Just a thought..
One dear to me says "Not possible, consoles are not built to do this."
I think it would be ideal..
What say you?
-Yes I know they aren't releasing a CS for the consoles-
Just a thought..
One dear to me says "Not possible, consoles are not built to do this."
I think it would be ideal..
What say you?
-Yes I know they aren't releasing a CS for the consoles-
Can the console run all the library programs and third party programs needed to make mods? Maps and battleground levels for some games are far different than mods for games like Skyrim and Fallout3/FNV.
There are reasons the games and mods are built on pcs.
He says CS is basically "mucking around with computer files" and you cannot do this on a console.. I disagree about computer files because CS is contained. It only allows me to "muck about" specific files.. He has never used CS so is unfamiliar with it..
But in a way it is.. sort of.. Even though it is only specific files.. Thus would not be doable.. In that sense..
But then Windows 10 is coming to Xbox 1... so maybe?
The creation kit isn't really a simple program, you wouldnt even be able to make a basic mod with on the console. They would have to redo the controls to fit consoles and even then you will still get basic mods unless you figured out a way to enable mod users to set up scripts.
All in all its just alot of work to put in to make a consoles version, on top of the work they are already doing to make it available on the consoles. As a last point the team, as far as making mods go, should focus on enhancing on the PC as it a superior system in most cases. That way all the mods that can even run on the consoles can go to the consoles, its better for everyone this way.
IF you were wiling to still use the PC for some aspects (creation of models or textures, for example) and you were willing to use a USB keyboard/mouse instead of a controller, then you could use the creation kit on console.
I just don't see any point to Bethesda actually doing any work to support that, though.
EDIT: Since you'd need to use the console exactly like a PC, a more reasonable approach would be to allow console copy owners to run the creation kit on the PC using the assets on the console.
Yeah, there's a lot more to modding than just the creation kit. Sure, you can do some things with just the kit, but to do anything major, you need more.
(You'd likely also have to make a special version of the CK for the consoles in the first place, if only for managing files.... do the current consoles have anything like the Explorer/Finder view, being able to go through folders & move files around? Compress & decompress things, arrange files in groups, etc...)
You could build mods on consoles if after a lot of effort there were tools and interfaces to make it operate as a full-blown PC.
But there are already PCs, so just more practical to build them there.
Not impossible but why would you?
If we are able to hook up a keyboard and mouse and install Windows 10 to an Xbox One, then how is it any different from a computer?
Inferior memory, inferior graphics card, inferior cooling?
Besides that, unless I am missing something you *can't* run windows 10 on the xbox.
A game console is not a workstation. A desktop PC is among other things, a workstation. For a modder, it's a workstation (for modding) and a game system.
The CK/CS/GECK is not a novelty level editor. It is the tool the devs used to assemble the game. Operating system architecture is significantly different enough between a game console and a PC that the CK/CS/GECK would be unfeasible to run.
And, as others have said, the GECK/CK/CS is not the only tool that modders use. NIFSkope, xEdit, Script extenders, modeling programs for models, image editing programs for textures, mod load order management tools (Wrye, Nexus Mod Manager, MO, LOOT, etc)... all these tools are things the BGS game modding community knows and loves, and are things that are even less likely to jive with console hardware on a technical level, or with the console vendors on the policy level.
There will always be computers that have worst specs than the Xbox One and able to mod Fallout 4 games. So the Xbox One is inferior to some computers, but superior to others.
Windows 10 is supposedly coming to the Xbox One next month which is certainly a lot sooner than mod support for Xbox One will arrive for Fallout 4. Whether the Xbox One version of Windows 10 will allow us to create Fallout 4 mods remains to be seen.
There was a recent 2gig patch for Xbox One I do not know if it was the Windows 10 patch but games are working a lot better and look better as well.
That is interesting. I am doubtful that it'd be a full version of windows 10. I just can't see them allowing a person to install third party programs, that you really need for extensive modding. Like creating new items, using enbs, using script extenders..
If they actually do allow that.. that would make owning one somewhat tempting..
Technically speaking, the standard kitchen clock is a "computer".
Consoles ARE computers, this is true. They are what is called Turn-Key Systems. That is to say, they are designed to do a limited number of things and when you turn them on, they start doing them.
Personal Computers (PC's) are open architecture systems, They can be expanded are designed to be modified to perform an unlimited number of functions.
You also have to consider that even though XBox Ones will have a Windows 10 variant on them does not mean that they will be able to perform all the possible functions that all Windows 10 computers can. To give you an example. Android smartphones use a Linux variant as an operating system. Linux (like Windows) is used on enterprise servers to run businesses. Nobody has ever run an enterprise data center on an andriod smartphone (or for that matter XBox) simply because the hardware is nowhere near powerful enough to do it.
If you intend to create Fallout 4 mods, you are going to need a PC to do it. If you intend to create mods usable on consoles AND do it properly, you will need a fairly high-end PC and an XBox One and a PS4. Why alll three? Testing. Just because a mod works well on one, does not mean it will work well on the other two or even work at all.
I'm sure they could make a simplified in game version that made it possible to do some types of modding. It wouldn't be anything fantastic but it could allow you to do some things.
But until we see what is capable with the Xbox One version of Windows 10, then we can't make an opinion of what is and isn't possible for something like this. All we can say is that there is the possibility that we will be able to create Fallout 4 mods on the Xbox One.
Also, there is a huge difference between create a Fallout 4 mod using the Creation kit and create a Fallout 4 mod that uses modelling programs, script extenders, image editing programs, and all the other programs that modders like to use. However, if mods will be on the Xbox One and PS4, then there has to be support for programs like Script Extenders or else there will be mods that will only work on the PC.
As far as testing mods goes, you don't need to have a PC, Xbox One, and PS4. You just need to know people that have them. This can be done by personally delivering the file to those people or posting the file on a website like Nexus and have random people test the game for you. Lots of mods get new versions released due to player feedback.
That's kind of how I'm guessing it's going to work, though...
I'm not at all sure how you're going to get a script extender to work on a console - modders being who they are, someone's probably going to figure out a way to make it work, though.
But my take on this is the same with how it's always been on PC: You can put a mod on a PC. But it's not really Bethesda's, Sony's, or Microsoft's problem if someone makes a mod that needs a script extender or other 3rd-party program. Just because they've said they'll support mods doesn't mean they'll provide support for every permutation that comes out. And all of this kind of hinges on modders making mods that will run on consoles. If Modder A makes a mod and puts it up somewhere and it turns out to be really buggy for a particular console, then it's up to that modder if they want to fix it or not.
Obviously, Bethesda's got a great modding community - but at least as far as early days are concerned, I'm thinking there's going to be a difference between what Bethesda is saying now that mods will be available for consoles, and "all and any kind of mod that ever comes out will be guaranteed to run on your console and we'll provide support for all the 3rd-party programs that may be attached to some of these mods." And just because they're allowing mods to run on consoles doesn't meant they're necessarily going to allow these 3rd-party programs to run on it, as well, or that it's even going to be possible to do so.
Further down the line? Who knows, but I suspect a lot of this is going to come down to the innovation and creativeness of the modding community more than Bethesda, Sony, or Microsoft. Bethesda will provide the tools (still doesn't seem likely the GECK will be put out for consoles, but who knows,) but that's pretty much been the extent of their involvement.
Oh, there will definitely be mods that only work on PC. Mods on the consoles will not have the full range of freedom, both from a code standpoint and a content one. Most people have been expecting that since the original announcement.