If the overprotective mother complains about 18+ content in an 18+ rated game, then they need to check which games they're allowing their kid to play, not worry about mods.
If the overprotective mother complains about 18+ content in an 18+ rated game, then they need to check which games they're allowing their kid to play, not worry about mods.
Even though the game is rated 18+ without mods for a reason.
this brings another issue to mind.. some types of mods can quite easily break a game, or **** up an install entirely.
PC Gamers are used to this, we can usually repair damaged installs through Steams verify cache integrity fairly easy..
now I am not saying this will be common, I know there are some pretty smart console users out there, but you are likely to have someone who gets upset when this happens and immediately tries to push all the blame entirely on Beths shoulders..
not really, Fallout 4 is rated M (or 17+) and clearly states why (Violence, Strong Language, drug use) which some parents may be okay with, alot of the 18+ content you see in mods would push the game entirely up to an AO rating (being able to kill Children, graphic nudity, certain body replacers, that one Oblivion mod that changed all the Arena posters to smut pictures, sixual animations.. anyone of these would be enough to push the game up to AO)
But some groups will still contact the media and politicians and make a big stink out of it. It was done in the past with games like Mortal Combat, Gods of War and Grand Theft Auto.
Why go that far back? Take the payed Mods disaster for example. The whole situation was brought on Bethesda on behalf of reactionary forces that don't had anything in common with the mostly mature and long endurant TES/FO modding community. They've started the fire on Steam, transported it to Reddit, and then combined all their negative force to swarm the official forums and the Nexus. As far as I can tell a lot of the long time modders where either neutral, or straight out in favor for the payed Mod content. It was the masses of spoiled brats that destroyed it for us, yet they do not achieve a single thing for the community at their whole presence. In fact all they cause is trouble and work for others. I'm afraid similar things will happen if the first problems arise on modded consoles.
I guess we've all learned, specially citizens in Germany, that those with the loudest voice are not always those that are right. They just voice their incompetent opinion the loudest and are very attracted in stearing up the masses. You can see the same happening here in the forums in diverse threads. However, I do hope Bethesda has the foresight for all positive/negative scenarios. I sometimes feel they act like my boss, just forwarding changes in a idealistic and optimistic manner, in hope everything will be alright. I do appreciate such notions, but they should be prepared for the fact, there are users that can't be helped, no matter how good you plan to do things. However, I'm distracting.
Word. As such we are gifted and ingenious. Guess how awesome it must be for a console player that never tasted a PC. There's a whole new world of magic opening up for them.
What I am really curious about, will consolers be capable of producing Mods if they do not own a PC? And if so, how would they do it...without mouse and keyboard???
If any of the Bethesda game developers get around to reading this they'll be laughing their butts off.
It's quite apparent that most of you PC gamers have no idea what the Xbox One is capable of. Sony still can't figure out how the Xbox One can run an emulator for backwards compatibility. Nobody outside of MS thought that was possible a year ago.
The game's developers said many months ago that PC mods will be able to run on the Xbox One, and yet many of you have doubts that it will happen. I had a similar discussion a while back with a PC gamer who had no idea I could have a keyboard connected to my console. Like a keyboard is PC only. No games allow the use of one yet, but it works great for typing in codes and surfing the net.
These systems have come a long way guys. I would expect a bit of a delay for mods as they get tested by MS and eventually Sony, but ya know that whole "universal app" thing that Microsoft is touting? That might have something to do with PC mods being able run rather easily on the Xbox One. The Windows 10 upgrade to the Xbox One is coming out 2 days after the FO4 release.
As far as Script Extender goes....well...let's see what happens.
It's not that we couldn't believe Mods are going to come to consoles. We mentioned legal issues, not technical issues to why Mods couldn't be ported. We are also aware of how you can get a mouse and keyboard for the consoles, but console users utilizing this hardware, are imo, very rare. With a PC keyboard and mouse is standard. Also, a PC user is much more likely to utilize various modding software, because on a console you never before had the opportunity to program something.
I doubt any mod creation will take place on the Xbox One. That will most likely need to be done via the PC, and then sent to Bethesda for QA.
I would think that Bethesda will have some type of "store" that one could access via the game to select and download mods, and then the game would load them just like a DLC or game update.
The other option is Nexus sets up an Xbox One section and the mod is put on a USB drive and then ported over to the console.
So easy really.
As far as the legal issues....if you remember the original press release about console mods it mention the Xbox One only. No PS4. I'm guessing MS was already on board with it and Sony was still trying to figure out what happened. If there were legal issues, they would have already been talked about.
Yeah, makes sense. XBOX is much closer to PC then a PS4 (code wise). Technically a consoler that makes Mods on a PC for consoles, would no longer be a "consoler" (what ever that designation exactly means?). And if so, why wouldn't he stay with a PC, figuring how much more capable it is compared to the XBOX? I also see how console Mods are more like DLC's rather then Mods in a classical sense of the phrase.
I do wish however, the console modding sector is just as open and capable as the PC sector. There shouldn't be any difference in capability. Because I think this is what will cause the most trouble in community. PC users are already elitist compared to consolers. Guess what happens if only some Mods will be available for consoles, and the users will be limited to Mods that PC users consider as "low quality". There will be a rift, while there should be a connection to maximize creational effort.
