PC Mods to Xbox 1 [Topics Merged]

Post » Fri Nov 27, 2015 5:22 pm

So how true do you think this statement will hold?

Oblivion, Skyrim, FO3 + FO:NV all had script extenders - do you think Microsoft will incorporate a script extender into the Xbox One release, or do you think Console users will be forced to have weapon/armour mods only - with the heavier overhauls being kept for PC.

Furthermore, what about graphical improvements through modding? Will Hi-res textures, for both environments, and NPCs/Weapons, be compatible for the Xbox One?

So many questions.

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chinadoll
 
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Post » Fri Nov 27, 2015 10:10 am

I think it will be restricted to things that can be made within the Creation Kit, so no script extenders or ENBs. Todd Howard talked about having some restrictions on mods that could "wildly break your game", which is probably in reference to performance intensive mods that demand more than the consoles can handle, but he made it clear that he still wants the most content possible to be made available, breaky or not.

I assume consoles will get stuff similar to what you can get on the Steam Workshop for Skyrim. Huge gameplay overhauls should be a go, unless they create untenable performance issues.

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Richard
 
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Post » Fri Nov 27, 2015 1:28 pm

I don't see a script extender being that likely on a console without the support of Bethesda at least otherwise they're limited to creation kit content and even then they're restricted to how hard it hits the console.

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Sebrina Johnstone
 
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Post » Fri Nov 27, 2015 6:22 am

Who knows we might not even need a script extender.

Also a lot of things can be done without a script extender.

The thing is how much the vanilla game pushes the X1 limits. If it is already pushing the system to the limits than you are going to be very much limited to the mods you can do and likely it will just be things that modifies the damage of a weapon and maybe reduced textures. I might go with reduced textures for the X1 if I am finding the game is having screen tears or if the performance is choppy.

I likely will not get any mods that will enhance textures. Ones that add more equipment is likely fine. I might look at getting the PC version at some point when the editor is done and then maybe make a mod an overhaul mod designed for X1 but that will likely take 10 years if not longer. Since I will likely be to busy playing the game and not getting any mod making done. It happened to me for Diablo 2. I do not have the mod making genes where it is more fun making the mods which is surprising since I love Legos when I was a kid for the building part and not the playing part.

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Siobhan Thompson
 
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Post » Fri Nov 27, 2015 3:23 am

I don't know any major overhaul that does not require a script extender tbf - maybe they will change this, but I doubt it. They'll probably rely on the modding community like their other games.

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stephanie eastwood
 
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Post » Fri Nov 27, 2015 4:27 pm

I honestly believe there will be console-specific creation kits to make mods, that can still be applied to PC but are adapted for consoles.

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April D. F
 
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Post » Fri Nov 27, 2015 11:58 am

Ehhh that's a decent amount of work plus then modders would have to 'port' their mods over to the other creation kit, plus they do say mods from the PC so going by that I'm going to assume one creation kit nevertheless I see your point but I don't really agree.

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Emma louise Wendelk
 
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Post » Fri Nov 27, 2015 12:48 pm

A couple of things about graphics components in mods.

Whether PC or Console, your equipment is only capable of displaying certain resolutions. These resolutions are limited by the graphics components in your box (PC or Console) and the display you are using. If you exceed those limits the textures will be interpolated to a usable resolution. This requires processing time by the hardware and often results in a picture quality lower than what you would have had if you had used textures more appropriate to your hardware. In short using too high of a resolution texture can make the output look blotchy.

On the PC, the graphics components reside in Video RAM when they are in use. There are also graphics components from the base game in VRAM. If Fallout 4 requires 1.5 GB of VRAM to run, and your PC has a 2GB video card, that means you would only have a half gigabyte of VRAM available for graphics assets from mods. If you exceed that, the GPU will go into a thrashing state where it is spending more time moving assets in and out of VRAM than it is spending on rendering frames. When that happens, you will be lucky to get a framerate of eight frames per second.

When it comes to Consoles, I am not sure how the 8GB of memory is allocated or addressed. I do not know how much is used for various system tasks, how much is available for games and out of that how much of that can be used for VRAM. Ultimately, it doesn't really matter. You need to understand that everything going on in the console is going to require some of that memory. Even internet communications is going to eat into that 8GB. In many cases it won't be much, but it all adds up. Fallout 4 is going to occupy a large chunk of memory just for program code and variables. What is left might be usable for graphics assets. You will not be able to exceed the 8GB limit. And every mod you add will eat into that 8GB limit (either as graphic assets, data assets or both).

I am unfamiliar with consoles, but they are essentially computers so all the the general rules that apply to PC's also apply to consoles. If Fallout 4 with mods needs more RAM/VRAM than is available something bad will happen just like on a PC. I don't know how an XBox One would handle it, whether it will start swapping to disc (if this happens expect your framerate to be measured in seconds per frame and not frames per second), you get dumped out of the game or if the system will lock up and you will have to restart. But you WILL be limited in how many mods you can use and what type of mods, just like a PC. The limits will probably be different, maybe even better in some cases, but they WILL be there.

As for script extenders, that is something that is in Microsoft's court for XBox One.

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Tina Tupou
 
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Post » Fri Nov 27, 2015 3:45 pm

No they will run pc mods, script extender is out it would require that they add the functions to the game itself.

Else only restriction is no nudity / porm and no content from other games. In that setting its given that you can add extra textures and models not only use the in game content or it will not come up.

