Creation Kit for Fallout 4

Post » Tue Dec 01, 2015 8:47 pm

I don't see the consoles getting paid mods either.

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Lawrence Armijo
 
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Post » Tue Dec 01, 2015 5:39 pm

Yes GECK is a wimdows program you will need the pc version of fallout to use it
The One is that One support mods
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Jason White
 
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Post » Tue Dec 01, 2015 11:30 pm

Meh, either way console mods are going to be a massive disappointment to many people on that platform unaware of what they're actually going to be compared to PC.

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Jessica Thomson
 
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Post » Tue Dec 01, 2015 8:11 am

I think you are agreeing with me, so yeah. The xbox can support mods, but you cant make mods on it. So it being available for/to consoles has no effect on how we will make mods.

Eh there is a ton you can do without a script extender.

New weapons, models, texture packs (maybe? depending on VRAM usuage abilities), NPCs, quests, locations. Also we might not need the Script extender anymore for mods, because i think I heard they reworked the way scripts worked.

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Casey
 
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Post » Tue Dec 01, 2015 9:05 am

The game itself was made without a script extender. And the game looks to be pretty awesome. You don't 'need' an extender to make awesome scripted mods.

BTW word from the extender devs is that support for consoles is highly unlikely - almost certainly zero. It would require cooperation and support on the console side and it's just not very likely.

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Sylvia Luciani
 
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Post » Tue Dec 01, 2015 7:15 pm

So cosmetic and general DLC content.

Look, a lot of people on console are expecting PC parity, or at least something vaguely approaching it. They think this is the greatest announcement since sliced bread and that it's going to enrich their games comparably to how mods enrich PC versions. It's on them for not being aware of the limitations of their own systems and heavy censorship policies of companies who own their platforms, of course, but that's hardly going to stop them.

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KIng James
 
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Post » Tue Dec 01, 2015 11:10 pm

I haven't seen anyone expecting PC parity, and Bethesda has already confirmed that's not the case.

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Jason Rice
 
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Post » Tue Dec 01, 2015 11:26 am

It is a great thing for consoles, mods on consoles are harder to make just due to the closed off nature of them. Censorship, maybe. we dont know but even with steam you don't technically own the game.

As a mod maker I think its great that consoles will get mods as well. The more the merrier. Even if it isnt all the way, this is a step in an awesome direction.

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Thema
 
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Post » Tue Dec 01, 2015 11:47 pm

You mean every console gamer you've spoken to is expecting it to be largely cosmetic and DLC-tier mods? You genuinely think that's what the excitement over the announcement is for?

We do, I believe it's already been confirmed.

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Miranda Taylor
 
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Post » Tue Dec 01, 2015 4:50 pm

No, and that's not what I said in the first place.

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Dan Stevens
 
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Post » Tue Dec 01, 2015 2:23 pm

no, we know there will be a screening process. Just because you have to follow the rules of bethesda does not mean you are being censored...

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lilmissparty
 
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Post » Tue Dec 01, 2015 10:26 am

You said

In response to

What exactly are the people you've encountered expecting, then?

nvde mods are confirmed as being not allowed. How is that not censorship? It's like suggesting just because you have to follow a law it isn't blatant censorship, that's absurd.

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Taylor Thompson
 
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Post » Tue Dec 01, 2015 12:42 pm

This has been addressed in other posts, but just to confirm, in this interview with Todd Howard (https://youtu.be/bNgEO6ehqp0?t=360) he clarifies very explicitly that the Creation Kit for FO4 will be on PC only "the Creation Kit's just a PC thing".

Some of the biggest and best mods for Skyrim never used SKSE extender. Yes, there'll be some great mods made that it won't be possible to use on console, but to dismiss mods like Falskaar, Moonpath to Elsweyr, Climates of Tamriel or Ultimate Follower Overhaul as somehow not worth having because they didn't need to use SKSE is (I feel) just a bit daft.

Anyway, while we'll probably get a script extender on PC for FO4, we've no idea how long it might take, what it might add, or how many mods will need it.

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Dawn Farrell
 
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Post » Tue Dec 01, 2015 11:09 am

I feel mods like the ones you've mentioned are just "a bit daft". Why do I want to experience some fan-created world, quests and cosmetic stuff? Mods, in my mind, are for altering the way you play the game, fixing technical issues, adding new features and fixing broken and poor Bethesda game design.

I mean what am I even paying Bethesda for if they can't give me an intriguing, atmospheric world to explore that is head and shoulders above fan creation?

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michael danso
 
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Post » Tue Dec 01, 2015 7:20 pm

And you don't need a script extender to do any of those things. Hell, you don't even necessarily need to script anything to accomplish those things.

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Jerry Jr. Ortiz
 
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Post » Tue Dec 01, 2015 4:51 pm

Can you give some examples?

