/Game Mod Index|the Game Mod index]].
 
----
{{examples}}
'''Here are examples of the popular modded games among the modding community. Feel free to add in a game and some description if its community endorses it enough:'''
 
== [[Beat'Em Up]] ==
* Shortly after its release, the indie kung fu roguelike ''[[Sifu]]'' received its fair share of character mods thanks to its Unreal Engine 4 underpinnings. Among those standouts include [https://www.dualshockers.com/play-as-john-wick-scorpion-or-chun-li-in-this-magnificent-sifu-mod/ John Wick, Chun Li, Scorpion], [https://www.youtube.com/watch?v=quySOGUZhlk Bruce Lee] and [https://www.gamespot.com/articles/sifu-mod-lets-you-play-as-scooby-doo-all-powerful-shaggy/1100-6500649/ Shaggy Rogers], though there has also been some rather silly ones like [https://www.nexusmods.com/sifu/mods/55 CJ] from ''[[Grand Theft Auto: San Andreas]]'', [https://www.nexusmods.com/sifu/mods/57 Elsa] and even [https://www.nexusmods.com/sifu/mods/50 Snow White] of all people.
 
== [[First-Person Shooter]] ==
* Mods are Valve's bread-and-butter:
** Likely the most famed of all mods is ''[[Counter-Strike]]'', the full conversion of ''[[Half-Life]]'' into a multiplayer counterterrorism game. It was eventually purchased by Valve and, included in later [[Limited Special Collectors' Ultimate Edition|editions of the original]] and spawned its own series.
** ''Half-Life 2'' has a third-party mod called ''Garry's Mod'', that allows you to walk around the map, put things together, move them, animate props, and even script events; in short, a [[Wide Open Sandbox]]. [[Machinima]] and even comic strips have been done using Garry's Mod (see ''[[Concerned]]'' and ''[[Half Life: Full Life Consequences|Half Life Full Life Consequences]]'').
*** Which itself has its own devoted mod community, making game modes (like the ever popular space build), scripted items (lua), new models, scripted weapons (sweps), new tools (stools), new maps, textures, materials, and scripts.
**** It's gotten to the point where there's been [http://www.moddb.com/games/garrys-mod-10/mods mods for mods for Garry's Mod].
***** Just about every mod for Gmod requires Wiremod, plus then there are the 4 Stargate addon packs, the Stargate addon pack by pyrospirit, Mckay's Addon Pack, Carter's Addon Pack, and SG-Mod, and then there's the SBEP for Spacebuild.
** Mods are Valve's bread-and-butter. ''Team Fortress'' began life as a free mod for ''[[Quake (series)|Quake]]'', but Valve hired the staff, recreated the mod for Half-Life (calling it ''[[Team Fortress Classic]]'') and then created their own sequel, ''[[Team Fortress 2]]''. Similarly, the Reaper Bot was a ''Quake'' mod which created AI players to fill out smaller deathmatch games. Valve hired that guy to help with the AI soldiers for ''Half-Life'', and it became one of the huge selling points of the game. Ditto ''Day of Defeat'' and ''Recoil'', mods purchased by Valve and integrated into their releases.
** Ditto ''Day of Defeat'' (WWII-themed mod that gone into simulation farther than ''Counter-Strike'', and had one of the best bots ever at the time) and ''Recoil'', mods purchased by Valve and integrated into their releases.
*** Valve's Alien Swarm is also based off an Unreal Tournament 2004 mod and the inspiration for Left 4 Dead was the popular zombie mods for Counter-Strike.
*** Speaking of ''[[Team Fortress 2]]'', there are fans out there who love to make texture hacks to change the appearance of weapons, hats, character models, etc. to further hilarify their game experience. [http://www.fpsbanana.com/skins/games/297?order=skins.date FPS Banana] has a ton of skins for your perusal.
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*** Recently the developers have encouraged players to develop their own Mutations for submission to be featured for a week. They've also been featuring user-created campaigns on the official blog, and hosting them on the official servers.
** ''[[Portal (series)|Portal]]''`s honorable mention is ''Portal: Prelude'', an unofficial prequel that introduces fairly-harder-than-original levels, new puzzle elements and several additional hours of gameplay for hardcore ''Portal'' fans, which got one ''million'' (!!!) downloads and a following of its own.<ref>Though, some might argue that this isn't strictly a mod, in the way that it doesn't change Source's source code, but it is worth playing nevertheless.</ref>
** ''[http://www.smokin-guns.org/ Smokin' Guns]'' (formerly ''Western Quake³'') - Western-themed Quake 3 mod, still somewhat popular.
* [[Jurassic Park: Trespasser|Trespasser]], oh, Trespasser. Its fanbase is hella devoted. One mod has even been worked on since December 2004.
* [[Golden Eye X|GoldenEye X]] is a total conversion mod for Perfect Dark that [[Exactly What It Says on the Tin|turns it into GoldenEye]].
* One of the earliest game series to still have an active modding community today is the ''[[Doom]]'' series, which intentionally allowed modding of all kinds (''[[Wolfenstein 3D]]'' wasn't designed this way, but fans were able to mod it anyway), with the first editors coming out just months after its release. One particular Mod, ''The New Technology: Evilution'' (later known simply as ''TNT: Evilution'',) was intended to be freeware, until it was announced at the Usenet ''Doom'' boards, on its intended release date, that not only would its release be postponed, but it would become a commercial product—published by none other than id Software themselves! The reaction to this announcement was... ''[http://tinyurl.com/38zn8r heated]'', to say the least. The product would later come out as part of ''Final Doom''—within the same month as ''[[Quake (series)|Quake]]''. And the only place where the team was credited—the DOS text-mode post-exit screen—didn't appear in the bundled Windows 95 version, which is how most people installed the game anyway.
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* ''[[Duke Nukem 3D]]'' is another game that has had a fairly large number of game mods and TCs created for it. A list of the more recent mods is as follows.
** ''Duke Plus'', created by Dan "Deeperthought" Gaskill, started as a means to enhance the use of level effects in user maps by adding elements such as realistic water that could have both above-water and under-water effects in the same sector, in addition to have the ability to mirror and expand the size of existing maps for changing the experience of existing levels. It also possesses weather effects like rain and snow, a realistic acceleration system for running/moving, the ability to grapple along the sides of walls [i.e. mantling], improved enemy behavior, the ability to pick up, drag, or throw various items like crates or other background objects, etc. Some new weapon types were also later added, including a laser pistol taken from the Assault Captains (with a chargeable fire function), a ''gravity gun'' substitute to the Expander, two different types of shotguns instead of the original, among other things.
** ''[[Duke Nukem: NaferiasNaferia's Reign: Invasion of the Dark Mistress|Naferia's Reign: Invasion of the Dark Mistress]]'', a mod created by Jack "Lord Misfit" Walker, is still in the works, but many betas are released, often once every two or three months. This mod might be considered to be one of the biggest FPS/RPG hybrid mods for a game yet, as it not only incorporates normal RPG elements like leveling up during gameplay, but allows use of a group of 15 different characters, including Duke Nukem himself. The kicker: this isn't like ''Hexen'', where a character is chosen for the whole of the game, but where characters are found over the course of the game and can be swapped back and forth via an extra menu system. Each character has their own skills, strengths and weaknesses and their own main functions in the team. And that's just a few of the numerous features of the mod. Listing them all would take up too much space.
