Mods coming to console will not replicate modding on PC.

Post » Tue Dec 01, 2015 6:26 pm

Oh I know, I'm just joking. It does seem however that some people are shooting down the idea before we even really know anything about it. Beth very well could have/will come up with a packager that makes things simple and seamless. Or it could be botched and only a couple mod authors care about it and that's all we get.

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Stacey Mason
 
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Post » Tue Dec 01, 2015 9:23 am

Those kind of mods are generally very simple and straightforward. Odds are good.

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Arnold Wet
 
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Post » Tue Dec 01, 2015 9:54 pm

The mods that make it to Xbox one, will probably be base on popularity. they never really said all mods would make it over. but this is something new. we should be happy we are getting the mods we'll get. Usually mods on consoles are a no no. Usually MS doesn't support any types of mods on the Xbox. People use to get banned for it.

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Ebou Suso
 
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Post » Tue Dec 01, 2015 10:22 am


The simple ones, yes, more than you can ever use. http://www.nexusmods.com/newvegas/mods/55008/? for instance would be completely possible. But the really fancy ones with special functions, those will require Script Extender capabilities, so they will be impossible.


Yes, i'd imagine it'll work quite like the Steam Workshop, which is limited to one BSA and one ESP. Good enough for simple additions or replacers, but useless for the real mods :tongue: :bolt:
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Cccurly
 
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Post » Tue Dec 01, 2015 5:13 pm

I re-read the E3 announcement and I see there's no built into game editing on console but mods developed on the Fallout 4 Creation Kit can be made available on consoles.

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Has anyone seen any system requirements for the kit? It'd be a shame if it ends up being similar to the requirements for the game as I dont have a PC capable of running it.

I'm hopeful that has been thought of though to ensure console gamers can still access the tool required to create their content.

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Alexis Acevedo
 
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Post » Tue Dec 01, 2015 12:31 pm

I believe Steam Workshop's setup is a perfect example of how modding on consoles will likely work, although consoles may be limited even more. It will allow simple mods, but nothing that truly dramatically shifts the experience.

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Brandi Norton
 
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Post » Tue Dec 01, 2015 7:57 am

Exactly and with backwards compatibility being a thing, who knows? Maybe Bethesda will allow mods on Fallout 3 and Skyrim on the Xbox One. (It has been hinted that Fallout 3 will make it to the new consoles actually as a "Fallout 3 GOTY full download" will come with Fallout 4 if you pre-order or something like that. The official Fallout page on Facebook posted this once).

Mostly, I'm hoping for Bethesda to get mods working on more of their games and hopefully 4J Studios doing the same with the Xbox version of Minecraft, which is highly possible if Microsoft is going down this route of making the Xbox One more up to standards with some PCs.

Though, this is just me hoping and such.

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Jennifer Munroe
 
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Post » Tue Dec 01, 2015 12:04 pm

I doubt the backwards compatibility deal on Xbox One will be something mods are allowed on as it's going to be something along the lines of an emulation in the end.

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ezra
 
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Post » Tue Dec 01, 2015 1:40 pm

Considering that FO4 mods on XBox will likely involve some sort of loader/interface built into FO4 (as mentioned, along the lines of Steam Workshop, or the way *MM handles .fomod packages), it probably wouldn't be easy to just "turn on" mods in FO3. :shrug:

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(G-yen)
 
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Post » Tue Dec 01, 2015 3:19 pm

Depends on how they do it. If you get mods using a Bethesda.net app on the Xbox One, and not through the game itself, then it would totally work. The games will read the mods as DLCs most likely..

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Yvonne
 
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Post » Tue Dec 01, 2015 8:56 pm

Personally I'm questioning whether they will allow support for new meshes and textures on console (since they have the potential to seriously affect performance). I wouldn't be incredibly surprised if it was ESPs only.

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Alisha Clarke
 
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Post » Tue Dec 01, 2015 10:41 pm

"Not good" at manual mod management is exactly what the console mod users will be. They don't have prior experience managing mods, and are also on a platform specifically marketed as "simple" in comparison to PC gaming hardware. Hell, even the average PC player isn't all that great, which is why LOOT exists in the first place. The deft manual mod managing user is an exception, not the norm.

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Samantha Jane Adams
 
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Post » Tue Dec 01, 2015 4:13 pm

Probably, otherwise mods for new armors or weapons would be out. And that would eliminate a huge chunk of material. No idea if/how they're going to account for graphically heavy mods. A memory limit wouldn't prevent that, and it would keep out expansion-style mods like Falskaar. Unless they put a memory restriction on individual files within the mod? But they'd all be packed in a BSA... No idea.

