Comment on Alright I want to adress the AI moding because people don't understand how anything works and their is a needless panic. No AI won't replace modding.

TehPers@beehaw.org ⁨1⁩ ⁨week⁩ ago

Like Name 10 AI games for example I dare you.

I could probbaly find 10 just by going to recent releases on the App Store or Play Store, but I don’t really subject myself to those stores.


Anyway, on the topic of LLMs used in modding: they are. There are a lot of mods made primarily with LLMs. Having recently installed mods for several games and worked on a modding project locally while in an active modding community, there are mods that even admit on the mod page itself that it’s basically written entirely by AI.

This is usually for mods that are primarily code, though. I don’t know how prevalent AI-generated assets are, honesty.

Personally, I don’t really have an opinion on it. I’m not going to dictate to someone who I’m not paying how they should work on their own project. I may choose to avoid them if they generate their whole mod, though.

Also, in the past, I learned a lot from writing my own mods, and I only got that experience from doing it myself. It’s a shame, but people generating their mods will likely not get any of that experience themselves and will forever be dependent on LLMs as a result.

The code is the only thing that gets more available but even with that you need to know how code actually works. What the hell is code and what does it actually do. Their is books on C++ and even the creator of it said you don’t actually need to know the code fully to work with it. Ironically Code bases have become so bloated that you need to use AI to actually explain what the hell are you looking at.

Many mods for Starfield (which is Creation Engine as well, though later) are AI-generated. They generate either Papyrus or Lua (if they use SFSE) usually. Assets are another story of course, but I don’t think many of these AI-generated mod creators actually know how the code works.

source
Sort:hotnewtop