* ''Desert Combat'' for ''[[Battlefield (series)|Battlefield]] 1942''. It has the same objectives as the original but transplants the setting from [[World War II]] to Operation Desert Storm, updating the maps and weapons accordingly.
** Interestingly, much like Valve has a habit of hiring good modders, EA bought Trauma Studios (makers of ''Desert Combat'') to work on its modern-day sequel, ''Battlefield 2''.
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* STALKER also has a number of mods, including the Complete 2009 mod, which provides a massive graphical upgrade and a wide range of gameplay tweaks.
** ''AMK: Narodnaya Soljanka'' for ''Shadow of Chernobyl'' may not be as much of an eye candy, but more than makes up for it by bringing in lots of levels from ''Clear Sky'' and ''Call of Pripyat'', as well as a mind-boggling variety of new gear, new artifacts, consumables and a ton of new quests. Needless to say, the game world gets huge enough to make a complete playthrough qualify as a virtual vacation of sorts.
* Several of these have been made for the ''[[Descent]]'' engine, such as ''[http://pumosoftware.awardspace.com/documents/pumomines.html Pumo Mines]''{{Dead link}} (a total conversion) and ''Descent Vignettes''.
* The modding community for the games of the ''[[Dark Forces Saga]]'' was also very thriving in the past, especially for ''[http://www.df-21.net/ Dark Forces]'' (link directs to the major DF fansite DF-21.net) and ''[http://www.massassi.net Jedi Knight]'' (link directs to the major JK fansite The Massassi Temple). And even so, new levels are still being worked on even today, with recent major releases including ''[http://www.massassi.net/levels/files/3111.shtml Magrucko Daines]'' and ''[http://www.moddb.com/mods/todoa TODOA]''. Some mod developers, such as ''[http://www.otherlander.com/ Patrick Haslow]'' (creator of ''The Dark Tide'') have even worked on major titles such as ''[[Wolfenstein (2009 video game)|Wolfenstein]]''.
* The unfinished [[Game Boy Color]] prototype of ''[[Resident Evil 1]]'' has [http://www.romhacking.net/hacks/891/ a mod to make it playable], although it still has [[No Ending]].
 
 
== Sandbox/Open-Ended ==
* The infamous Hot Coffee mod for ''[[Grand Theft Auto: San Andreas]]''. In the game, CJ can have sex with various women, but the depiction is limited to seeing them entering the woman's house. Hot Coffee re-enables a [[Dummied Out]] sequence where the player not only gets to watch but controls the action to a degree. It was later patched. The discovery led to a brief revival of the [[New Media Are Evil|Games Are Evil]] panic.
** Incidentally, PC players tend to avoid said patch not because they want to enable it but rather because it interferes with ''actual'' mods. Not to mention that applying the 1.1 patch breaks support for user-made mods, hence why used copies of the original ''GTA San Andreas'' pressing are sought after, short of just pirating it off some sketchy website.
** Speaking of which, the PC release of ''San Andreas'' has considerable popularity in Japan because of or leading to the mass number of ''[[Touhou]]'' mods made for it. I know you're thinking that Marisa in a world full of gangsters does not compute but still...
** The ''[[Grand Theft Auto]]'' series of games has always appeared to be ripe for multiplayer, but it was never implemented by the designers during the 3D Era. Enter ''Multi Theft Auto'', a mod that allowed for the player of the PC versionversions to play multiplayer with large numbers of players and its own custom game modes. Multi Theft Auto was released for [[Grand Theft Auto III|GTA III]], [[Grand Theft Auto Vice City|Vice City]], and [[Grand Theft Auto: San Andreas|San Andreas]], and is massively popular with the PC players for all of them. Rockstar got the hint with the PSP version of [[Grand Theft Auto Liberty City Stories|Liberty City Stories]], which had online multiplayer for up to six players. They completely polished it for GTA IV, with 16-player (32 for the PC) support and 15 game modes. GTA IV's multiplayer has some similarities to MTA, including customizable character models, the whole city to explore and fight in, and some game modes.
** ''[[Grand Theft Auto IV]]'' has your standard set of mods, but the mod that turns the vehicle friction to -9 leads to some... [http://www.youtube.com/watch?v=9lssL9a1GAU interesting results.]
** [[Grand Theft Auto Vice City|Vice City]] [[X Meets Y|plus]] [[Back to The Future]]. [http://www.moddb.com/mods/back-to-the-future-hill-valley That is all.]
* The ''[[Escape Velocity]]'' series featured the ability to mod the games simply by dropping the mod (or ''plug'') into the ''Plug-ins'' folder. The most complex mods, however, require overwrite of key data files; ironically, the total conversion mods for the third game that allow you to play the first two games (mods that were ''released by the publisher'') fall into this category.
** Of course, the ease of modding for the EV games comes from the fact that the games were designed for the Macintosh, where you can modify the ''operating system'' by dropping files on the System Folder (and, starting in System 7, the OS would attempt to ''sort the extensions/control panels into the correct folders''.
* Being an ASCII-based nongraphicalnon-graphical game, ''[[Dwarf Fortress]]'' is quite friendly to modders. Some of the more common changes to the game include new wildlife, plantlifeplant life, and races, the ability to play as non-dwarven races, and changes to existing animal stats. Like [[Everything's Worse with Bears|war bears.]]
** It's also been modded into Ancient Roman Fortress and [[Fallout]] Fortress. There are both "beginners' versions" that are less [[Nintendo Hard|sadistically difficult]] that turn your dorfs into little Terminators and versions that make every monster six times stronger. There's also some really ''dreadful'' cheating possibilities in playing with the raw files; it's possible to make your forges spit out [[Unobtanium]], for instance, allowing your tiny outpost to fleece an Elven caravan out of everything they own in exchange for one earring.
** There are also mods to take an already [[Unwinnable by Design]] game and make it harder, such as Dig Deeper, which introduced [[Demonic Spiders|trap-avoiding, fast-moving, nigh-unkillable orcs]].
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* ''[[Cortex Command]]'', for now, is almost entirely a user-mod based game.
* ''[[Minecraft]]'', having been open to modders since the beginning, has a very large modding community with lots of mods to add on. Some add simple things like improved crafting recipes, others add [http://www.minecraftforum.net/topic/495374-173-aether-collaboration-mod-v102-new-mobs-fixes-items-and-features/ entire new worlds].
** A community under the name of Bukkit has numerous plugins used on multiplayer servers with a variety of features. Some are for anti griefing measures, such as disabling damage to terrain by explosions and disabling fire from spreading, to having an in game economy for role playing purposes. The Bukkit community has gained so much attention and popularity that the developers of Minecraft have plans to incorporate the game with the Bukkit plugins to make modding easier. The plugins can be found [https://web.archive.org/web/20131104040504/http://bukkit.org/ here].
 
 
== Role-Playing Games ==
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* One of the most famous cases is Bethesda and their SDK - The TESCS (''[[The Elder Scrolls]] Construction Set'') for [[The Elder Scrolls III: Morrowind|Morrowind]] and [[The Elder Scrolls IV: Oblivion|Oblivion]] and the aptly-named GECK for ''[[Fallout 3]]''. In each case - and in something of a case of [[Awesome Yet Practical]] the SDK released are the self-same tools used ''by Bethesda'' to develop the game. This is a big, ''big'' part of the reason why Bethesda games are known as modder-friendly.
