How far do you expect console mods to go?

Post » Mon Dec 07, 2015 11:02 pm

What are you talking about? Have you tried an unofficial patch? They can be installed on existing saves, you don't have to install them before starting a game - they can't retroactively fix bugs that already happened on a save, of course, but then neither can the official patches.

User avatar
Rachyroo
 
Posts: 3415
Joined: Tue Jun 20, 2006 11:23 pm

Post » Mon Dec 07, 2015 7:01 pm

Not sure exactly what your arguing now, that you can avoid installing a mod until you encounter a bug, then install it? Not sure I have *ever* heard the argument that you should wait to install one of those unofficial patches. Considering the amount of bugs skyrims patch fixes, good luck with picking the right time to install. And if you start a game with that mod on, the auto-save feature that we were talking about becomes useless.

User avatar
Rozlyn Robinson
 
Posts: 3528
Joined: Wed Jun 21, 2006 1:25 am

Post » Mon Dec 07, 2015 12:57 pm

Yeah, we're definitely not on the same page because I still have no clue what you're talking about. My only point is that Bethesda has absolutely no reason to keep the unofficial patches off the consoles, especially in comparison to other mods. They carry the same risk of issues as any other mod that gets uploaded, although I'd wager much less so since running smoothly for everyone is a top priority (and the entire point) for unofficial patches.

User avatar
STEVI INQUE
 
Posts: 3441
Joined: Thu Nov 02, 2006 8:19 pm

Post » Tue Dec 08, 2015 2:40 am

Yes, I see that number of misguided individuals skyrocketing to previously unheard of levels with the advent of console mods.

A whole new breed of uninformed will join the ranks.

I feel a great disturbance in the modding community, as if millions of voices suddenly cried out in frustration and belligerance, and common sense was suddenly silenced. I fear something terrible has happened.

User avatar
Dan Stevens
 
Posts: 3429
Joined: Thu Jun 14, 2007 5:00 pm

Post » Mon Dec 07, 2015 1:24 pm

Well that would require downloading extra files besides the esp's and so far consoles have no way to do that, they wont even let you download music and videos to the consoles hard drives, not even through the browser, I think Microsoft and Sony are very strict about this and they don't want fallout mods to have any additional files besides the basic esp file.

Its probably going to happen like this, anything you can edit with the mod tools and upload to your profile will work on consoles, but any custom files you have to add to the editor will probably only work on the pc version like before.

User avatar
Robyn Lena
 
Posts: 3338
Joined: Mon Jan 01, 2007 6:17 am

Post » Mon Dec 07, 2015 5:52 pm

Not far past weapons/armor and retextures. I'd love it if they were able to do more, but I'd rather keep my expectations manageable. 'Course, even then, I hardly use any other type of mod, so it wouldn't be a big deal to me if they couldn't do the other stuff on consoles.

User avatar
ImmaTakeYour
 
Posts: 3383
Joined: Mon Sep 03, 2007 12:45 pm

Post » Tue Dec 08, 2015 3:43 am

It will probably be just armor mods or weapons, maybe even a reskin of a already present gun in the game.

But only time will tell and we can't be certain that console mods won't include FPS and Graphical enchancments, because nothing is impossible.

User avatar
Catharine Krupinski
 
Posts: 3377
Joined: Sun Aug 12, 2007 3:39 pm

Post » Mon Dec 07, 2015 6:08 pm


Do you have any reason to believe that BSA files will not be allowed? Those can contain anything you want in the way of assets.
User avatar
Chris Guerin
 
Posts: 3395
Joined: Thu May 10, 2007 2:44 pm

Post » Mon Dec 07, 2015 2:05 pm

Obviously, there is a special arrangement made with Bethesda and Microsoft and a reason Sony is still not on board. But the very nature of allowing Consoles to have mods is to allow them to download files.

Perhaps I am missing something, but aside from hardware limitations for some mods, which this isn't about, what is the difference between a PC user running windows, playing Fallout with Mods and the Console player, running a console with windows and hardware by the same company? What makes it a good business model for Steam to allow community mods, but not the X-Box marketplace?

Not allowing you to download music and movies is their choice, not a hardware limitation. The music on Xbox 1 is the way it is, so that you use their music streaming service, not because it's impossible.
There isn't an equivalent to mods, because it's unprecedented. But there is nothing stopping them from allowing you to download content related to your game, if they choose to.

I know one thing. If they decide allow players to download mods, they can easily whip that up into a pretty great marketing campaign right in time for the holiday sales season. "Mods- Only on Xbox One!"
User avatar
Dalley hussain
 
Posts: 3480
Joined: Sun Jun 18, 2006 2:45 am

Post » Mon Dec 07, 2015 4:40 pm

With Skyrim, you can pack all of your mod's assets into a .BSA file and upload it to the Steam Workshop directly from the Creation Kit. I imagine it'll be similar to that for consoles - the engine already knows how to associate BSAs with their respective ESPs - you wouldn't need a file manager on the consoles at all.

User avatar
X(S.a.R.a.H)X
 
Posts: 3413
Joined: Tue Feb 20, 2007 2:38 pm

Post » Mon Dec 07, 2015 5:25 pm

From what I understand Sony is actively on board. They gain the benefit of having the Xbox test it out first to see what restrictions need to be put into place.

