Info on console mods

Post » Wed Mar 09, 2016 1:35 am

I skimmed through a couple pages and didn't see this mentioned at all but forgive me if it's been mentioned. An interview and tweets from Howard and Hines gave some more info on how the console modding will actually be implemented.



“The plan is that it goes through Bethesda.net, but… outside of things that we would normally take down — we take down things on Steam Workshop if it’s got things that are illegal, or things like that — we’ll do the same thing.”



“Either your nudity or porm, that kind of stuff, or you’re taking assets from Halo, though, Microsoft might allow that. We’d have to get approval. But like, generally, if someone is using assets from another game, we have to say ‘No, you can’t do that.'”




“The idea is you go to play the game and there’s a menu option and you click on it and there’s just a bunch of stuff for you to download. You click on the stuff you want and you start playing the game with these new mods. We want it to be a really streamlined, fun experience.”



Pulled from http://www.inquisitr.com/2852568/what-console-gamers-should-expect-from-fallout-4-mods/



Seems like they're pretty confident in how it will work. This coupled with the already mentioned vanilla save state seems to be a pretty good fallback in case a mod crashes the game. Howard said before that they want us to be able to break the game with mods (hence the backup save state created when using mods).



Thoughts?

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xemmybx
 
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Post » Wed Mar 09, 2016 3:51 am

dang nobody interested in console mod info? or maybe this was already posted haha

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Jessica Phoenix
 
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Post » Tue Mar 08, 2016 9:24 pm

Interesting. It sounds like it's going to be 'after the fact' monitoring rather than vetting before distribution - given that he talked about 'taking down' nudity etc., rather than blocking it.



So, basically a lot like Steam Workshop.



I really hope they have some sensible policy/plan in place for when mods are re-uploaded without the mod creator's permission - or even claimed as being the work of the re-uploader.



[edit]


However, follow the inquisitr article's link back to their source, and you'll see that Todd Howard made these comments at E3 and IGN published them on June 16th. So... things may end up being a bit different from how Bethesda envisiged them back then.

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Eilidh Brian
 
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Post » Tue Mar 08, 2016 4:35 pm

The only things I want to know are:



1. Will there be a way to install mods from a 3rd party source (like downloading them to a USB stick and then load it up on the console)?


2. Are mods platform specific, or will a mod made for the PC version of the game work on a console version of the game?



These two are not exactly deal breakers, but would be nice to know.

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Jeff Turner
 
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Post » Tue Mar 08, 2016 5:57 pm

Ahh I didn't see that part at the end. It seems like it would be the best approach however if they are being hosted on the bethesda.net domain. I'm guessing mods will be regulated based on a reputation system. Someone reports a mod for nudity for example and they'll pull it to review and go from there.

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Steven Nicholson
 
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Post » Tue Mar 08, 2016 6:40 pm

I was digging through the Interface files on the PC version and now after the 1.4 patch there is a new (Yet Unimplemented) Interface called Main ModManager. I'm not the best at reading or deciphering these Adobe flash files but it. appears to be a menu that will ether take the player to an In-Game Bethesda.net mod browser or just redirect To bethesda.net.



There are button Presses for activating mods, viewing your Mod Library, and more, but nothing I've seen indicates the ability to sort your mod load order. (This is important for mod compatibility because mods that do more then just add textures will have conflicts.)



I'm also assuming that the mods will still all need to be made on the PC and then uploaded to bethesda.net. This would mean that mods made for PC would work on Console too. My assumption is based off working with the FO3/NV GECK and Playing with the Skyrim CK a little. It would be almost impossible for Console users to work with the GECK with a controller and there would also need to be an entirely new program just for the consoles. The GECK is just a stripped down version of what the developers use to build the game in the first place.