** Morrowind is also a very good example of the "graphic update" behavior of game mods mentioned at the top of the page, to the point that a properly-modded Morrowind can easily stand up to its successor (a game which came out more than four years later).
** Even without the plugins, however, Morrowind modding has evolved considerably over time. A typical Morrowind modding setup includes: an external utility used to patch the game coding itself (Morrowind Code Patch), another external utility to patch the code specifically to avoid crashes (.exe Optimizer), another external utility to enchanceenhance the scripting capabilities of plugins (Morrowind Script Enhancer), another external utility to allow further more robust graphics (Morrowind Graphics Extender), and more often than not, some form of mod load order sorter (Wyre Mash is the most common). And this isn't even counting extra tools used by people who are actually creating mods (like [[TES Tool]] or TESPCD), or other things like external joystick configuration programs.
** In the same vein as its predecessor, ''Oblivion'', the fourth installment of the ''Elder Scrolls'' series, also has a really massive quantity (and quality) of mods available, to the point where a lot of people actually refuse to play an unmodded game.
*** The most popular mod for ''Oblivion'' is by far [https://web.archive.org/web/20130127134145/http://devnull.sweetdanger.net/OOO/OOO_Guide.html Oscuro's Oblivion Overhaul.] In addition to making the game a lot harder, it improves just about every aspect of the game, reworking many [[Scrappy Mechanic]]s. This mod was even [https://web.archive.org/web/20120502160310/http://goty.gamespy.com/2006/pc/index15.html endorsed by critics,] and will likely influence the development of any further [[Elder Scrolls]] games (particularly now that the man himself is working on ''Fallout: New Vegas'' for Obsidian).
*** There is also an overwhelming amount of texture replacers for Oblivion, as the ones in the vanilla game are very noticeably low res by today's standards. One can find hundreds of texture packs for characters, creatures, clothing, armor, weapons, architecture, landscape, foliage, etc (though obviously many of these will cause the game's performance to plummet).
*** [[Sure AI]] has a new complete overhaul [[Nehrim]].
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* Killap's "[[Fallout 2]] Restoration Project" adds tons of material, mostly stuff that was cut because it couldn't be completed on time (such as rescuing Sulik's sister, the EPA, a secret [[Does This Remind You of Anything?|Hubologist]] compound with loot, and several ending messages including a positive end for the deathclaws), but also [[Obvious Beta|multiple bug fixes]] and various minor improvements.
** The only problem with the Megamod and the Restoration Project is that [[Fallout 1]] and [[Fallout 2|2]] were not designed with mods in mind, so the mods are somewhat unstable...but at any rate still better than [[Obvious Beta|unpatched]] Fallout 2.
* ''[[Freedom Force]]'' has much more fan-created content than official add-ons,. The most famous is ''[http://www.fundamentzero.com The Strangers]'', witchwhich is about the size of the original game and features much more technically advanced missions and powers. One mission features a four -way battle between The Strangers, a pod of atlantainsAtlanteans, a berserk shape-shifting robot, antarcticanAntarctican demon hunters and the [[Legions of Hell]].
* ''[[Romancing SaGa 3]]'' So many hacks were made to that game to include characters from various anime, video games and Manga even other [[SaGa]] Characters, even adding bosses from the previous Romancing [[SaGa]] Games and [http://www.youtube.com/watch?v=g4caeBQ_dD8 Apollo] from [[SaGa 2]] they have even changed the music and added new spells, and scenarios in addition.
** They have even included a new boss from the [[Romancing SaGa]] Ultimania {{spoiler|The Mother of Death, Saruin, Schirach, and Elore; Saiva the Goddess of Destruction}}
* While most mods to the game are discouraged as cheating and violate the Terms of Service, ''[[Final Fantasy XI]]'' PC versions are a frequent subject of mods. The least invasive and generally considered most benign (and easiest) involves modifying the game's data files to change the music for various areas or the visual appearance of monsters, [[NPC]]s, or player characters. There is a fairly significant [httphttps://wwwweb.archive.org/web/20140517142659/http://ffxidats.com/ mod community] dedicated to this. On the somewhat more invasive level, a [http://www.windower.net/ third-party application] exists to provide one of the most heavily-player-demanded features, the ability to run the game windowed instead of full-screen, and supports a plugin interface to load additional mods into the game. This program is both highly popular and highly controversial, with many players in stark disagreement as to whether the bundled plugins count as cheats (though there are other plugins and third-party apps that are more generally accepted as obvious cheats) or simply features that should have been included in the first place. [[Square Enix]] has a policy of banning players who openly admit to using it, and occasionally breaks it with updates, but has not made a concerted effort to address it, and has recently caved on the player demand for Windowed mode, and released it.... [[Unpleasable Fanbase|without all the mods they say violates the ToS, leading to the usual reaction.]]
* The PC version of ''[[Final Fantasy VII]]'' has a very active modding scene; the port is notoriously bad, being hindered by a staggered development cycle and numerous incompatibility problems. As such, the modding community has come up with a variety of patches and tools solely for fixing the game; there's even a custom-made graphics driver. There's also a huge volume of superficial mods, offering replacement character models (for both field and battle areas), high-definition textures, total menu overhauls, a complete retranslation effort and a tool to replace the in-game MIDI files with custom music.
* Both the original ''[[Neverwinter Nights]]'' and [[Neverwinter Nights 2|its sequel]] came with all the tools needed to build new adventures. This is because they were conceived as "''[[Dungeons and& Dragons|D&D]]'' on your PC": A [[Game Master|DM]] would make a campaign, use the modding tools to build a session, referee it as a hosted netgame on his computer, and the rest of his group of players would all log in and run it from their computers, sort of like a virtual tabletop.
** The original ''[[Neverwinter Nights]]'' is probably the king of this trope. It's been out for ''years'', and the toolset is considered, at least was considered, to be one of the best, most complete ever created. Essentially, you can make content (and some people ''have'', but the original campaign sets the bar pretty low.) that is equal to (or greater than) the original and expansion content, in terms of complexity, depth, and detail.
* On the other hands, the ''[[Knights of the Old Republic]]'' games don't have any official tools, despite using basically the same engine as ''NWN''; this, however, didn't stop fans from developing third-party modding tools and making a cornucopia (read: hundreds of truckloads/a lot/a shitload/Gigabytes) of mods of varying quality, some even altering/"enhancing" the game, as well as the addition/alteration of some rather epic side/main quests. That's not even counting the additional items, restored content, models, skins, and bug fixes, etc. for a game that didn't even have an official toolset...
** A couple of famous mods are a dialogue pack that restores much of Juhani's dialogue and adds about 20 pages worth of ''purely'' fan-made dialogue. The top of the line, however, is Silveredge9's ''Brotherhood of Shadow'' which includes three new recruitable characters, fully-voiced dialogue, at least a dozen all-new locations, {{spoiler|flashbacks to your hunt for the Star Forge as Darth Revan, the fateful battle where you got captured, and single-combat against Mandalore at Malachor V}}! The only drawback is that, due to its magnitude, it will not play nicely with other mods.
