How far do you expect console mods to go?

Post » Tue Dec 08, 2015 4:11 am

we are talking about whether its doable or not. fact that skse came almost 4 years late to steam workshop has nothing to do with it valve simply didn't wanted to put any 3rd party tool to steam maybe they had their own reasons for that but that changed with paid mod scenario and they decided to put skse on steam workshop. so its perfectly possible that script extenders can come to xbox too.

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Bethany Watkin
 
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Post » Mon Dec 07, 2015 6:03 pm

Highly unlikely..They have their own Dll files and they load up before the game starts and run in the background. However, since Bethesda wants modding on the console it's entirely feasible that they've made the game more accessible and added some sort of extended scripting ability themselves.

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jason worrell
 
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Post » Mon Dec 07, 2015 11:13 pm

Probably everything and anything as long as it doesn't depend on a 3rd party application (like script extender).

Usability will depend on whether the game launcher on console will be able to set load order. If not: then console players will be practically limited in the amount of mods they can use at the same time and their complexity. A third party application like LOOT or BOSS is doubtful to become available on the consoles, unless Bethesda create it themselves.

Anyway, some mods is better then none at all.
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JUDY FIGHTS
 
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Post » Mon Dec 07, 2015 7:55 pm

I would sa that any mod created using only the geck and as such containing only a .esp file should work just fine.Maybe geck-compiled scripts will work too.

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JAY
 
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Post » Tue Dec 08, 2015 3:33 am

Going out on a limb here, I am going to say .BSA files will be supported, containing any assets the mod author wants to create.
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Donald Richards
 
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Post » Mon Dec 07, 2015 9:10 pm

They added some basic load order changing functions to the Skyrim launcher on PC, so I imagine they'll have something similar for Fallout 4 on consoles. Man, I'm really anxious to see what they actually do.

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Colton Idonthavealastna
 
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Post » Tue Dec 08, 2015 4:11 am

Really hard to say without knowing what Beth has done under the hood of the new game. Does 64v32bit execuatable allow more possibilities? I don't know much about the modding process and game scripting but I'd think if they are trying to do this right and have said the things they've said, we will see more than just armor and weapons. I'm not expecting ultra high textures or ENB's given the hardware limitations though. Idk, and no one else really does yet either until we get a look at what we are dealing with. If they've been planning this from the start, the chances of them implementing means to do a lot more than previous games (with or without script extenders) is possible.

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Heather Dawson
 
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Post » Mon Dec 07, 2015 9:57 pm

Valve and Bethesda did more than just allow the script extenders on the work shop. They worked WITH the script extender team to get it to function with valve's bootstrap program. I don't know if a script extender will be included or not on xbox but I have no doubt Bethesda wants to and will probably put "some" work into trying to do so.

The problem with the DEV trying to make their own extender is the very nature of a script extender. Each new function can create bugs. If the DEV has no use for a function but throws one in anyway it is very hard for them to debug that.

AND building a powerful library is very much a slow process (years) of mod makers trying to do "stuff", find they cannot then ask for a new function, new one is made by a very elite team of programmers, mod makers use the new function out the "wazoo" (find bugs or confirm it works with all the other complicated systems in the game) and so on.

It would be hard to "guess" at what mod maker's would want and get the same great results as one that is build over time with a lot of input from those of us that actually use the new functions.

That said I REALLY hope Beth does try to make their own extender. They could look at past extenders or even talk to the extender team for suggestions.

DEV made and a user made extender TOGETHER would be wonderful for modders.

By the way I read an article about how you will mod FROM in the game on consoles. The impression I got was that it was part of the game not a separate program. But I could be wrong. If that is really the case that could explain the 8gb requirement for the game.

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Laura-Jayne Lee
 
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