Bethesda wants to bring Skyrim mods to Consoles

Post » Wed Mar 30, 2011 12:57 am

This should be great :hubbahubba: they should use the xbox live market place for mods, I hope they finish it before the release of Skyrim! :D
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Crystal Clarke
 
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Post » Wed Mar 30, 2011 5:25 am

Can someone with more knowledge then me on this matter explain what exactly would have to be done for the Creation Kit to work on the consoles?

Basically you won't be able to import mid or high poly (polygons) custom meshes, meshes are 3D objects representations, on Oblivion for example you use 3Dmax or Milkshape or Maya or a program to edit/create/modify meshes lets say you model a sword , then you use a program called Niftools to give the sword a material, to modify the havok, etc then you make a texture lets say in photoshop and in Niftools (if i remember well) you attach the texture to the sword (you need to uvmap the sword 1st) then as .nif you can just select it on the Construction Set and do whatever you want with it , add spells, damage , where it will be found , if it is part of a quest , etc. All are PC programs so i believe this part would end being done on PC. :read:

On a console obviously you have a limit of ram and cpu/gpu wich is almost surely is already pretty hardly pushed with the game engine and assets, this is why they need to create a simplified version of the Construction Set Checking every modification to see if it does not break the game or crashes the system. Lets say i make a 8k poly armor headpiece and somehow you get it running on a 360 or PS3 , the game default armors headpieces are like 3000 polys i believe i don't remember , well your system will now have to deal with 5k more polygons and is just a helmet figure the whole armor and i have seen 18k polys a piece of armor on mods (mabe poorly optimized but whatever lol). so they need a way to check every mod. Same with the textures they need to set a maximum limit for texture size and resolution.

This is if they allow custom meshes and textures i have no idea if they are for that task of checking/testing every mod out there.

Also i believe it should be done on PC like i wrote before you need lots of PC programs.

On a console it would be just the Construction Set no new meshes , no new textures but you should be able to modify a lot of ingame stuff , like change one texture for another, enchanting/naming items, you have a better face generator, you could make some quests yep, new houses or even a castle, is a powerfull tool , is impossible to list all you can do in 1 post hehe, the construction set is pretty deep but you will have to use what is in there, i hope you understand me lol. :icecream:

But they really need a way to tell you when you are conflicting with other scripts or quests or terrain and when you are near the limit , you can't for example make a house and keep decorating it with stuff forever lol they need a thing like the LBP thermometer i believe :cake:


Just guessing please excuse my english and i really wish every system could have everything and i wish more for all systems wars to end :hugs:
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Lakyn Ellery
 
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Post » Wed Mar 30, 2011 12:53 am

There would need to be a utility that unpacks the files into the right places, then you'd only need to enable the esp in the data files tab. Anything that relies on an external program to run just won't work. I have a couple of dozen mods and only five or six need obse to run. (oblivion script extender)
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Iain Lamb
 
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Post » Wed Mar 30, 2011 1:24 am

No offece to 360 players but I doubt microsoft would go for this. If i'm right sony will be the first jumping In resulting microsoft to go for it.

Or if sony has a sudden change of heart then it will be the other way round.

My prediction is if one does it . Both does it .


Edit :My pc is weaker than a ps3 but either way it could run 255 esp's + about another 100 esps merged.
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Auguste Bartholdi
 
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Post » Tue Mar 29, 2011 8:01 pm

How this is not going to work
1: most oblivion mods are made with higher resolution textures than the consoles can handle, high poly items ect.
2: if the mod uses any form of a script extender or third party tool
3: if the mod is made for a medium/high end PC (ram usage/vram usage)
4: if the mod uses another fictional universe
5: if they charge for the mod and do not reimburse the modders LOL@LAWSUITS.COM
6: they will never pass microsoft or sony quality cert.

Also i really doubt PC modders would want there stuff ending up on the console sense it would defeat the purpose of buying the PC version of the game, no one who loves his hobby would slight it.

Also running the editor on a console yeah thats not going to happen either, why, 512mb's.


THE ONLY WAY THIS WILL WORK is if bethesda's gimps the living hell out of the editing tools to limit what pc gamers will do and make sure whatever they make can be easily ported over.
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marie breen
 
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Post » Tue Mar 29, 2011 10:48 pm

Thanks for breaking that down for me Sir Drake!
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Ilona Neumann
 
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Post » Tue Mar 29, 2011 10:50 pm

1. Majority mods made with ingame assets
2. Dont use thosE mods
3. Dont use those mods my pc is weaker than a ps3 about 350 esp's (some merged)
4. Nobody knows
5. Depend how they do it. I'm going unreal way .
6. good point but no-one here knows
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Inol Wakhid
 
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Post » Wed Mar 30, 2011 10:09 am

Can someone with more knowledge then me on this matter explain what exactly would have to be done for the Creation Kit to work on the consoles?