** Similar to the Baldur's Gate example is "[[Knights of the Old Republic|The Sith Lords Restoration Project]]", a fan made mod that will include the stuff that was cut from ''Knights of the Old Republic II'' when it was [[Executive Meddling|rushed for a Xmas release]]. It can be found at: http://www.team-gizka.org/. To avoid being [[Vaporware]] the creators has repeatedly stressed that it will be released "When it's done" (which isn't yet). The mod is, however, very close to a release now. Supposedly.
*** A different mod to restore cut content has been released, and it's currently in open beta. It can be found [http://www.deadlystream.com/showthread.php?t=339! here]{{Dead link}}.
* Visual Mods are very popular among ''[[World of Warcraft]]'' players. So popular that Blizzard has worked some of the mods into the main game, such as Raid Assist (which helps with said Raids by designating targets and tanks) or an option to speed up quest descriptions. Other mods provide additional information on items or change the UI (User Interface) to the players likings.
** [[World of Warcraft]] is entirely supportive of addons that function entirely within provided scripting commands. On the other hand, data mods—even seemingly-innocuous client-only mods like model changes or (sigh) nude patches are forbidden.
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** ''Pokémon'' also provides an in-universe example - [[Pokémon Diamond and Pearl|Porygon-Z]] is the result of applying the Dubious Disc, an unauthorised third-party mod, onto Porygon2. Given that Porygon-Z is [[Gameplay and Story Segregation|said to be]] glitchy and unstable, perhaps it's a [[Take That]] aimed at game mods in general?
** Well the evolution is more minor then most. It essentially trades more defense for more attack, so its more like your trading what the creators made for something you find more useful/enjoyable. Likewise, the pokedex entry states that they're prone to random behavior but are still valid pokemon to train, which could mean that mods are prone to crashing or screwing up but still something you can use effectively. Less of a Take That and more of a nod to pokemon's very big modding community.
** There are two hacks that allow you to catch ''every'' single Pokémon in it, by giving any Pokémon species some place to be found in. Said hacks are namely ''[http://www.youtube.com/watch?v=yR9SQut1qkQ Pokémon Emerald 386]'' for ''[[Pokémon Ruby and Sapphire|Pokemon Emerald]]'' and ''[http://www.youtube.com/watch?v=GJOGbbp2KJM Pokémon Platinum: Enhanced Edition]'' for ''[[Pokémon Platinum]]''. While ''386'' adds nothing (aside from the aforementioned possibility to catch every pogey in-game) to its source material, ''Enhanced Edition'' is the original game turned [[Up to Eleven]]:<ref>however, the hack doesn't feature the pogeys' locations in their Pokédex entries, such as, say, Squirtle's whereabouts being listed as "Unknown area", while ''386'' included every Pokémon's location instead</ref> more challenging, with several trainers other than you [[Took a Level Inin Badass|taking a level in badass as well]], thus requiring players to be at least strategically skilled and with a good enough knowledge of the good ol' [[Elemental Rock-Paper-Scissors]]. This includes being able to catch wild Mewtwo(s) ''even before getting to Victory Road'', [[Genre Savvy|Route 1 entirely devoted to catch]] [[Fan Nickname|HM slaves]], and the rematch against Cynthia revealing {{spoiler|''a party entirely made of [[Olympus Mons]]''}}.
{{quote|[[Oh Crap|"Cynthia sent out]] {{spoiler|[[Jump Scare|HO-OH]]}}!"}}
** A group from /x/ has set out to mod [[Pokémon Fire Red]] into nightmare fuel for everyone's enjoyment.
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** An alpha version was leaked, and is available about the internet, but the version that was 98% done is not in public hands. However, a ''99%'' complete version is.
** There is also a video playthrough of the 98% complete beta available to view on youtube (http://www.youtube.com/user/CEMemorial), enabling you to see the interesting story that the creators constructed.
*** Good news everyone. The beta got leaked in January 2011, and a mod of Crimson Echoes called Flames of Eternity had already been released before then as well. https://web.archive.org/web/20140218170917/http://www.the-games-blog.com/chrono-trigger-crimson-echoes-is-on-the-internet/
* ROM hacks of ''[[Final Fantasy Tactics]]'' are also fairly popular. Most of these balance out overpowered equipment (such as making Excalibur's Haste effect temporary instead of permanent), give previously useless equipment like most daggers a reason to be used via stat boosts or special effects, balances out overpowered classes (I'm looking at you, [[Game Breaker|Orlandu]]), and gives story battles more varied units to fight against. And then there are some hacks that seem solely dedicated to attempting to reach [[Platform Hell]] levels of difficulty, with varying success. You can find many of them [http://www.ffhacktics.com/ here.]
* ''[[Torchlight]]'' has support for mods out of the box, as well as an editor, and ''achievements'' for playing the game with one, five, or ten mods installed.
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* ''[[Titan Quest]]'' has its own modding community, although one mod gets recommended even to ''first-time players in lieu of the baseline''. Consistently. That would be Underlord, which started out by, like ''Baldur's Gate'''s Unfinished Business mod, reinstating content that couldn't be implemented in time for Immortal Throne's release, and wound up tweaking and expanding all the masteries (and completely remaking at least half the Thief mastery, now Occult) so all the mastery dyads possible were actually viable. There's even been a mod, ''Lilith'', that's essentially a completely new game that just happens to use TQ's engines.
** Be warned, however, that ''Underlord'' also ''severely'' amps up the difficulty, to the point that the ''starting zone monsters'' can kill you. Easily.
* [[Marvel Ultimate Alliance]] and [[X -Men Legends|X-men Legends 2]] have a community found [http://marvelmods.com/forum/ here] dedicated to making all sorts of mods from fixing balances, adding new abilities and even custom characters that were not in the games initially for various reasons.
 
== Strategy ==
* The second most played mod after ''Counter-Strike'', and also the second most played non-new release or MMO game online (after ''Counter-Strike'') is ''[[Defense of the Ancients]]'', or DotA. It has become far more popular than normal-style ''[[Warcraft]] 3'' multiplayer matches.
** The gameplay style got so popular that it got its own genre name - [[Multiplayer Online Battle Arena]] - and various games and companies have jumped onto the bandwagon. These include Riot Games' ''[[League of Legends]]'', Gas Powered's ''[[Demigod]]'', and (as of October 13, 2010) ''[[Dota 2]]'' by ''[[Valve SoftwareCorporation]]''.
* The Europa Barbarorum mod for [[Total War|''Rome: Total War'']]. Began with the intent to revise the game scenario to be as historically correct as possible. The current 1.2 version is a hugely ambitious mod incorporating retextured units, an extremely detailed trait system intended to simulate various aspects of cultural and political life of the time, building descriptions giving considerable amount of historical background information and, perhaps most notably, having original unit voices and commands replaced with new ones in Latin, Attic Greek, Gallic, Q-Celtic, Punic, Pahlav and Proto-Germanic. They have even offered their expertise to Paradox Interactive for the title Europa Universalis: Rome.
** There is also another mod, ''Rome: Total Realism'', which aims to do much the same. Explaining the differences between the two would take up this whole page, and in the end which one you use is a matter of personal preference. ''Both'' are excellent, however.