I have Oblivion for both PC and 360. I lost count of how many mods I have on the PC.
I just got tired of sitting in my "comfy chair" with a keyboard on my lap and a mouse pad on the armrest with the mouse sliding and rolling all over the place.
So....I've pretty much fully converted to the console. I gotta say, I was pretty stoked when I read that mods were coming over. Now it's just a wait and see.
I need to find the link, but it has already been confirmed that FOSE on consoles for FO4 won't be happening.
I don't know why I even care to do this. Okay, here we go.
There is absolutely no way that MS will allow something like SKSE on their console in its current form. This discussion only seems reasonable because you apparently don't know what SKSE is, or how it works. SKSE hosts the Skyrim executable file, and modifies it in memory. The significance of that cannot be understated. So the SKSE team would essentially be subject to the full rigor of MS's approval process at least. Allowing something like this is not a sane business practice for something as tightly controlled as the Xbox One. They have made it clear throughout the life of the Xbox 360 and the Xbox One that every line of code running on their system needs to meet their approval.
Bottom line: you cannot have executables modifying other executables on a closed platform.
Yeah. How transportable is this to the whole idea of modding? Does a scenario where Bethesda picks certain modders to make console mods (aka DLC's), and give them some reward for doing so, sound weird? Would this reintroduce payed modding (which it would technically be, though they make DLC's)...as I figure this is standard for console DLC practice. Bethesda wouldn't even need to pay compensation, as all the files made with their tools belong to them?
Considering the numerous mods or ways to combine certain mods that can result in instability, crashing or extremely slow framerate on rather high end desktop PCs, it will be interesting to see how mods get approved for console use and how the utilities will work for installing, adjusting load order or removing mods.
When playing on a PC we can accept such instability as our own fault in some way for installing the mods in the order we did, or removing a mod with lots of scripting, etc. As a result we don't mind so much going through the laborious process of testing various mods one by one to determine optimal order (out of 100+ mods installed), and then abandoning the old save game to start a brand new character. There are also a lot of amazing utilities available to help with this process.
Would consumers accept this if it occurred on a console, after approval of specific mods by the console manufacturer?
It may be that people are too used to using the **SE script extenders, but.... you do know there's lots of mods that don't use them, right? I didn't use OBSE for years (because the whole idea of some external program downloaded from Who The Hell Knows, that would hijack parts of my system, made me nervous) when playing Oblivion, and I still had plenty of mods to choose from.
Sure, the more elaborate mods & serious gameplay mechanics changes need it. But there's still a whole bunch of other things that'll be possible. New geometry & textures. New quests/dungeons/worldspaces. Armor, clothes, hair, eyecolor, etc. Weapons. And more.
If you emphasize complex gameplay Mods, then any SE tool is standard. I'm almost 100% sure there's a lot of functions we're going to miss from FO4 compared to Skyrim after 4 years with SKSE. Some things will just not be possible without script extenders.
I wonder how much they restrict the animations this time?
Bethesda.net, they explained this at e3.
I really hate this pessimism towards console mods in this thread, it hasn't even been close to being implemented yet and people are already dismissing it.
There is no need for pessimism on console mods. A script extender won't happen because it would mean that all the security concepts in the consoles would have been compromised with the existence of it. I am pretty sure it's unlikely that Bethesda takes on this big responsibilty.
But!!! (I normaly hate these but stuff) we didn't have FOSE for a long time for FO3 and it was compared to the Oblivion version extremly weak for a long time. Also Bethesda did already a ton of updates to the scripting engine in Skyrim. You can make great mods without any script extender.
Sure it takes a bit of more effort and knowledge but actually this should be for console mods already be a given because yes the console player expects easy use without any troubles. PC players are more tolerant to this stuff,
Even without the script extender I don't think Microsoft or SONY or even ZeniMax Media Inc. and Bethesda Game Studios will allow nvde mods and six mods for the consoles.
Bethesda has already said they will be vetting mods for nudity and copyright infringement before they make them available (through Bethesda.net). I don't think Microsoft or Sony will have any involvement in approving specific mods, and nobody is making any guarantees about performance or stability--it will be "use at your own risk" just like on PC. Beyond making an automatic back-up save as part of the mod install process, they will allow users to try whatever they like, even if it "breaks their game", in Pete's own words.
That said, I don't expect that there will be script extenders for consoles. The mods that go through will have to be the type that you can make using the GECK and can be used without replacing the game's executable.
Not going to happen as MS/Sony would probably have to allow modders access to the consoles API and that isn't going to happen. Or Beth will need to get involved...
I'm just seriously afraid PC users will experience restrictions regarding modding/mod using, if something wents wrong on the console mod usage thingy. Please promise us autonomity.
I can chime in and say that the F4SE team doesn't believe there is really much possibility for the script extender to be available on consoles. While no one knows what the future of modding on consoles will bring, the likelihood of the console makers allowing random code in mods to run is highly unlikely.
Yes, SKSE is an hack, Steam allows this to keeping SKSE inside the steam system.
If you had to hack the game to use it you would get lots of piracy, if you can only use the unhacked version this reduces piracy a lot.
Now that we can hope for and is pretty probably is that lots of the SKSE function calls are included in the API.
Previously it was lite reason to do so they just added the functions they needed and knew moders would use script extenders anyway.