Tbf, what he wants is basically just alternate textures, if they're the same quality as vanilla texture the game won't be any harder to run.
Well Bethesda is going to be curating the mods and deciding exactly what is and is not allowed. Many people are speculating that they will go full gestapo and lock down all but the chosen few mods. They've already said that they will not allow nvde mods (Sorry no genitals on Dogmeat, you perverts) but that was to be expected.
Personally I'm thinking that they'll allow most mods with the exception of the truly unstable ones and the NSFW mods.
I wonder if they'd allow mods that unlock the framerate? Possibly at the expense of something else, most like resolution.
I wonder if they'll let the unofficial patches through, or if that'd just be embarrassing to them.
I hope we get companion mods, and quest mods, if so, I'll become AlchestBreach2.0!
What are you talking about? Todd Howard has openly said that they want to be as hands-off the modding community as possible: http://www.ign.com/articles/2015/06/16/e3-2015-bethesdas-todd-howard-talks-about-fallout-4-mod-support
The "safety things" are probably in regards to mods that would obviously kill performance, like ENBs or texture overhauls. External things like ENBs and Script Extenders are probably out, too, by nature of how they work. But backpacks and husky dog replacers are fair game. So would mods for new items, quests, and companions. Gameplay overhauls will be limited by the lack of script extensions, but there's still enough to do within vanilla scripting systems to completely change the feel of the game, so I wouldn't worry too much about that.
And the unofficial patches have never caused issues for the official patches. That's kinda contradictory to the point of unofficial patches in the first place.
Well if Bethesda will lock down on mods how do moders test if the mod works in xbox in the first case?
I agree with you in anybody can upload and the only mods who get axed is the ones who is unstable, uses too much resources or breaks the rules.
Reviewing everything will require far to much work it will also be very hard for larger quest mods.
Three types of mods will not work, script extender will not work, the more advanced companion and housing mods tend to use this. Other is the ones who will not work on an low speck pc either, too large textures, this includes lots of new items or new areas with them, also large fights / lots of npc will generate problems.
Outside of this or the majority of mods will work nice.
couldn't the texture issue with hd items be fixed with the mod author making a low res version copy for the Xbox One?
Yes, it can, many items sets has done this for Skyrim too.
This will be more relevant for FO4, remember that lots of cheaper gaming laptops are designed to run the pc version of 360 games, they will struggle with FO4 and the other current gen titles.
Skyrim run fine on an laptop I got from work, ESO is barely playable.
and why wouldn't the script extender be possible on the consoles? don't a ton of mods use that after it shows up?
Script extender is basically an hack, steam allows it and even help them a bit for no support for cracked games.
Consoles are different, first to compile something like an DDL you will need the developer version of xbox, it would also need to be checked and verified by MS, as said this is an hack not simply content added in game.
However its an decent hope they add lots of the popular extender functions directly in the script API now.
This. Other than the script extender, I'd expect console modding to be something similar to what the Steam Workshop does for Skyrim.
Hopefully we'll be able to add our own UI and HUD elements without needing a script extender. That alone would be a huge boon.
Yep, that's a two minute job in photoshop.
The UI and HUD could prove problematic, adding elements may well require a script extender, others may require fonts present in Windows or fonts to be installed, others may require an ini edit, I wouldn't expect anything other than a few tweaks on that front.
backbacks are easy, you need an model who takes up an inventory slot, and have an effect like the perk who let you carry more.
i m glad you console users get mods aswell
tho do not expect grand graphic/ enb mods or advanced game overhauls that use script extenders
still i m sure people will enjoy them
Yeah, as pointed out. Script extenders, graphic mods, ENBs and high res stuff wouldn't be available on the consoles, but pretty much other types of mods should be available.
So,an alternate dog texture. Yep. It's a simple change. Likely using a ESP and BSA system similar to the PC.
As for the back pack. Very easy to do. Just a model and texture with an 'enchantment' that boosted carry weight limit. Obviously enchantment is something different in Fallout, but can't think what it's called.
No offense to the PC gamers out there, but I think y'all are drastically underestimating how big a deal even the most basic mods will be to console users. The vast majority of console users don't have a clue what script extenders, "ENBs" or any of that other stuff are. You have to understand; a console gamer has only ever gotten the base game, DLC, and whatever cool exploits you can figure out before they are patched. these alternate textures you're scoffing at (like having a husky)? Console games are used to paying $3-5 dollars for skin packs like that. To suddenly have access to a variety of additional FREE user created content? I think it's going to blow their minds.
I wouldn't go that far but it should definitely serve as sort of a wake up call.
Some of the scripts from a script extender could possibly be added to the official game in a patch as long as adding the extra scripts does not cause any other issues in the patch. Will it happen I do not know
Mods are also on the Playstation. Saw it on the Gaming news email. (Gamestop, Gamespot, soemthing like that)