** There is also a very popular mod based on [[The Lord of the Rings]] called the [http://www.twcenter.net/forums/forumdisplay.php?f=89 Fourth Age Total War]. This mod takes Tolkiens abandoned manuscript called 'The New Shadow' and runs with the concept by not only interpreting Middle-earth as it may be in a Total War scenario, with Gondor dealing with it's people turing evil. But it is also filledit with tons of references to Tolkien's work and keeping it true to the spirit of the stories. Even six years since [[Rome Total War]] was released, this mod is still being worked un and updated due to the developers insistance on detail, making sure it is released as bug free and finished as possible and also due to the flexibility in design that Rome was. Currently the team are on version 2.6, which has the factions of Rohan, Dunland, the Gondorian regions of the Reunited Kingdom and other factions which have all be fleshed out and fit into the world. Due for release this year is version 3.0, which will add Elves, Dwarves and [[The Hobbit (novel)|Dale]] as playable factions, as well as opening up the western and norther regions of Middle-earth, [[Crowning Moment of Awesome|including the lands of Arnor]], the northern part of the Reunited Kingdom.
** For every [[Total War]] game released, savvy players know it's only a matter of time before a bunch of modders get together to put together and release a mod that aims to correct any historical inaccuracies and gameplay issues.
* When ''[[Warhammer 4000040,000]]: [[Dawn of War]]'' first came out, fans knew that they weren't going to get all of the 10+ different armies (not counting sub-armies) that are available for the tabletop wargame. So naturally, mods to put the other armies into the game were begun ''before the game was even finished'', as soon as the beta was released. Of course, due to the Expansion Packs that came out late, nine of those armies presently are are or soon will be in the game, including many ones that had mods in progress. This doesn't stop the modders, who are shifting to gameplay tweaks, adding units not in the game, and making present units closer to their tabletop abilities.
** The only army that isn't in [[Dawn of War]] is the Tyranids. Although, they are in the sequel (and I hope that the mods to add Dark Eldar/Sisters of Battle aren't as awful as Soulstorm).
* Various ''[[Command & Conquer]]'' games have Total Conversion mods that usually use a later engine for an older game: ''Tiberian Dawn'' on the ''Tiberian Sun'' engine, all previous games on the ''Generals'' engine, ''Tiberian Sun'' (Reborn) and ''Red Alert'' ([https://web.archive.org/web/20100127101707/http://www.apathbeyond.com/ A Path Beyond]) on the ''Renegade'' FPS engine, and I didn't mention ''Tiberium Wars'' yet.
** There was a Generals-to-Red-Alert-2 TC but when news of ''Red Alert 3'' came out, development ceased. Another promising project was Halogen, a Generals TC to Halo - however, [[Executive Meddling]] on the part of Microsoft (more specifically a cease-and-desist letter, [[Corrupt Corporate Executive|no doubt due to ''Halo Wars'' being in development]]) destroyed all trace of it.
** In fact, since ''Red Alert 2'' uses a newer build of the ''Tiberian Sun'' engine, it is perfectly possible to copy-past the latter's content into the former with some INI editing.
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** Let's not forget ''[[Spring]]'', a TA-inspired engine positively saturated with great games (most of them free) that are all referred to as "mods".
* A strangely popular pursuit is taking one RTS game and making a total conversion mod to essentially turn it into another RTS game 'as seen through the first game's engine'. For example, there are mods that turn ''[[Command & Conquer]]: Red Alert 2'' into ''Red Alert 1'', ''[[Total Annihilation]]'' into ''Red Alert 1'', ''[[Total Annihilation]]: Kingdoms'' into ''Cossacks: European Wars'', and so on and so forth.
** Also, attempts are being made to make ''[[StarcraftStarCraft]]'' run on Linux by using the Strategus engine. Strategus doesn't support free-roaming units, idle animation, critters, or many of the mechanisms used in [[Easter Egg]]s at all, and the creep, Pylon power, and building liftoffs would require at ''least'' some minor modifications to the engine itself... [[Porting Disaster|good luck with that]].
* ''[[Jagged Alliance]] 2'' has ''v1.13'', whose name is derived from v1.12 being the last official patch. ''The'' mod, continually updated to this day, which completely revamps the game and even adds an online multiplayer mode!
** Some of the gameplay changes such as the New Inventory system (revising characters' gear so that they would have to wear Load-Bearing Equipment "containers" such as vests, backpacks, and rucksacks), the revised equipment system and the 100-point Action Point system were great.
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** The first are mods that aim to enhance how the two races play out. The most popular are arguably the Complex Mod, and the Point Defense System (PDS) mod. Both added tons of extra features and customizations, essentially making the game more complex (''especially'' in, well, Complex, where rank, soldier population, and morale system is introduced). PDS started out as...a small mod for point defense systems, which became the popular mod they are now. The Tactical Fleet Simulator mod aims somewhat differently unlike the former two. While Complex and PDS emphasizes grand strategy with a lot of decked out units and careful planning, TFS gives decked out units purposely built for intense, fast-paced combats which ups the "tactics" aspect more than "strategy" aspect, which the game is already good for anyway.
** The second flavor are mods that try to insert additional races, while mostly retaining original units. These can either mean original units, or factions from the original Homeworld. So far, the most successful one is the ''Chinese''-made FX mod, which adds almost all of [[HW 1]]'s factions, some of them having completely new starships. Their crowning awesome is that they added the [[Neglectful Precursors|Progenitor]] race from [[HW 2]], which, in-game, only consists of 4-5 separate units at best. They expanded the race using both unused concept sprites, mishmashed existing units (which they did VERY well), or design from scratch.
*** As for total conversions, there's a rather sweet one here: ''[https://web.archive.org/web/20131105141656/http://www.moddb.com/mods/battlestar-galactica-fleet-commander Battlestar Galactica Fleet Commander]'', a total conversion for - shock - ''[[Battlestar Galactica]]''. Here's a [http://www.youtube.com/watch?v=SA1hey3FYjc nice video] displaying gameplay, in this case ''Pegasus'' taking on three Cylon basestars.
* ''[[Fall From Heaven]]'', a ''[[Civilization]] IV'' mod that replaces historical recreation with dark fantasy, and adds more than a few layers to the game. Also contains a healthy dose of [[World Half Empty]] and [[Nightmare Fuel]] for flavor.
** Note that there are literally ''hundreds'', if not THOUSANDS of mods for ''Civilization IV''. Firaxis, the developer company, actively encourages modding. In fact, several mods were developed by dev team members themselves and came bundled with the original game, including ''Next War'' (a heckuvalot like ''[[Nineteen Eighty-Four|1984]]'') and ''Final Frontier'' (a space-based mod with an original storyline, which has itself been modded for various science-fiction things, such as ''[[Babylon 5]]''). Additionally, "Rhye's and Fall of Civilization," the ''Civilization IV'' form of the great ''Civilization III'' mod "Rhye's of Civilization," was also bundled (as I recall), despite being a fandom mod.
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* ''[[Red Alert 3 Paradox]]'' is a highly ambitious Red Alert 3 mod notable for it`s accompanying wiki project, which is slowly building a detailed 1960s Cold War world out of the highly limited basis of the original game.
* The [[Space Empires]] series from III onwards. III shipped with a modding tool, while IV and V run on text files.
* The 4X game in space game ''[[Galactic Civilizations|Galactic Civilizations 2: The Dread Lords]]'', especially after the expansion packs are added, can be modded quite significantly. Mods can include new technologies, whole new tech trees, weapons, planetary buildings, ships, races, and more. There are many total conversion mods that turn it into Star Trek, Star Wars, Babylon 5, and more. The game's data is stored in organized text files and can be edited using Notepad, however many editing tools, including some official ones, are available.
