in game level editor

Post » Fri Nov 27, 2015 3:00 pm

can someone explain what this is how it works and what its for thanks

User avatar
Jason Rice
 
Posts: 3445
Joined: Thu Aug 16, 2007 3:42 pm

Post » Fri Nov 27, 2015 4:21 pm

No in game level editor, you can build houses / bases out of modules, if you have the skill and resources. You also have the construction set who is an external windows program used to make content in the game.

User avatar
Roberto Gaeta
 
Posts: 3451
Joined: Tue Nov 06, 2007 2:23 am

Post » Fri Nov 27, 2015 7:33 pm

Judging by the demo you use a wrench to kinda activate a builder mode, you then can walk around and salvage environmental stuff like old tires or even whole houses (I assume there will be a limit how far from the bench you can do this) and then use recipes to craft house parts, furniture etc. If you want to you can also build more then just your own home and make a settlement for npcs.
User avatar
Anne marie
 
Posts: 3454
Joined: Tue Jul 11, 2006 1:05 pm

Post » Fri Nov 27, 2015 6:56 pm

Well we might be getting mods to Xbox One, so who knows?
User avatar
Natalie Taylor
 
Posts: 3301
Joined: Mon Sep 11, 2006 7:54 pm

Post » Fri Nov 27, 2015 10:39 am

You will be but you won't be getting the GECK.

User avatar
Chris Ellis
 
Posts: 3447
Joined: Thu Jul 26, 2007 10:00 am

Post » Fri Nov 27, 2015 6:12 am


Definitely true. It'll be hugely dumbed down. Still, it's nice to see consoles finally get some sort of support, limited though it may be.
User avatar
Beat freak
 
Posts: 3403
Joined: Thu Dec 14, 2006 6:04 am

Post » Fri Nov 27, 2015 8:14 am

I'm pretty sure consoles won't have access to any sort of editor, only access to PC-made mods. So, I'd make a mod on the PC, and somehow make it available to everyone on the consoles. Probably through Bethesda.net, or a console parallel to the Steam Workshop.

Porting the editor to the consoles would be so much work, and it's definitely not something you can do easily (or at all?) without a keyboard and mouse.

User avatar
Kelvin Diaz
 
Posts: 3214
Joined: Mon May 14, 2007 5:16 pm

Post » Fri Nov 27, 2015 6:57 am


Not so sure. Because of performance restrictions, it's very possible Bethesda would be forced to use a custom editor of some sort to enforce certain guidelines regarding the mods. I'm thinking that it could very well be a very basic drag/drop thing, and maybe limited texture swapping. It's hard to say.
User avatar
Stu Clarke
 
Posts: 3326
Joined: Fri Jun 22, 2007 1:45 pm

Post » Fri Nov 27, 2015 7:40 am

World/cell building is fiddly enough with a mouse and your nose 18 inches from the screen, doing it from across the room using a controller would be a nightmare.

They've already said what's going to happen, mods will be made on the PC with the GECK and authors can then make them available for the Xbox via Beths site.

User avatar
Shirley BEltran
 
Posts: 3450
Joined: Wed Jul 26, 2006 4:14 pm

Post » Fri Nov 27, 2015 7:34 am

Yes but what about small things like the FOSE which is manditory for a lot of mods?
User avatar
Anthony Santillan
 
Posts: 3461
Joined: Sun Jul 01, 2007 6:42 am

Post » Fri Nov 27, 2015 7:16 pm


Really? Interesting. I'm curious to see how well this will work/crash and burn...
User avatar
benjamin corsini
 
Posts: 3411
Joined: Tue Jul 31, 2007 11:32 pm

Post » Fri Nov 27, 2015 5:36 pm

No script extenders, third party tools, etc. are allowed. This will limit the variety of mods.

Definitely simpler mods can be used on X1. Lack of management tools and limited hardware resources ensure only simpler mods can be used.

User avatar
Alada Vaginah
 
Posts: 3368
Joined: Sun Jun 25, 2006 8:31 pm

Post » Fri Nov 27, 2015 7:29 pm

So am I, the Xbox hasn't got a lot of overhead for mods, it wouldn't take much to turn the game into a slideshow. If they've got any sense they'll put limits on mods for the Xbox, textures sizes and that sort of thing, texture size checking would be easy enough to automate, the other frame rate killer won't though, scripts.

User avatar
Talitha Kukk
 
Posts: 3477
Joined: Sun Oct 08, 2006 1:14 am

Post » Fri Nov 27, 2015 6:52 am

Should have plenty with overhead as long as you don't go crazy. Few of the mods outside of high resolution texture packs has high system demands.
Yes some dungeons and stuff used custom high resolution textures. However this is mods who would not work on lower speck pc's either.

As for script extender its some chance many of the FOSE functions will be ready in the API, as an pc only player i love the idea of mods on consoles.

it makes mods far more of an official thing who will get attention and not only an fan service.

User avatar
Josephine Gowing
 
Posts: 3545
Joined: Fri Jun 30, 2006 12:41 pm

Post » Fri Nov 27, 2015 7:35 pm

No really, there isn't. Developers push consoles as hard as they can, that leaves little overhead for mods. Scripts are going to be the problem, the CPU in the Xbox isn't the greatest in the world.

User avatar
Courtney Foren
 
Posts: 3418
Joined: Sun Mar 11, 2007 6:49 am

Post » Fri Nov 27, 2015 9:33 am

I imagine consoles can get console commands in a backroad sort of way.

Making a mod that adds exp through a dialogue or item wouldn't require FOSE would it?

It won't be ideal obviously but adding some NPC that gives the player 1 million caps is possible without using anything outside of the game files right?

Or one that reopened the special menu at the beginning of the game to tweak your face/stats?
User avatar
Eilidh Brian
 
Posts: 3504
Joined: Mon Jun 19, 2006 10:45 am


Return to Fallout 4