Edit: I am not a console player I play on PC and have been modding since FO3 but I'm also very interested in seeing how this console modding plays out. It would be fun to also share my work with all of you! :wavey:

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Floor Punch
 
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Post » Tue Mar 08, 2016 12:13 pm

Thanks for the info, I am really excited about the prospect of getting to experience so many of those cool mods PC gamers have been blessed with, added bonus if the process really is easy for gamers like me who are not exactly very tech confident. :P

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Jah Allen
 
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Post » Tue Mar 08, 2016 7:25 pm

You're absolutely correct about the mods needing to be made on PC. As you know using the GECK would be atrocious with just aq controller. It seems the aim is that they want us to be able to use all PC mods sans the ones conflicting with T&A about nudity, licensed assets, killing kids etc.



Very interesting and exciting to hear that the 1.4 update is planting framework for this already. I'm excited to see how it all plays out.



Also big thumbs up to your attitude on sharing your mods to console users. Some have taken the attitude on "why should we make mods for them" and that kinda svcks, especially if it's little to no effort getting them onto bethesda's portal.

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James Hate
 
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Post » Wed Mar 09, 2016 1:46 am


don't want to ruin your expectations... but the "addon support" advertised is just another name for "DLC support"



there was an official post in here stating this....



and no, i won't search it for you, it was by Gstaff

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Jesus Duran
 
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Post » Tue Mar 08, 2016 8:44 pm

I didn't wanna get my hopes up for mods I wont be able to have, hoping they don't tack on any price for the console mods rofl... :(



If/when theyre available ill check out whats available/interesting to me and go from there.

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Amysaurusrex
 
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Post » Wed Mar 09, 2016 12:55 am


1. I'd say this is very definite no. At least not such way which M$ or Sony would allow.


2. There should be no difference. However some mods can be too taxing for consoles and thus may not be available. Also any mod requiring third party tools, script extenders, etc. to function will definitely not be available for consoles.

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Alan Cutler
 
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Post » Wed Mar 09, 2016 2:02 am

So you didn't read what the guy I was quoted even said did you? He said there's an interface for Main ModManager in the 1.4 update as well... Nice try at being a smartguy though. Backfired in your face lol




Howard already has said there will not be paid mods for anyone. Now, if they go back on that is one thing but they have already mentioned that

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Mandi Norton
 
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Post » Wed Mar 09, 2016 2:38 am

Oh that's good, sorry for the ignorance haha, like I said didn't wanna get my hopes up and have them crushed if a certain mod or whatever isn't available to us. But im sure they're working on it to make most if not all available so that's good news. Cant wait :D

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A Dardzz
 
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Post » Tue Mar 08, 2016 11:44 pm


Apparently not, The DLC support is already implemented in the PC main menu. Now there is an Add-on section for DLC which is fully functional but empty! I am talking about Unimplemented framework that can be found when digging through the game files. I do assume that this menu will be hardcoded So it is unlikely there will be any reference to it in the Fallout4.esm (Master file that contains all the game content such as worlds, quests, encounters and so on if you didn't know.)



and if anyone wants to question me feel free to unpack the interface.ba2 and open Main_ModManager.swf with JPEX or other adobe flash editors. (Not for you guys interested in this More for the people who seem to want to act like "Elitists")

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Chica Cheve
 
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Post » Tue Mar 08, 2016 6:37 pm

Can you actually see the interface? If you can it'd be awesome if you could host it somewhere and post it. I'm sure lots of us are curious.



But yeah .4 seconds of reading could have saved that guy from looking foolish haha

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kat no x
 
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Post » Tue Mar 08, 2016 12:54 pm

I can only see it in parts. What I see with the Flash editor shows me all the icons, and framework but not how it's laid out in the games UI. I can view and edit the scripts which control the button presses and on screen locations for the icons. ( it is set up for all platforms. )



Again I'm not the best with these type of files. I made a left-handed interface mod (Because Beth's keybinding doesn't seem to account for the Disabled! :ahhh: ) I've really only learned enough about the file format to change the on screen text display. All the menus for the game are Adobe Flash that is how they get the animations and there are a lot of confusing scripts in them. :brokencomputer:



I was updating my SouthPaw UI to patch 1.4 which is how I stumbled across this new file. :celebration:

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Bryanna Vacchiano
 
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Post » Tue Mar 08, 2016 8:34 pm

Well still that's pretty awesome that you can see that. And a little comforting knowing that there's button triggers for mods as well. I wonder if that was a previous function that was only doable with script extenders? If so, it'd seem like they're trying to prepare for a lot more than people were originally thinking

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Cathrine Jack
 
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Post » Tue Mar 08, 2016 3:40 pm


It probably has more to do with Beth getting closer to a functional Bethesda.net then F4SE (Fallout 4 script extender). Personally I think the script extender issue will really come down to what Sony and Microsoft will allow. In my opinion Beth would green light it in a heart beat but it's a 3rd party user made application so only time will tell. (Steam works with the Script extender guys so yes another assumption that Beth would be willing to also.)



I don't want to get into an argument of what will or will not be possible for console modding. I don't want to rant and rave and tell console players there "NOT GETTING JACK AND JUST GO BUY A PC TO PLAY THE GAME". (Not implying you want to have this argument ether but well "Elitists" will come in soon enough to start that! :gun: )



Also with Microsoft's announcement that they want to move the Xbox One more in the direction of PC's Who really knows what the future holds! (Only a year or so ago Mods on Console were not even a consideration!)



I get the ban on "Nudity", "pormography" and "Excessive Violence" (Child Killing and all that) That was a given to be banned by Beth, Sony and Microsoft. (Many people on other modding forums are advocating for the same thing, I don't want to see it banned or censored but I do feel there needs to be a little more regulation for it. And my opinion is more about Censorship then the content I can just ignore the content.)



As for the people that come here and just say "DEFINITIVELY" That "Consoles Will Not Get the Script Extender" have no real base for the statements, unless there Beth, Sony or Microsoft insiders. (Well other then the Script extender guys did say they wouldn't be making one but they may change there toon if it is allowed by the powers that be!)



The old guard will stand there ground spouting "Mods for PC Only!" but we are on the verge of a new world. :tops:



Sorry I think I went on a little rant didn't I? :swear:

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Joey Avelar
 
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Post » Tue Mar 08, 2016 12:19 pm

Is mods for consoles where Bethesda finally jumps the shark?



Can't help feel that it is.

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le GraiN
 
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Post » Tue Mar 08, 2016 3:18 pm


Well they are making more then just a simple world editor come to consoles so maybe. :P

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James Wilson
 
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Post » Wed Mar 09, 2016 3:16 am

It'll be interesting for sure. In an interview with Hines (probably not the person to answer this) he was asked if something like Project Brazil would be doable with mods for consoles and he said the idea was yes, that they'd be able to do it. But again, he's not the technical guy to really make that call on what would be doable. I doubt he even knows what Project Brazil was. But I'm curious to see how it all plays out. I'm not holding my breath for anything crazy, but I'm also not condemning it to solely be a few add in weapons mods and clothing. I think Beth knows that they'd get poor reception if that's all that is doable.




I don't follow?

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Killah Bee
 
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Post » Tue Mar 08, 2016 6:29 pm


I don't know what you're saying, so I'm just going to pretend what you said was particularly germane to the topic at hand.

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Ben sutton
 
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Post » Wed Mar 09, 2016 2:18 am

Just wanted to point out, re: mod making on console not happening due to controllers- ps and xb both have keyboards.

As I understand it, script extenders would be the issue, not keys.

Excited at any rate
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Emily Shackleton
 
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Post » Tue Mar 08, 2016 1:15 pm

I assume it was a reference to "Happy Days".





What other console games Had User made content? Most games to this date for consoles have had little more then In-Game Map editors. if any User made content at all!



Yes "There jumping the Shark!" consoles will be getting user made content that doesn't come from a limited editor.

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He got the
 
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Post » Tue Mar 08, 2016 11:10 pm


I get that you can use keyboards my point still stands the program will still need to be rebuilt from scratch to work for them.



Edit: and I'm on your side!!!!! :wavey:

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WTW
 
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