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lisa nuttall
 
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Post » Tue Dec 01, 2015 1:32 pm

Fair enough :smile:. I was just going by mods on Nexus that are very popular, on the assumption that such mods would also be popular and welcomed by console players.

But you're right, there will be great mods that just won't be available on consoles. While I recall SMK Viper (the Bethesda developer who designed Papyrus) commenting that some of the functions from SKSE (or equivalents) would be appearing in future versions of Papyrus, modders will always think 'if only Papyrus had this function I could do this cool thing'.

Sadly, there's no way I can see that Bethesda could commit to incorporating everything that... well, I suppose it would be F4SE... might implement in a continuous FO4 update process, and they certainly couldn't distribute an executable that hooks into theirs and is made by hobbyists using methods that skirt very, very closely to violating the EULA. It's remarkably non-paranoid of Bethesda (in this day and age) that they are so relaxed about the TES script extenders even existing (to the point that Valve have felt happy to extend some direct assistance to the team).

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Alexandra Ryan
 
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Post » Tue Dec 01, 2015 5:48 pm


Well it's going to be a lite version in the end. Simple retexturing maybe things like that.

The weakness will be that consoles more then likely wont allowing script extender and that will be a huge limitation.
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Khamaji Taylor
 
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Post » Tue Dec 01, 2015 9:40 am

That's what I believe as well. But hey, I'm happy for whatever they want to *give* us in the mods on consoles department lol
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marie breen
 
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Post » Tue Dec 01, 2015 9:07 pm

have a look at the kind of mods that came out for skyrim over at the nexus and you know what kind of things you can do with bethesda s creation kit , and that is just one site

however for consoles mods will probaly be limited to a single esp and bsa file that do not need a script extender since i can not see how they could include a script extender into a console

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Multi Multi
 
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Post » Tue Dec 01, 2015 11:28 pm

Probably a lot more than that. The mods will be created on PC using the same tools as PC mods, then packaged up in much the same way (perhaps mod data in an .esp, assets in a .bsa as at present, perhaps a new unified file format) and will be downloadable onto a console.

So, new models, new textures, new dialogue, new quests, new dungeons, new worldspaces, new scripts, even (maybe) entirely new creatures. All are technically possible for a mod on console. And this has been the case since Morrowind. What has been lacking is permission from the console manufacturers to open up their consoles to mods. And in interview Todd Howard has suggested that there will be very little interference (nvde body mods were an example of what wouldn't be allowed), and that people will be able to release and download mods to console that could break their games - so Microsoft at least has clearly decided to be very mellow about this now.

Sony... maybe not.

But, yes, things that rely on third-party code, such as script extenders or ENB, won't be possible on console. Depending on what new features have been added to the scripting language, and how improved the graphics are, that could be a big deal or it might not.

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Niisha
 
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Post » Tue Dec 01, 2015 10:00 pm


I hear what you're saying. I have a feeling the weak GPUs etc will definitely limit the texture end. I doubt they'll be able to run something like nmc's etc.

I also think what'll happen is the big modders won't really care to much if the consoles have issues or not and will just really support PC. I can't see them wanting to support 3 platforms even if they're based on x86. We'll see, I like you just can't wait to play it day one.
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Elina
 
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Post » Tue Dec 01, 2015 9:45 pm

...

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Liv Brown
 
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Post » Tue Dec 01, 2015 4:29 pm

You can do plenty without a script extender, hell Oblivion's mod scene was fantastic even without obse. If you're expecting modders to fix instead of add to the game, you really should question why you're buying the game in the first place.

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Robert Garcia
 
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Post » Tue Dec 01, 2015 3:09 pm

Yeah, just like PC, really. On my last machine I could turn Skyrim into a slideshow just by installing the hi-def texture pack from Bethesda. And there was no protection against trashing your savegame by running a mod with an error in the scripting, or uninstalling a mod and carrying on playing. So it seems like Microsoft have decided to view console gamers, playing games for advlts, as being responsible enough to suffer the consequences of their own choices - as far as downloading mods goes.

Ok, PC doesn't have the no-nudity thing, but come on, Microsoft's got to be neurotic and hyper-publicity-cautious about something :D

[edit]

On the nudity-ok-for-PC thing, while Steamworks has a mechanism to report objectionable content which they may then remove, I'm not sure if that's down to Bethesda or Valve. And there's simply no way Bethesda could completely stop mods being downloaded from anywhere, so controlling content they or their distributors (or their distributors' press agents) don't like would be pretty futile. The fact that Bethesda, at least, have never before made any attempt to control mod content suggests the suggested controls for console are either;

  • due to the fact that Bethesda.net will now be the hosting/distribution channel for console mods, and their lawyers/press-officers are feeling jittery, or;
  • Microsoft want to limit any bad publicity surrounding this (to my knowledge) new experiment for them, allowing user-created mods to be installed on their consoles.
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jess hughes
 
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