Apparently it works by default now. The thing now is trying to get Microsoft and Sony to allow Bethesda to upload player made mods onto XBL and PSN for the console players to download for free. The reason they have to debate this with them is that this will take up bandwidth from XBL and PSN for no cost and something tells me Microsoft and PSN wouldn't be happy with that hehe.
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Charles Weber
 
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Post » Wed Mar 30, 2011 5:09 am

Apparently it works by default now. The thing now is trying to get Microsoft and Sony to allow Bethesda to upload player made mods onto XBL and PSN for the console players to download for free. The reason they have to debate this with them is that this will take up bandwidth from XBL and PSN for no cost and something tells me Microsoft and PSN wouldn't be happy with that hehe.


Really? That's it now? The ONLY thing keeping certain mods from consoles is permission from Microsoft and Sony?

It'd be interesting if we could download them to a hard drive and install it into the consoles. I'm not computer savvy, but I doubt that would work.
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Sophie Miller
 
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Post » Tue Mar 29, 2011 9:55 pm

Really? That's it now? The ONLY thing keeping certain mods from consoles is permission from Microsoft and Sony?

It'd be interesting if we could download them to a hard drive and install it into the consoles. I'm not computer savvy, but I doubt that would work.

I believe he is talking about the Construction set , i don't think he is talking about mods like the ones you see on Tes Nexus :mellow:
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joannARRGH
 
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Post » Wed Mar 30, 2011 10:50 am

Really? That's it now? The ONLY thing keeping certain mods from consoles is permission from Microsoft and Sony?

It'd be interesting if we could download them to a hard drive and install it into the consoles. I'm not computer savvy, but I doubt that would work.


Well permission from sony and microsoft also the fact a good amount of mods will not run on the console system. High poly assets, custom meshes, ini file modifications, high rez textures so on and so forth.
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Alexander Horton
 
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Post » Wed Mar 30, 2011 7:58 am

Yes!!! us console users might finally be getting a break.


Mods that need graphics extenders, or ones that greatly increase the graphics won't be possible, but still, I'm sure lots of people are gonna be making Console-compatible mods if consoles can download them.

I wonder if 360/PS3 would get some version of the actual creation kit, or if it would just be mods made on computers. If it's the latter, I would like a downloadable creator kit on the computer that's compatible with my pathetic computer.
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Nichola Haynes
 
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Post » Wed Mar 30, 2011 11:42 am

Well permission from sony and microsoft also the fact a good amount of mods will not run on the console system. High poly assets, custom meshes, ini file modifications, high rez textures so on and so forth.

Yep, not to mention any mod that needs a script extender (obse requires you to run a custom executable and have custom libraries... something MS and sony never would nor could allow).
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Lizbeth Ruiz
 
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Post » Wed Mar 30, 2011 2:46 am

You'll be required to have a hard drive though
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Alisha Clarke
 
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Post » Wed Mar 30, 2011 3:34 am

Yes!!! us console users might finally be getting a break.


Mods that need graphics extenders, or ones that greatly increase the graphics won't be possible, but still, I'm sure lots of people are gonna be making Console-compatible mods if consoles can download them.

I wonder if 360/PS3 would get some version of the actual creation kit, or if it would just be mods made on computers. If it's the latter, I would like a downloadable creator kit on the computer that's compatible with my pathetic computer.

I can't even imagine trying to mod with a gamepad. Not sure how they could make a creation kit that would run well on computers that can't play the game, unless it was just for modifying leveled lists and doing other things that don't require you to actually render the cells. Who knows, it would be cool if they made a CK for consoles that supports kb/m.
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glot
 
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Post » Wed Mar 30, 2011 11:30 am

You'll be required to have a hard drive though

I have a cheap 20GB or something on my Xbox... I need to update, and probably get a 120 gig for only Skyrim and mods. (i'm not gonna jump the gun, but if this thing does actually happen, which is a stretch IMO)
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glot
 
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Post » Tue Mar 29, 2011 10:57 pm

Can someone with more knowledge then me on this matter explain what exactly would have to be done for the Creation Kit to work on the consoles?

I quite seriously doubt that they will have the CK on consoles. Just imagine trying to create a console interface for the CS; it just wouldn't work. It's pretty complex and clunky even on PC which has way more buttons. So that leaves creating them on the PC and uploading them to what I assume would be their own personal nexus type place where they are approved or rejected and then placed on XBL.