* ''[[LegoLEGO Rock Raiders]]'' was built primarily using .wad files, and so extraction tools have been made to reveal simple english code, easily changable models and animations, levels that editors were made for, easy images, etc. Now more building, monsters, levels, raiders, new models and animations, even overhaul mods are being made.
* ''[[Myth|Myth II]]'' came with a couple of very good editors; it was actively modded for many years, and to some extent still is. In this player's experience, it has more stand-alone mods than any game made before 2000 except ''Doom'', ''Quake'', and ''Half-Life''... and the fact that it's the only non-FPS on that list says something. Moreover, many of those mods (The Seventh God, Jinn, Chimera, Bushido) are large campaigns on par with the originals, and have been included as bonus content in commercial releases such as ''The Total Codex'' and ''Myth II: Worlds''.
* [[StarcraftStarCraft]]-Broodwar has several mods as well, with the [[Gundam]] inspired Gundam Century or Starcraft-Gundam being one of them. [[Huncraft]] is an Hungarian-exclusive game mod, that works in the spirit of an actual expansion pack, only with fully translated unit speeches menus and tooltips.
* ''[[Fire Emblem]]'' games - particularly the [[Game Boy Advance]] instalments - are so mod friendly that there is [https://web.archive.org/web/20120511040616/http://shrineofseals.net/forum/forum-36.html an entire set] of tools that help make modding them easier. Some hacks are simply translations of games that didn't get exported, but some are a [https://web.archive.org/web/20120410032421/http://www.freewebs.com/fireemblemshrine/transhack.html little more complicated.] Perhaps the most ambitious currently-active modding effort is ''[[Elibian Nights]]'', an extensive [[Mission Pack Sequel]] to ''[[Fire Emblem Elibe|BlazingSword]]''.
* ''[[Advanced Strategic Command]]'' started as a [[Fan Remake]] of ''Battle Isle'' series, outgrew it, but retained a BI ruleset (without original copyrighted art, which can be loaded from original BI data) and a few others, and has anything that isn't hardcoded ''very'' easy to mod, since it uses object inheritance approach to entity data, e.g. Assault Trooper <- medium attack trooper (abstract) <- trooper (abstract) + {weapon} + {transport} + {movement}. So if you want to change some values for that weapon ("MG30low"), you need to change it only once in its own definition, and this will be applied to all entities using it and entities derived from ''those'': "medium attack trooper" (and thus Assault Trooper) and "med tank 1" (and thus Assault Tank and Nova). And the Airport facing North is simply the same as one facing South, only with different picture and entrance in the different hex.
 
* ''[[Age of Wonders]]'' (first and [[Mission Pack Sequel|both]] second games) was modded ''a lot''.
** The first even has [http://aow.heavengames.com/units/index.shtml Warlock's ruleset statistics listed along with standard ruleset] on the official site.
** The second is shipped with a ready editor for libraries (magic items and heroes) that can be added even in a mostly-standard game and simply added to an archive with a map using them, and rulesets. But after mods ran out of its capabilities and/or into hardcoded stuff, meddling with raw data plus exploiting obscure quirks of the code expanded the boundaries (such as adjusting a ''specific instance'' of active ability for strength - so that e.g. an experienced unit develops stronger Healing; or turning an attack ability into another class to change its hardcoded special qualities - so that e.g. Magic Bolts have paralytic effect of Doom Gaze, or Doom Gaze loses it). Then special effect files also were partially analyzed too, allowing to alter ballistics of ranged attacks,<ref>in AoW 2/SM cover is calculated for the actually used curve, thus "how lofted this trajectory is" has a direct gameplay/balance effect</ref> adjust sprites to new tile graphics and even create new ones (e.g. animated waterfall with drifting mist or Teleport structure with [[Swirly Energy Thingy|"swirling sparks" effect]]). "Unofficial Patch" mods include ''lots'' of fun things for map-makers.
* ''[[Battle for Wesnoth]]'' has a lot of mods (mod management including download from the repository is accessible from menu, if not very convenient), from unit sets ("eras") to deep changes that make the game more of [[4X]] or RPG.
* ''[[Colonization|FreeCol]]'' allows to turn mods (installed in the data directory) on/off with a click of a button, in a hierarchical list (i.e. the order defines which one overrides which). This makes sense, since many mods are alternative graphic sets or very specific features.
* ''Emperor of The Fading Suns'' was released half-baked, and game data remained less than shiny (including [[Tactical Rock-Paper-Scissors]] weakened too much) even after patches, so there were several fix and improvement lines, plus custom galaxy maps. There are at least ''Reality mod'' (as the name implies, an attempt to make some aspects of the game more true to ''[[Fading Suns]]'' setting), ''Nova'' and ''Hyperion''.
* ''[[X-COM]]'' series have:
** ''UFO: Enemy Unknown'' and ''Terror From the Deep'', since almost everything is hardcoded, got mods working via utilities like UFOextender/TFTD Extender and XcomUtil. There are [//www.ufopaedia.org/index.php/Game_Editors more], including ''UFO Classes'' - an utility that implements [[Class and Level System]].
** ''X-COM: Apocalypse'' got ''Karadoc's Apoc Mod''
** ''OpenXcom'' like most FLOSS games, is made for easiest possible tweaking, and has mods integrated to the point of searching location where they are stored and toggling them from a list; many are included with releases (mostly bugfixes that change gameplay, like "Aliens_Pick_Up_Weapons" and minor extras). Third-party mods go all the way up to complete overhauls (''X-Com [[X Files]]'', ''PirateZ'')
** ''Enemy Unknown'' (2012)+ ''XCOM: Enemy Within'' got [//www.nexusmods.com/xcom/mods/ mods] from interface tweaks and texture variants to ''Long War'' and then revamps of ''Long War''.
 
== Simulation ==
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* ''[[The Sims]]'' and its sequels allow easy creation and importation of new clothes, faces, and furniture. Website after website can be found with downloadable items that players have designed themselves. Briefly, ''[[The Sims]] 3'' was changed to make it mod-unfriendly, but a later update changed that, if not back to the original mod-friendly design.
* ''[[Free Space]] 2'', thanks to the release of its source code by Volition (under the Freespace 2 Source Code Project), is a frequent subject of Game Mods in the space sim community. The original relase's multiplayer is still functional with dedicated server hosted by the community.
* ''[[Sim CitySimCity]] 4'' has quite a bit of mods available at [http://www.simtropolis.com Simtropolis]. These mods can go from simple stuff like making the streets' dead-ends more rounded or making the water darker and more realistic, to downright cheating like ordinances that completely erase all pollution and crime from your city, to simple building addons, to entire expansion sets like the Network Addon Mod that adds avenue interchanges, diagonal-straight highway interchanges, roundabouts, walkways, train-street stacks, light rail and more, to completely new games like the SimMars mod that sets the game in Mars.
* The mid-90s game ''[[Transport Tycoon Deluxe]]'' no longer even ''works'' on most computers without the help of [[DOS BoxDOSBox]], due to its DOS-based format. However, ''OpenTTD'' is an open source emulation that still attracts lots of Game Mods, from replacement graphics to entire new industry chains, alterations to the interface and even whole new modes of transport (tramways recently added to complement the buses/trucks, trains/monorails/maglevs, planes and boats already in the game). One of the mods, to begin with, replaces the locomotives' in-game names with the real ones (e.g. "TIM" and "AsiaStar" are replaced with "TGV" and "Eurostar").
