Any official ETA on the editor?

Post » Sun Jan 10, 2016 11:43 am

Is there any official ETA on the editor?

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N Only WhiTe girl
 
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Post » Sun Jan 10, 2016 10:28 am

Only ETA we have is next year 2016.

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Mackenzie
 
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Post » Sun Jan 10, 2016 11:58 am

Skyrim released in November and the Creation Kit was out in February, so 3 months after launch. Will probably be the same now.

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Matthew Aaron Evans
 
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Post » Sun Jan 10, 2016 5:49 am

thanks for the info guys

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MARLON JOHNSON
 
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Post » Sun Jan 10, 2016 1:17 pm

Todd Howard said "Early 2016"

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Micah Judaeah
 
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Post » Sun Jan 10, 2016 11:26 am

Which means anytime within the first quarter(Jan 1 - Mar 31)

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Margarita Diaz
 
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Post » Sun Jan 10, 2016 7:36 am

Lets Hope that it will come out soon, but i think bethesda wants some time for Bug Fixing,especially since this is out on Consoles too.

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Nikki Lawrence
 
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Post » Sun Jan 10, 2016 2:50 am

I can hardly wait for the mods. I did a lot of exploration and got used to the game mechanics, but I'm waiting for some mods before I run the questlines.

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Madison Poo
 
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Post » Sun Jan 10, 2016 7:02 am

Bethessda realy wants to delay the Geck so that they can continue debugging the game without confusing the issue by having mods creating more issues that they have no control over. I would expect one more patch before the come out with the Geck and another patch with it.

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Johanna Van Drunick
 
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Post » Sun Jan 10, 2016 9:47 am

Will be the same as Creation Kit probably, February or March.

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Sanctum
 
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Post » Sun Jan 10, 2016 11:52 am

I doubt that's the reason. Skyrim's CK was delayed because of Steam Workshop integration. FO4's kit is likely delayed the same amount because they once again want really good documentation (like creationkit.com) and also the addition of mods on Xbox One. I don't think they delay it to avoid having "mods cause issues that aren't their fault".

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Damian Parsons
 
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Post » Sun Jan 10, 2016 2:51 am

OH HOLD ON.......Xbox 1 can have mods installed now...do you mean like off the nexus or what not?

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Trevor Bostwick
 
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Post » Sun Jan 10, 2016 3:31 pm

Nobody's quite sure. Microsoft has agreed, this is going to happen. But exactly when and how still hasn't yet been announced.

We know from statements by Todd Howard and/or Pete Hines in interviews or on twitter that:

  • the CK is PC only;
  • the CK will release in early 2016;
  • at some point after that it will be possible to use mods on Xbox One;
  • at some point after that it will be possible to use mods on PS4;
  • Bethesda want mods on console to be largely unrestricted (and potentially game breaking), except for full nudity. Copyright violation will also be forbidden.

Yes, Sony is on board with this as well.

My guess is that mods created with the CK will be uploaded to Bethesda.net, and from there it will be possible to browse them through the launcher on console (maybe PC as well) and download them. I expect they'll only allow archive/esp pairs as mods on console (no loose files), but that for mods uploaded to sites like Nexus (i.e. PC only sites) anything will go.

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Makenna Nomad
 
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Post » Sun Jan 10, 2016 9:34 am

The mods will almost certainly be uploaded to Bethesda.net. There's some indicators buried in their HTML code for the site that they already have a service lined up to handle the file hosting internally. The delay for the CK is likely due to adding this integration to it. I wouldn't count on this being any more sophisticated than hosting on Steam Workshop.

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Rebekah Rebekah Nicole
 
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Post » Sun Jan 10, 2016 2:47 pm

I'd imagine you have to be correct here. It would likely be just like the Workshop. Only plugin+archive mods. That would limit what kinds of mods could be done (slightly) and would prevent the riskiest ones from being put on Console. (injectors, enb, etc)

I'm not sure it will be that open, still, though. I have a hard time believing they'd let you put something like a high res texture pack on console, as memory is an explicit and strict issue on those platforms. That's basically guaranteed to instantly explode your game.

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Krista Belle Davis
 
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Post » Sun Jan 10, 2016 2:16 pm

One problem with texture packs would be how they'd detect and/or prevent problematic ones.