If they did somehow create a version for console it would be little more than an extravagant map editor, which admittedly would still be pretty cool, but you would lose out on the greatest thing that mods on PC gave us which is the freedom to break the limitations the normal game had by adding whatever you could imagine and create.
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Izzy Coleman
 
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Post » Tue Mar 29, 2011 8:40 pm

For those getting excited, remember just because they are seeing if they can does not mean they will.

As pointed out there are a number of hardware and legal issues that need to be overcome and for a game this size, I think the current generation of consoles is going to struggle.

Even a PC with a couple of gigs of RAM can struggle with certain numbers and combinations of mods and when neither the 360 or PS3 is packing less than a gig in RAM (About 512mb) There's going to be problems.

Plus there's the issue of the file structure and the fact that many of the best mods require third party programs, none of which would be permitted on the consoles.

edit: The excitment of this is a lot like the burst of giddyness that erupted when Valve announced that 'Developers' would gain access to Steamworks tools on the PS3. A lot of people added 4 and 4 and made 42 and decided this actually meant that PS3 owners would be able to mod Portal and similar games.
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Madison Poo
 
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Post » Wed Mar 30, 2011 10:22 am

I can't even imagine trying to mod with a gamepad. Not sure how they could make a creation kit that would run well on computers that can't play the game, unless it was just for modifying leveled lists and doing other things that don't require you to actually render the cells. Who knows, it would be cool if they made a CK for consoles that supports kb/m.

yeah i didnt know the implications of running the creator on a weak computer, but as for a mod creator on a console, I think it must be possible, It would pretty much require at least a keyboard though (which i have).
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Bryanna Vacchiano
 
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Post » Wed Mar 30, 2011 4:06 am

90% of our audience is on the consoles
Wow.
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Paul Rice
 
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Post » Wed Mar 30, 2011 12:17 am

I have a cheap 20GB or something on my Xbox... I need to update, and probably get a 120 gig for only Skyrim and mods. (i'm not gonna jump the gun, but if this thing does actually happen, which is a stretch IMO)

Yep lol my Oblivion Mod folder is 230gb :yucky: my 360 HDD is like yours 20gb i install/unninstall everything lol :turtle:

But really don't get high hopes it would make me sad looking at all you guys without a gaming pc if they don't release the construction set and all this stuff is just hype :shakehead:

Also for when Skyrim is out i bet PCs will be a LOT cheaper , and then you will be able to play every single mod ! :foodndrink:
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Kitana Lucas
 
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Post » Tue Mar 29, 2011 8:18 pm

For those getting excited, remember just because they are seeing if they can does not mean they will.

As pointed out there are a number of hardware and legal issues that need to be overcome and for a game this size, I think the current generation of consoles is going to struggle.

Even a PC with a couple of gigs of RAM can struggle with certain numbers and combinations of mods and when neither the 360 or PS3 is packing less than a gig in RAM (About 512mb) There's going to be problems.

Plus there's the issue of the file structure and the fact that many of the best mods require third party programs, none of which would be permitted on the consoles.

Plus the fact that Beth is determined to make all versions "equal," so they will probably not allow mods on consoles if they can not reach equivalent agreements with both MS and Sony. Either way I'm pretty sure it would be directing a lot of traffic through xbox live and psn, and if the mods were free that would be traffic that simply costs MS and Sony money without giving them anything in return. And the achievement/trophy cheating issue (probably the worst reason to leave out modding capability on consoles, but still something MS and Sony would consider).
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JaNnatul Naimah
 
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Post » Tue Mar 29, 2011 9:53 pm

I'm one happy chap :) (if it's true)
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CArlos BArrera
 
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Post » Wed Mar 30, 2011 2:26 am

many of the best mods require third party programs, none of which would be permitted on the consoles.

I bet that lots of modders would be making "console-compatible" mods once consoles can play them. Hypothetically, Just the fact consoles can have mods now will increase the number of quality mods that don't use third party programs.
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brenden casey
 
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Post » Tue Mar 29, 2011 11:00 pm

I think people should hold their horses before jumping to conclusions. Todd suggesting he would like to have mods on consoles is very different from mods actually being on consoles. Many pacifists would love to have world peace and never see another war happen, but how likely is that?

The only way I can see mods being possible would be if Sony/Microsoft changed their rules, BGS compiles a list of the most appropriate and practical mods with a price (having free mods would be bad for business on the market place), or a very dumbed down version of the creation kit, essentially being a map editor.
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priscillaaa
 
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