* The ''[[Zoo Tycoon]]'' series has a large amount of fan-made mods made for it, usually to add creatures not included in the game (such as dinosaurs and the denizens of ''The Future Is Wild'' series). The first game even had an entire mod creation program created for it—since the animals were sprite-based, it was fairly easy to recolor them if you knew how.
* Tons of custom content is around for ''[[Creatures]]'' and its sequels: objects, creature breeds, and occasionally new worlds/add-on rooms. Official tools to make CC have been available nearly from the start.
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== Platform ==
* The ''[[Super Mario World (video game)|Super Mario World]]'' hacking scene is extremely active, thanks largely to the user-friendly ''Lunar Magic'' editing program for the game. There are dozens of full hacks available at [http://www.smwcentral.net/ SMW Central] (a site which has no tolerance for Kaizo-style [[Platform Hell]]). Examples include [https://web.archive.org/web/20130215010520/http://www.smwcentral.net/?p=showhack&id=3716 Notte Luminosa], [http://www.smwcentral.net/?p=showhack&id=4147 A Super Mario Thing],[http://www.smwcentral.net/?p=showhack&id=1178 The Second Reality Project Reloaded], and [http://www.smwcentral.net/?p=showhack&id=2854 SMW2+ 3: The Essence Star]. Recently, they've made [http://www.smwcentral.net/?p=showhack&id=4961 An SMWC Production].
** You can find a [[Let's Play]] for ''[http://fromearth.net/LetsPlay/SecondReality/ The Second Reality Project Reloaded]'', a remake of two separate ROM Hacks into one game, with the content from the secondary hack tucked away in a super-secret world. [[Raocow|The author]] of the Let's Play in question also features his earlier Let's Plays of the two separate original hacks as a comparison.
*** {{spoiler|1=One of those hacks being ''[http://www.smwcentral.net/?p=showhack&id=1044 Chaos CompleXX]'', a [[So Bad It's Good|So Intentionally Bad It's Good]] parody of a typical bad hack.}}
** There's also the infamous [[Kaizo Mario World]], that [[Platform Hell]] codifier hack that basically started off all this 'ROM hacks for Mario have to be really really hard' trend (and the one which caused quite a bit of annoyance towards Youtube LPs by the aforementioned Mario World hack site).
** For a while, there was also "Automatic Mario," which were [[Automatic Level|levels that required no player input and simply propelled Mario through the level through various insane means]]. [https://web.archive.org/web/20131022063107/http://www.joystiq.com/2007/08/22/dont-move-hacked-mario-world-levels-play-themselves/ This is the original Joystiq article on it]. Then the movement proceeded to [https://web.archive.org/web/20131115081958/http://www.joystiq.com/2007/09/16/dont-move-just-listen-automatic-mario-goes-anime-music/ set them to various anime theme songs]. It arguably reached its peak with [https://web.archive.org/web/20140218145856/http://www.joystiq.com/2008/05/26/the-eleven-minute-automatic-mario-masterpiece/ an eleven-minute-long medley of various theme songs] and [http://kotaku.com/5415005/marios-italian-rhapsody Queen's "Don't Stop Me Now"]. [[HSQ|In many cases, especially the latter two, they are a sight to behold.]]
** Other major ''[[Super Mario Bros 3]]'' mods include ''Strange Mario Bros. 3'' and ''[[Mario Adventure]]''.
** A recent game that has been modded is ''[[New Super Mario Bros. Wii]]''. Thanks to the level editor ''[http://www.rvlution.net/reggie/ Reggie]!'', mods for the game are starting to become widespread.
** [[Super Mario 64]] hacks are starting to become more prominent with the advent of the level model importer. Noteworthy ones include [http://www.romhacking.net/hacks/543/ SM64: The Missing Stars], the first full [[SM 64]] hack, and [http://www.romhacking.net/hacks/873/ Super Mario: Star Road].
* A special case is the ''Knuckles in Sonic 1'' hack, which (as the name implies) makes Knuckles into the playable character in the original ''[[Sonic the Hedgehog]]'', in a similar fashion to the ''Knuckles in Sonic 2'' that is obtained by connecting ''Sonic 2'' to ''Sonic & Knuckles''. What makes this interesting is that the original developers had tried and failed to put Knuckles in the first game during the making of ''S&K'', citing technical problems. To make matters even more interesting, they've also created another version putting Tails into the game (with the spin dash, and flight).
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* ''[[Mega Man Zero]] 3'' has been the target of various well done sprite hacks that replaces Zero with a completely different character such as Vent, or Copy X. First started off as a hack that allowed the ability to play as Omega Zero which was basically a palette swap of Zero and giving the player access to his exclusive attacks.
** ''[[Rockman No Constancy]]'' replaces the environments, attacks, and even the music: rather than ''[[Mega Man 2]]'s'' futuristic looking stages, the ones in Constancy look more mystic or dreamlike (think ''[[Sonic CD]]''). Think the game is easier? ''Think again''. The bosses have faster attacks, the stages have brand new gimmicks, the stages themselves are new, and the scenery is just beautiful, as is the music (Yes, it's taken from various sources, but the soundtrack is beautiful anyway). For a peek, look [http://www.youtube.com/watch?v=S4ZLJc6NXgM&feature=related right here].
** ''[[Rock Man 4 Minus Infinity]]'' did the same thing for ''4'' and added a lot of [[Homage]]s to the other games of series. Most of the music is ported from other games.
** In addition to ''Rock Man 4 Minus Infinity'', Puresabe also created a [[Rockman New Year Hacks|bunch of Mega Man side hacks]] based on the Eastern Zodiac as well. These hacks showcase characters based on the Eastern Zodiac. The 2014 hack features Centaur Man. The 2015 Hack features Sheep Man. The 2016 Hack features Spark Mandrill. The 2017 hack features Storm Eagle. The 2018 hack features Rush.
* The [[Metroid]] community gets its share of hacks too, and with [[Sturgeon's Law]] in place you can enjoy such thing as the masterful (and [[Platform Hell|difficult]]) [http://www.romhacking.net/hacks/131/ Super Metroid Redesign], the brilliantly atmospheric Super Metroid Eris, or the complete level overhaul of [http://www.zophar.net/hacks/nes/metroid-12/Metroid-X-205.html Metroid X].
** If you wanted a hair-ripping hack, try your hands at ''[http://m2k2.taigaforum.com/post/sm_super_metroid_impossible.html Super Metroid: Impossible.]'' This is made by the person who developed the under-two hour tool-assisted speedrun for Redesign, a mod that typically takes as long as ''[[Metroid Prime]].''
* [[Eversion]], having its source code in a text file for all to see, is very easy to modify. Common mods are designed to access its ten or so [[Minus World]]s or allow for flight or invinciblity.
* The PC version of the original [[Prince of Persia]] had an [[Nintendo Hard|even harder]] level hack called ''4D Prince of Persia'' back in 1994. In more recent years, however, hackers became capable of deeper modifications, and now you can get many new level sets, tiles and character sprites - you may play with levels and graphics from the [[Porting Distillation|excellent SNES version]]. Someone even made a launcher to use all of the stuff combined.