User avatar
IM NOT EASY
 
Posts: 3419
Joined: Mon Aug 13, 2007 10:48 pm

Post » Mon Dec 07, 2015 6:11 pm

My guess is about as far as mods hosted in the Steam Workshop can go.

So... no script extenders or custom launchers, and a cap on mod file size. But otherwise, likely a whole lot of freedom.

User avatar
Lori Joe
 
Posts: 3539
Joined: Tue Jun 20, 2006 6:10 am

Post » Mon Dec 07, 2015 11:40 pm

script extender is on steam workshop

User avatar
suzan
 
Posts: 3329
Joined: Mon Jul 17, 2006 5:32 pm

Post » Mon Dec 07, 2015 6:27 pm

Not for that long...but yes.

User avatar
Jason Wolf
 
Posts: 3390
Joined: Sun Jun 17, 2007 7:30 am

Post » Tue Dec 08, 2015 1:33 am

I don't think the mod file size will matter. I have a 5 TB external hard drive connected to my xbox one.

User avatar
kennedy
 
Posts: 3299
Joined: Mon Oct 16, 2006 1:53 am

Post » Mon Dec 07, 2015 10:38 pm

Good for you. Have a cookie. :cookie:

Do you think every xbox one has a 5TB external?

Do you think programmers plan for the best case or worst case?

Why do you think there is a file size restriction on the steam workshop?

Who will be hosting these mods?

I think file size will matter. There are so many considerations to be made that I don't see how it couldn't factor in, and it's foolish to assume one's own unique situation is relevant in a flock of millions being considered.

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

Post » Mon Dec 07, 2015 10:07 pm

They got rid of the filesize restriction on the Steam Workshop, didn't they?

User avatar
Crystal Clarke
 
Posts: 3410
Joined: Mon Dec 11, 2006 5:55 am

Post » Mon Dec 07, 2015 3:50 pm

Dishwashing minigame mod.
User avatar
Lyndsey Bird
 
Posts: 3539
Joined: Sun Oct 22, 2006 2:57 am

Post » Mon Dec 07, 2015 4:19 pm

Cool, I was just saying that consoles aren't limited by file sizes anymore then a PC. The new xbox ones comes with 1TB now. Memory is relatively cheap. I'm not really all that unique. Nice talking to you.

User avatar
Lewis Morel
 
Posts: 3431
Joined: Thu Aug 16, 2007 7:40 pm

Post » Tue Dec 08, 2015 12:46 am

While I'm not going to say it's impossible and won't happen, I'm willing to bet doing so would violate EULA with the console manufacturers and thus put your user subscription at risk. Is the risk and effort required to "hack" the extender onto the system worth that?

I certainly do NOT see MS or Sony allowing an extender to be installed like a DLC via their services.

User avatar
jessica Villacis
 
Posts: 3385
Joined: Tue Jan 23, 2007 2:03 pm

Post » Tue Dec 08, 2015 12:17 am

Assumption being $50-150 is chump change then for everyone?

Well that tells me all I need to know.

Also filesize directly impacts bandwidth necessary to deliver the files. It's not just about storage space.That's what I was hinting at for who will be hosting the mods and the file size restrictions.

Bethesda isn't exactly a hosting company. No matter if they try to host it themselves or try to leverage an amazon web services or Azure setup filesize is going to effect the bottom line.

That's why stating "Well I have a 5TB hard drive" is a largely irrelevant factoid.

It's been a pleasure.

User avatar
Tha King o Geekz
 
Posts: 3556
Joined: Mon May 07, 2007 9:14 pm

Post » Tue Dec 08, 2015 12:56 am

FISHY STICK!!!! Someone get Autoaxe a goddamned fishy stick.
User avatar
Sheila Reyes
 
Posts: 3386
Joined: Thu Dec 28, 2006 7:40 am

Post » Tue Dec 08, 2015 3:03 am

Who makes the script extenders anyways? Do they have any affiliation with Bethesda?

If it were part of a patch to the game it would definitely fall well within the bounds of what has been done already within their agreements.

The script extenders themselves have never been destructive or restrictive. They only add functions that can be used by mods.

If they have no affiliation with Beth though sounds pretty dead in the water.

User avatar
Albert Wesker
 
Posts: 3499
Joined: Fri May 11, 2007 11:17 pm

Post » Mon Dec 07, 2015 9:55 pm

The script extenders for previous games (SKSE, FOSE, NVSE) are all done by third-party. They're not officially licensed. While it may technically be possible to get them on there in some way, I'm a little 'ehhh' about whether or not they will be allowed/supported

User avatar
Jonathan Windmon
 
Posts: 3410
Joined: Wed Oct 10, 2007 12:23 pm

Post » Tue Dec 08, 2015 2:55 am

Part of me still feels weird about mods coming to console. On one hand, I've been rooting for it since the days of Oblivion, when people were calling me an idiot because consoles would never get mod support. Now here we are, and I'm kind of worried about the inherent stability issues the game will end up facing.
User avatar
Maria Leon
 
Posts: 3413
Joined: Tue Aug 14, 2007 12:39 am

PreviousNext

Return to Fallout 4