Now for the extender its not know how many functions are needed, high chance the API is expanded from Skyrim if nothing else at they know this will be an issue.

One question from me stands how do you test that your mod work on consoles? Will it be an sort of beta portal, Say I make an mod, put it up on workshop, then I put it up at the xbox beta portal probably after request, some players test it or I test it myself if I have the game on both pc and xbox, then its up for approval and get approved.

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Brandon Bernardi
 
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Post » Fri Nov 27, 2015 1:15 am

I think you will just be able to use your home network or usb data stick and transfer the mod over. The mods will liekly need to have an esm/esp and likely a data folder for any assets. I have a feeling the X1 will have a special mod launcher added to the game launcher and then you can port in mods that way or connect dirrectly on the home network to your PC and install the mod that way. Maybe install a mod just with a zip file.

Maybe the mod launcher will have some sort of load order utility as well that can sort mods and maybe do some merging of mods as well.

If not I will likely get the game on the PC and the editor as well as getting some of the community tools and maybe create a merged or bashed patch and sorting using loot or whatever load order tool and then transfer to the X1 and manually sort the plugins to what is needed.

Hopefully we will find out more details in the next few months.

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Tanika O'Connell
 
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Post » Fri Nov 27, 2015 1:34 am

I know this isn't the most relevant information but here's a quote from a game informer article

Howard says Bethesda has been advocating to get mods on Microsoft consoles since 2001. Its hope is to not curate the content much at all but have its ecosystem stay as close to the PC experience as possible.

Check out the thread in my signature for more information.

But this should add some speculation to the exact amount of control there'll be on mods.

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Campbell
 
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Post » Fri Nov 27, 2015 5:16 pm

This is also they way I imagined it, note that this will also enable you to grab games from nexus or workshop, upside is that this enables you to use mods who are not approved either because they are too new or are special interest only or typical nvde mods. Downside it that the mods might not work well or have performance issues.

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Elizabeth Davis
 
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Post » Fri Nov 27, 2015 1:44 am

hopefully at minimal it can do mods like a new start

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Jordyn Youngman
 
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Post » Fri Nov 27, 2015 7:28 am

I believe I read or heard Todd say mods for consoles would only be available from Bethesda.net (or whatever they call it)
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Trey Johnson
 
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Post » Fri Nov 27, 2015 7:31 am

Its been a rumor so far, I haven't heard of any sources that have confirmed this rumor or anything from the horses mouth nevertheless if you find the source that would be great.

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Tessa Mullins
 
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Post » Fri Nov 27, 2015 4:41 pm


"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."

http://m.ign.com/articles/2015/06/16/e3-2015-bethesdas-todd-howard-talks-about-fallout-4-mod-support
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Nuno Castro
 
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Post » Fri Nov 27, 2015 6:31 am

Thanks mate.

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Ashley Campos
 
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Post » Fri Nov 27, 2015 3:22 pm

Yup no problem, hope it works out for everyone, including those of us like me that will play on PS4. I also got a tweet from Pete that made it sound like the system of modding the Xbox 1 is still in the early stages and doesn't actually exist.
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A Boy called Marilyn
 
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Post » Fri Nov 27, 2015 12:51 pm

  • The mod community has always been strong with Bethesda games. With Fallout 4 their creative ideas will reach beyond PC and into consoles. Modding tools are expected to become available on PC in early 2016, with Xbox One owners getting access to their creations shortly thereafter. Once the modding is thriving on these two platforms, Bethesda hopes to work on extending this content to PlayStation 4 as well, but Howard wasn't comfortable putting a timetable on that.
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Damned_Queen
 
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Post » Fri Nov 27, 2015 3:55 am

Im not worried about mods eventually coming to PS4. I don't imagine Sony saying no, and if they did there would be a big uproar.
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SiLa
 
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Post » Fri Nov 27, 2015 3:04 pm

I'd imagine its more of an infrastructure issue combined with dealing with third party programs, etc

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Dylan Markese
 
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Post » Fri Nov 27, 2015 2:43 pm

Yup, even if I never get them Ill still spend too many hours of my life in Boston ;)
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Red Bevinz
 
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Post » Fri Nov 27, 2015 6:40 am

Since you can play Xbox 360 games on xbox1, I wonder if mods for Fallout3, NV, and Skyrim can be used too with the mod files being the same file extensions. Unless of course in their present state it's not possible without changing them a bit and they would have to make a patch for them each to use mods.

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leigh stewart
 
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Post » Fri Nov 27, 2015 5:39 am

Likely FO4 will have a special game launcher when the game launches. You have a choice to play a modded game or Vanilla.

I do not know if that feature will be added to the 360 version games that will be able to play when X1 has those game available to be played on the console. Also we do not know how those games will be played since those games will be emulated and emulated games can be iffy on performance.

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BrEezy Baby
 
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Post » Fri Nov 27, 2015 4:51 am

You know, English is not a language exactly known for its precision. If you take a look at what Microsoft said they could keep their promise with only a handful of XBox 360 games working on the XBox One.

Now I really don't expect only a few XBox 360 games to work on XBox 360, I actually expect most of them to, but I also expect some won't.

Microsoft has been in the emulation business for quite some time now. Win64 has Win32, Win16 and DOS emulation built into it. So they do know what they are doing, but those emulators are not perfect, there are some Win32, Win16 and DOS software packages that simply do not function. Not many, but there are some. It is almost guaranteed that there will be some XBox 360 games that simply won't run well enough to be usable on the XBox One.

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Marie
 
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