How will mods on console work and not be a train wreck?

Post » Fri Nov 27, 2015 11:14 am

Also auto uploading is terrible. It can literally break your game if mods are not installed properly and if correct patches are not installed and based on how Steam Workshop does things (badly) it stands to reason that they will do something similar here


If the script extender is not released for xbox alot of mods won't even work.


This whole mods on consoles thing will not be all it's cracked up to be. There are too many hurdles that so far even the Steam workshop has not ironed out in 3 years


If you stuff your save file you can't fix it on console, you can't clean your files and you can't use any of the 3rd party software to check for compatibility issues. Unless MS are allowing 3rd party software to be installed and unless these software devs are going to make console ports of their programmes


You cannot just add script mods together and hope they work. There will be no system where every single mods can be made to automatically work together without the use of 3rd party programmes to help.


Making mods work requires effort on the users end and unless Bethesda are going to internally vet every single mod (which they will not do because it will cost them too much money to do so) most mods will never make it to Xbox.


I guarantee you this will be simply cosmetic mods.


When you add 2 mods that both add items to the worlds leveled lists a patch has to be made to make them work otherwise the load order will only load the second mod in the list, the first will effectively be ignored. These patched need to also be made to work with sometimes 3,4,5+ other mods as well. It is not a system that can be cheated or trivialized.


What about texture mods? The xbox has a closed system it can only go so far. You can't edit .ini files to adjust for graphical fixes or tweaks to make certain aspects work. Many texture mods will simply be to high resolution


Even on PC where modding has been going to 2 decades the modding workshop Bethesda endorsed with Valve isn't good enough. People that do serious modding use 3rd party software and even if Bethesda could upload any mod they wanted which they can't MS would not allow other 3rd party programmes such as BOSS, mod managers, Wrye Bash (or it's equivalent), TES Edit (or it's equivalent) to be used in helping maintain a stale mod list

TLDR: Modding is not as simple as downloading official DLC and hoping it works and unlike on PC you can not on a console use 3rd party software to check and fix incompatibility or edit files to prevent game crashes

What possible system could have been developed to circumvent all the issues such as load order, patching mods to work together (leveled lists etc), cleaning files, script extenders etc etc etc

The idea of mods on consoles is cool for console players but the reality seems to be pretty unlikely to work.

What am I missing

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Damien Mulvenna
 
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Post » Fri Nov 27, 2015 1:41 am

You're not missing anything. The lack of options that Steam Workshop had at the beginning (and still now even after the filesize/ESM limit was removed) compared to Nexus and elsewhere, as well as the whole Paid Mods debacle, show that BGS don't understand not just the nature of the mod community, but the mechanics of modding their games as well. Modding is not a simple thing

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Thema
 
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Post » Fri Nov 27, 2015 11:26 am

Pretty simple. User launches a "Fallout 4 Configuration" app on their console, uploads whatever .esp/bsa combo they want, fiddle with the loads order and set off. Any consequences are caveat emptor.

Obviously this is less than the modding PC users are familiar with but that's not Bethesda's problem. Script extenders and such have never had official support or recognition.
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Dina Boudreau
 
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Post » Thu Nov 26, 2015 9:54 pm

They will most likely have some sort of approval system for the console version of the game. They might also limit mods in some way so that they are guaranteed to be compatible for the Xbox One version. They could just limit the XB1 mods to quests and items.

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Vincent Joe
 
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Post » Fri Nov 27, 2015 1:25 am

As long as I can disable invincible NPCs and children I'll be happy.
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Stefanny Cardona
 
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Post » Fri Nov 27, 2015 3:04 am

If they make a mess of this then they're going to end up with a lot of people with broken games. There's another issue, developers tend to push consoles to their limits which will leave little extra for mods. Scripts, quality textures, detailed meshes ect all require extra horsepower or the frame rate will suffer, I think those expecting a PC experience when it comes to modding are going to be disappointed.

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Rude_Bitch_420
 
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Post » Fri Nov 27, 2015 3:01 am

I can't wait until someone uploads a file with malicious code and fries millions of peoples consoles. LOL

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Josh Lozier
 
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Post » Fri Nov 27, 2015 8:36 am

I'm sure it will be limited to ESPs/ESMs only, they're pretty harmless outside of breaking the game.

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CxvIII
 
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Post » Fri Nov 27, 2015 10:13 am


Why would that be funny?
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joeK
 
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Post » Fri Nov 27, 2015 5:47 am

Most likely a Apple like approval system, where you submit the mod to microsoft/sony and they run the mod through some hoops, if it passes its added to the library of mods
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Tiffany Carter
 
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Post » Fri Nov 27, 2015 10:04 am

That would make the most sense, a free for all like there is on the PC would lead to disaster.

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Kirsty Wood
 
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Post » Fri Nov 27, 2015 7:16 am

I'm going to put some educated guesses out there on this matter. Firstly, you will only get mods that can be made in the Creation Kit, or GECK or whatever they're going to call it. Second, this could very well mean that we will get the CK or GECK on the console which would make sense and be very awesome. Third, no script extenders or texture packs on the console without going through Bethesda. And lastly, if a mod breaks your game, all you have to do is disable it, plain and simple.