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Courtney Foren
 
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Post » Tue Dec 01, 2015 9:17 am

I'm gonna be a console mod user mate... I have a preference playing games on the Xbox actually over the PC. Much more comforting, nicer, and easier to do.

So I hope you aren't meaning that as a general statement for every console mod user there will be. On average though, that would make more sense.

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Holli Dillon
 
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Post » Wed Dec 02, 2015 12:07 am

I will agree that this is largely true but anyone can learn. Just because people play on console does not mean they are incapable of learning and understanding. I used to be exclusively a console player until my issue with Skyrim drew me to modding.
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Tikarma Vodicka-McPherson
 
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Post » Tue Dec 01, 2015 3:36 pm

I know that moment someone makes a mod that replicates the console commands it will be the number 1 mod on consoles because we all know that you wont be getting nvde mods. What will be interesting though is whether consoles we get the Unoffical bugfixes that we get on PC like the Unoffical Skyrim Patch etc

Edit: i could see some of the bigger mods like Falskarr comming to consoles if the mod author and BGS work together to get to run

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Ash
 
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Post » Tue Dec 01, 2015 3:26 pm

I could something akin to both the USKP and Falskarr coming to console if the mod create chooses to support it. Nether requires a script extender or any other third party utility so I don't see that it would be impossible.
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Lloyd Muldowney
 
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Post » Tue Dec 01, 2015 12:00 pm

I've always been a mixed honestly myself. I enjoy playing games on PC a lot but hate the crap you have to go through a lot to get games working well, plus most games have a higher crash rate (for me at least) on the PC than on console (though mostly due to modding or general PC issues).

Console gaming is just very comforting and easier to do. Plus gotta love that interface that's easy to get around with. So I am hoping this console modding really kicks off pretty well.

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Isaiah Burdeau
 
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Post » Tue Dec 01, 2015 9:52 am

I agree with you largely my friend. I have mainly been a console gamer well for over twenty years now.

I do like the ease of use of the consoles but I think some experiences are just meant for pc and there are a few genres that fit into that they are, RTS, simulation, and anything made from Bethesda Softworks.

Most games I do play on consoles graphics are not a huge issue for me and with multiplayer I have friends that game on console so I play with them. I never mod any game besides TES or Fallout so I am interested to see how the console mods play out for one to see how it's implemented and two I am playing fallout 4 on console first. I intend to switch to pc after all dlc and patches are released.
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Pete Schmitzer
 
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Post » Tue Dec 01, 2015 2:12 pm

I partial agree with this statement... Mostly the ending. The Fallout and Elder Scrolls are honestly more fun to play on the consoles (Minecraft too honestly). You just don't have as much content as the PC players, which with modding coming to the consoles... I'm hoping this issue will be address more so over the next few years.

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Sammygirl
 
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Post » Tue Dec 01, 2015 9:36 pm

Well said OP.
I hope this thread lessens the whine and complaints why certain mods can't be used on console.

I really seriously doubt that something as complex as ENB or SKSE is compatible.

And some of the most ambitious mods really are the SKSE ones. They really push the limit of what the game engine can do.

That said, Bethesda, if you are listening, would it be possible to implement "Real Time Cart-Riding" in the next Elder Scrolls?
Imagine wearing the Oculus Rift and watching real-time as you sit in a cart watching the world go by......omg......

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Monika Fiolek
 
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Post » Tue Dec 01, 2015 11:18 am

Yeah what switched me to pc was ultimately the USKP and the flora respawn fix I could not play the game with the respawn bugs. Then I started looking into more mods and get several that have helped me enjoy the game even more. Sure I hope console mods close the gap but Bethesda games for me have a starter home on Xbox one but eventually a permanent establishment on pc.

You know I tried Minecraft but I never could get into the franchise it seems like a contradiction really it's a conundrum as I adore building and creating things in games.
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Len swann
 
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Post » Tue Dec 01, 2015 8:12 pm

well i think most of us alreay realized that modds for cosole would be limited and not even come close to the complexity and variety of mods on pc

However i still think even small simple mods can make for big changes in game play and immersion

and i do not mean cheat mods ,

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Joey Bel
 
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Post » Tue Dec 01, 2015 8:59 pm

I just hope the unofficial patch team for Fallout 4 is even half as good as the guys who worked on Skyrim's unofficial patches. And their goal needs to be console support. Of all the mods that consoles deserve as much as PC, it's the unofficial patches.

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rae.x
 
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Post » Tue Dec 01, 2015 12:17 pm

This reminds me.... you know, with all the times I've played OB/FO3/SK, and all the mods I've tried? I've never downloaded any of these unofficial patches. Huh. :huh:

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Miguel
 
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