I guess they could have a simple block on including any new textures in mods, but that would pretty much prevent all new armour/weapon mods straight off - and those are popular. And even if the CK or a validation process on the upload site checked on texture sizes and filtered out any above a certain size, you could still break memory easily just by having too many objects in a cell, especially with too few shared textures between them.

Or they could just say "If a mod explodes your game, too bad. Uninstall it in the launcher, register a thumbs-down on it, and move on." That'd certainly be the cheapest and simplest solution, and so long as they have suitably prominent disclaimers popping up when browsing/downloading, the easiest solution for them to spread their hands in a helpless gesture and say "Nothing to do with us" when people get in difficulty.

[edit]

Of course, I'm assuming they won't go down the labour intensive and expensive route of having staff vetting each and every mod uploaded. But who knows, that might happen. Not likely, though.

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Setal Vara
 
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Post » Sun Jan 10, 2016 3:46 pm

Just have to ask then . . . does this mean the Nexus _might_ become less of a "central hub" for FO4 mods, either for PC or console mods or both?

Or, would it more likely be: somebody makes a mod that is compliant with the restrictions for consoles, uploads it to both Nexus (for PC users) and to Bethesda.net (for console and/or PC users) and it works like that?

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Claudz
 
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Post » Sun Jan 10, 2016 3:03 pm

I doubt Nexus will support console mods in any way. Not because of them (though they'd probably also chose not to) but because Sony and Microsoft keep an incredibly tight grasp over their consoles. It took this long for Bethesda to talk them into something. No way is a third party site getting in on that.

I would say console mods will have little effect on the Nexus.

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Alexis Estrada
 
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Post » Sun Jan 10, 2016 3:44 pm

It's entirely possible that Bethesda.net could partially decentralize the community. I also don't see this as a bad thing since it's always a good idea for your mods to be on more than one host, in case one vanishes in the night. The TES community has an unfortunate history of this happening, and "Nexus exclusives" are IMO a pretty dangerous trend in the even Nexus gets knocked out of the picture somehow.

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Doniesha World
 
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Post » Sun Jan 10, 2016 2:25 am

If mods are hosted on Bethesda sites, and they vette the mods, you can bet there will be a cost associated with those mods. Keeping servers is not cheap.
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Claire Vaux
 
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Post » Sun Jan 10, 2016 12:47 am

I'm not particularly convinced there will be a vetting process aside from nudity and/or illegal activity. Todd more or less said he's willing to let console users break their games the same way we do on PC.

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Ezekiel Macallister
 
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Post » Sun Jan 10, 2016 2:56 pm

But you can't deny that hosting servers for the mods would be free. Even the Nexus stays up through donations and ads.

And I suspect they are still looking at only giving the creative genius behind the mod a pittance, such as it was tried before.
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JUan Martinez
 
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Post » Sun Jan 10, 2016 1:59 am

Not to hijack this thread, but umm ... since you're here already.. I'm curious what projects, if any, you guys have planned so far. AJV, are you planning to do a huge undertaking like Falskaar for fallout 4? arthmoor, any mods/tweaks/patches you have in mind for the coming months?

I can't wait until we get out of this infancy stage of fo4 modding and into the real deal. So exciting to think about all the of the potential!

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JAY
 
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Post » Sun Jan 10, 2016 6:53 am

I think you meant "wouldn't" be free. I would never be foolish enough to assert that they would be. It's just a matter of how much they intend to set aside for this, and whether or not they think it's worth leaving up long term.

As for your hint at paid mods coming back, I'm all for it. That "pittance" you refer to was 10% above industry standard for similar user generate content setups. IMO, with Valve out of the loop, I think they'd be capable of setting up something a little less clunky and will hopefully have the fortitude to withstand the initial wave of trolls who will likely rise up and start screeching again.

I'm sure I'll have a few things, I can't guarantee anything substantial, but we'll see. At the very least, yes, the unofficial patch for the game is already collecting information on bugs :P

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OnlyDumazzapplyhere
 
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Post » Sun Jan 10, 2016 10:15 am

Amen Brother...wish paid mods were active when i was modding.

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Harinder Ghag
 
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