* Thanks to the way lots of data is found in separate files, ''[[Cave Story]]'' has a lot of mods, [https://web.archive.org/web/20111009123236/http://www.cavestory.org/forums/forumdisplay.php?f=60 as it's fan-forum can attest].
* ''Somari'' was a pirated Famicom port of ''[[Sonic the Hedgehog]]'' with Mario replacing Sonic. In turn, the company made a ''[[Doraemon]]'' total conversion of it.
 
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* ''[[Guitar Hero]]'' has a [http://www.scorehero.com/forum/viewforum.php?f=16 rather active modding community] focusing around custom songs: the use of an [[MP3]] and a custom note chart to create songs not on the game disk.
** Said community was the inspiration for the custom song feature in ''World Tour''.
* Both the arcade and Playstation2 versions ''[[In theThe Groove]]'' can be hacked to include custom themes and songs. As it is based on a [[Dance Dance Revolution]] [[StepMania|simulator]] which requires fan-made content to play, it is very easy to port content made for [[StepMania]] over to [[In theThe Groove]].
** Even without hacking, the arcade version allows players to play custom songs and custom stepcharts for pre-existing songs.
* Most [[Dance Dance Revolution]] arcade cabinets can also accept custom stepcharts from either USB or Playstation memory cards. A hacked cabinet can also have custom stepcharts built-in, as well as allow modifiers like Fuwafuwa (usually found only in Oni courses) selectable in regular play, and change the color scheme/theme.
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*** In fact, many mods for ''NullpoMino'', such as the ''[[Gaiden Game|Tetris: The Grand Master ACE]]'' modes and the infamous Phantom Mania mode, were incorporated by the author into later releases, with credit given to the original modders.
* FCEUX, an NES emulator, features LUA scripting. LUA scripts can directly modify the game's variables. They can also accept user input. The result: [http://www.youtube.com/watch?v=1XNTjVScm_8 Mario, meet Kirby Canvas Curse.]
** Another example is [https://web.archive.org/web/20131105032900/http://www.neillcorlett.com/metroidlua/ Neill Corlett's script] for [[Metroid]], which adds some elements of Super Metroid, like automapping, and even allows mouse interaction on some screens.
** SNES9x, an SNES emulator, also does LUA scripting, [http://www.youtube.com/watch?v=yHKhMxjEWgU as shown here].
* Midway produced unofficial sequels of ''[[Pac-Man]]'' despite only being the distributor of the games for Namco. One of these was ''Ms. Pac Man'', based on a hack of the original game called ''Crazy Otto'', developed by another company with no official connections then to [[Pac-Man]]. Incidently, of the Midway [[Pac-Man]] games, only Ms. Pac Man was adopted by Namco.
* ''[[Darius]] Gaiden'' got an official (allegedly) hack called ''Darius Gaiden Extra'', which cranks up the autofire rate, rearranges the stages, and adds an option to play all 28 stages, instead of just 7 of them. Strangely for an arcade game, it also adds a pause function.
* ''[[Star Trek: Bridge Commander]]'' starts out with only a few dozen ships of okay quality. Players have added HUNDREDS of ships with quality that makes most older computers cry (due to high numbers of polygons and large textures). There's even new play modes and campaigns, as well as UI and interactivity improvements.
* The ''[[Glider]] PRO'' scenario "SeaCaves" was more than just a custom level; it included a patch for the game program which changed the graphics for just about everything to fit in with its [[Under the Sea]] environment. Only the glider itself still looked the same, except for a temporary transformation into a dolphin.
* ''[[Grand Prix Legends]]'' continues to survive thanks to gradual improvements and hundreds of modded tracks and new car sets.
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* ''[[Aquaria (video game)|Aquaria]]'' has a built-in level editor and a menu option set aside for accessing mods. The modding community doesn't really extend far beyond the game's official forum, but there have been some fairly decent mods created, including [http://www.bit-blot.com/forum/index.php?topic=1031.0 a fan-made prequel to the game proper].
* ''[[Street Fighter II]]'' had various hacked bootleg versions in the arcade such as ''Rainbow Edition'' and ''Koryu'' that modified many of the games properties, allowing for mid air fireballs, dragon punches that spammed fireball and instant character swapping in game.
** A mod for the PC version of ''[[Street Fighter IV]]'' called ''[https://web.archive.org/web/20121116045304/http://shoryuken.com/forum/index.php?threads/street%2Fstreet-fighter-iv-koryu-pc-mod-release-thread.133097/%2F Street Fighter IV Koryu]'' basically pays homage to the above.
* [[Robot Arena|Robot Arena 2]] has the DSL: Total Conversion mod, which completely revamps the game, ironing out some bugs, adding all new components to make the game more realistic, and even including replica robots of such famous machines as Biohazard, Razer, Nightmare, Chaos 2 and Hypno-Disc. Said modded version is ''far'' more popular than the original version.
* Having character [[Cameo]] appearances in games continues to be a popular hobby among amateur modders, particularly with [[First-Person Shooter]] and [[Wide Open Sandbox]] games. For instance, a number of [[Half-Life 2]] players (mostly those who play the single player games like Episode 1 and Episode 2) have substituted [[Action Girl|Alyx Vance]] with other famous characters such as [[Metroid|Samus Aran]] [http://www.youtube.com/watch?v=M-80SocVHO8\], [[The Legend of Zelda|Princess Zelda]] [http://www.youtube.com/watch?v=wCvpM6e9XIQ\], [[Vocaloid|Miku Hatsune]] [http://www.youtube.com/watch?v=M9vVIRtDCAw\], [[Digimon Tamers|Renamon]] [http://www.youtube.com/watch?v=l6LHQh5gFVI\], and [[Dead or Alive|Ayane]] [http://www.youtube.com/watch?v=CpGDzrX0Dtk\], to name a few examples, just to watch them perform actions normally not expected of them.
* [[Oni]] has a [http://oni.bungie.org/community/forum/index.php mod community] dedicated to producing the [http://oni.bungie.org/community/forum/viewtopic.php?id=1629 Anniversary Edition] which replaces some [[Dummied Out]] content and [[Let's Get Dangerous|seriously upgrades]] the original [[Artificial Stupidity|combat AI]].
* Thanks to the [http://exult.sourceforge.net/ Exult] engine, mods can be made for [[Ultima VII]].
* ''[[Kinnikuman: Muscle Fight]]'' has Muscle Gear, a tool used to easily create any kind of match the player wants to set up and increase the difficulty of their opponent. It can be used to create AI tournaments; these videos are seen mostly on [[Nico Nico Douga]].
* Within the ''[[Tony Hawk's Pro Skater]]'' community, ''THUG PRO'' is considered to be the definitive way to play the series, especially in light of the much-maligned ''Pro Skater 5'' instalment. [[Loads and Loads of Characters|Loads and loads of characters and parks]] abound, which includes those from the first few titles from the series as well as some bonuses like [[Toy Story|Andy's room]] ripped from ''Disney's Extreme Skate Adventure'' among others.
 
{{reflist}}
[[Category:Fan Work{{PAGENAME}}]]
[[Category:GameFan ModWorks]]
[[Category:Simulation Game]]
[[Category:World War One]]
[[Category:Derivative Works]]
[[Category:Videogame Culture]]
[[Category:Game Mod]]
[[Category:Not the Way It Is Meant to Be Played]]
[[Category:WorldError War OneIndex]]