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Alkira rose Nankivell
 
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Post » Fri Nov 27, 2015 5:47 am

NPC's maybe but I can pretty much guarantee that you will not be getting a children killing mod on your console. MS and Beth are gonna have a lot more control over what can be put in the game and they will not let you kill children.

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Ashley Clifft
 
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Post » Fri Nov 27, 2015 6:31 am

Yeah, I'm 100% positive mods on the consoles will be very simple. There's just no way they could pull this off with some of the complex mods on the PC and not have thousands of angry console players with new paperweights.

To see my point of view, one has but to look at the comments section of any large mod on the Workshop.

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Nathan Hunter
 
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Post » Thu Nov 26, 2015 8:39 pm

Consoles won't be getting the GECK, they've already said the mods will be made on PC. As for script extenders, I doubt very much Microsoft will allow something like FOSE/NVSE to run on their machine. Just disabling a plugin can cause problems, problems that might not show up until much later, in a worse case scenario it can stop the game booting. Using mods isn't as simple as people think it is, it's not like DLC that just works.

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Latino HeaT
 
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Post » Fri Nov 27, 2015 12:41 pm

Nothing controversial, like a "killable children" mod, or anything remotely AO-looking for that matter, will make it to the console. gamesas and Microsoft will make sure of that. And I REALLY hope Todd Howard or Pete Hines will clear that up, because they are hundreds of console pea... eh players on all kind of Fallout vids on Youtube at the moment, rambling about how they will get all the PC mods, animated prostitution, bla bla. Someone official tell them CRYSTAL CLEAR that VERY FEW mods will ever come to console. No graphics mods, no texture mods, nothing AO, etc.

Only basic things like "realistic needs" or something. Or mabye a better UI, though I doubt that, because those are script extender dependent.

Again, someone official should clear that up, or it may be a case of false advertising. Look at Youtube Fallout vids. All the consoleros going on about "all the PC mods are coming to xbox"...

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victoria johnstone
 
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Post » Fri Nov 27, 2015 11:28 am

I really hope that someone official clears that up. I am seeing lots of "lawsuit threads" and "give me my money back threads" in the Xbox One section of the Fallout 4 forums in the future... "where are the mods you promised?!?!" "what is this sh*t, only 6 mods available for us?!?!?!?"

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Krystina Proietti
 
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Post » Thu Nov 26, 2015 10:42 pm

Oh, wow.

Yeah, I'm sure the mods will have to be approved by the powers above, but to be honest, all that hype is generating more hype, so I doubt they will release anything saying "No - you will not get this".

At least not until they've sold a billion or so copies of FO4 :tongue:

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Rebecca Dosch
 
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Post » Fri Nov 27, 2015 10:56 am

People are gonna [censored] no matter what.... I keep thinking excite bike mods..
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Damned_Queen
 
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Post » Thu Nov 26, 2015 8:25 pm

Were it two ways they can do this, one is that you import the mod from an pc somehow, this is how it sounded for me.

The other way is that you download the mod like we do with steam workshop mods, however can they download the mods from Bethesda, I thought they had to use the xbox live portal for this and this was the main problem, as in MS has to approve the mods, who gone pay for this, and other legal issues.

I do not think it will be much problems, most people who use mods just download them, the more advanced uses nextus mod manager to arrange stuff.

Some people will manage to ruin their saves. Its not the end of the world. One good idea was it the mod manager took an backup of save before adding the mod to list as many don't use hard saves.

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Jerry Jr. Ortiz
 
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Post » Thu Nov 26, 2015 11:35 pm

One problem I can see right away - how many mod makers, who already have their hands full providing support to people on Steam Workshop and the Nexus who can't be bothered to open a readme file and can't write a help request that contains nothing but profanity and abuse, are going to say "No [censored] way!" when asked to create content for XBox Live, and multiply that headache ten times over?

Did Bethesda even bother to reach out to a few members of the modding community before making this promise, or is this the paid mods fiasco Part Two?

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Bethany Watkin
 
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Post » Fri Nov 27, 2015 8:11 am

Probably PC Geck user uploads to Bethesda.net. Console user downloads it from Bethesda.net, after mod is approved.

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Tha King o Geekz
 
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Post » Fri Nov 27, 2015 4:12 am

Yeah, I expect it to be extremely controlled/curated.

...and, I wonder. To pay for that review & approval, will this be where they try paid mods next? (aaaaa, I'm adding speculation to the fire! bad poster, bad! :tongue:)

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Kaylee Campbell
 
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Post » Thu Nov 26, 2015 9:43 pm

It'll definitely be more like mods light I thing. I think there will be a definite limit on how many mods the consoles can run any limited to you whygiven time. Probably limited to UI stuff,weapon mods etc. Forget texture packs. the biggest problem is going to be if script extender is going to be implemented. if not console modding is going to be pretty weak sauce
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Rebecca Dosch
 
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Post » Fri Nov 27, 2015 12:47 pm


And you think Microsoft and Sony would do that for free? Very doubtful...

I really wish they would just leave mods out of the console market, not to be a [censored] just leave it where it belongs on PC.
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Kyra
 
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