I would say for one modders would have much more information on the base to work with.

  • pmw@lemmy.world
    link
    fedilink
    arrow-up
    11
    ·
    edit-2
    23 hours ago

    Pillars of Eternity was moddable only because it was written in C# (Unity iirc), making it possible (though not straightforward) to more or less modify the code however you want. So a mod was essentially a bunch of overwritten classes.

    A game that you could literally just fork on GitHub and change things would certainly be moddable in a sense… Handling multiple mods without conflicts, however, is another thing. For that you need a proper modding interface, like the original Baldur’s Gate or Skyrim.