Mods on Xbox

Post » Fri Nov 27, 2015 10:38 pm

How will these be applied? How will they be dispends to the public for free?

User avatar
Tasha Clifford
 
Posts: 3295
Joined: Fri Jul 21, 2006 7:08 am

Post » Fri Nov 27, 2015 7:10 pm

According to theory, Beth is going to host mods for consoles. (and PC's too, I would assume.) They will be free, but, how they plan on getting them to the various consoles? I haven't a clue.

User avatar
Jimmie Allen
 
Posts: 3358
Joined: Sun Oct 14, 2007 6:39 am

Post » Fri Nov 27, 2015 10:35 pm

Maybe through bethesda.net when it's up and running.

User avatar
Prohibited
 
Posts: 3293
Joined: Tue Jun 12, 2007 6:13 am

Post » Fri Nov 27, 2015 9:31 pm

So youll have to Visit the weebsite Via your xbox and Download them?!? I didnt know if they make them DLC or what. I'm just curious because If there is some good ones I'll try them but No clue what kind of Mods they will have...

Dam you Todd Howard!!!! Why could you not give us more information and stop Teasing us for 4 more months!!!!

User avatar
Trey Johnson
 
Posts: 3295
Joined: Thu Oct 11, 2007 7:00 pm

Post » Fri Nov 27, 2015 8:45 pm

Most likely via the new Bethesda.net service they plan to launch, I suspect it will be a cross between apples app store and steam workshop, workshop in how you upload and how players access and manage mods on PC and console, apple store in that sense that each mod will be submitted and then must be approved by beth (and most likely Microsoft too)

User avatar
joseluis perez
 
Posts: 3507
Joined: Thu Nov 22, 2007 7:51 am

Post » Fri Nov 27, 2015 11:29 pm

I wonder though how it will be done. I hope it can be specified if you don't want your mod on a console. That might make me sound like bastard, but dealing with console users wanting tech support strikes me as a nightmare.

User avatar
Samantha Wood
 
Posts: 3286
Joined: Sun Oct 15, 2006 5:03 am

Post » Sat Nov 28, 2015 12:07 am

DLC = Official mods, yes you can have pure official mods like the HD texture pack, This was done to kickstart Steam workshop, give HD textures for they who wanted and could use it without having to put the pc version on 2 dvd.

Popularity is an good indication on how good an mod is, your favorite is probably among the top 20.

Mods are also categorized, are you after more energy weapons, more followers, survival, or an pink hello kitty power armor you find it.

Try to search something for Fallout 3 on Nexus and you probably find it :smile:

Correction: no mods adds Khajiit or catgirls to Fallout 3.My fate with the moding community is broken.

User avatar
Matt Fletcher
 
Posts: 3355
Joined: Mon Sep 24, 2007 3:48 am

Post » Fri Nov 27, 2015 7:36 pm

Besides what has already been stated, mods will likely also be moderated, and go through an approval process before being available for consoles.

As such, I suspect anything with "advlt" content like body mods, or even followers that allow nudity, including even some blood, gore, decapitation mods despite the game already having exploding heads, might not make it beyond approval.

Expect censorship/exclusion for console mods.

User avatar
Isaiah Burdeau
 
Posts: 3431
Joined: Mon Nov 26, 2007 9:58 am

Post » Sat Nov 28, 2015 12:07 am

From http://www.ign.com/articles/2015/06/16/e3-2015-bethesdas-todd-howard-talks-about-fallout-4-mod-support: "So, just like Skyrim, there are mods that can break your game pretty wildly, and so we have some safety things on the console for that, but at the same time, we are going to let people break their game. Because we try heavily not to."

The safety things are probably for mods that wouldn't have a chance in hell of working on the console, which is mostly just large graphical overhauls. Lots of script-intensive mods would strain the consoles too, but that's harder to automatically quantify so they'll probably be open on the consoles. External utilities like the script extender and ENBs are almost definitely out of the question for consoles, but you'd be surprised at how much you can do without a script extender. That still leaves lots of opportunity for console mods, although I wouldn't expect the interface for finding/installing them to be much more robust than what we've seen with the Steam Workshop.

User avatar
marie breen
 
Posts: 3388
Joined: Thu Aug 03, 2006 4:50 am

Post » Sat Nov 28, 2015 3:12 am

They will need to be moderated.

I can guarantee this is why they wanted to charge for mods a few months back. They wanted to create a revenue stream from mods to pay for the mod moderation they will need to perform.

Maybe I'm being very cynical but it makes sense

User avatar
Stacey Mason
 
Posts: 3350
Joined: Wed Nov 08, 2006 6:18 am

Post » Sat Nov 28, 2015 7:51 am

I suspect, that if you don't want your mods available to console users, simply don't upload them to Beths site...... Not like they are going to be the only game in town for mods. :)

User avatar
Penny Flame
 
Posts: 3336
Joined: Sat Aug 12, 2006 1:53 am

Post » Sat Nov 28, 2015 5:44 am

Nobody knows how this will work on consoles. Those that are thinking PC mods will continue to work identical to previous Bethesda games may be assuming too much. The fact that they planning on allowing console mods may well adversely defect how mods work on PC. Seeing how the mod tools usually don't ship until weeks or months after the release, I'd hate to see the fallout (no pun intended) if those used to PC modding get short changed by the new system.

User avatar
He got the
 
Posts: 3399
Joined: Sat Nov 17, 2007 12:19 pm

Post » Sat Nov 28, 2015 12:27 am

When Todd Howard announced console mods at the XB1 presentation, he explicitly said "for free". When he was later asked in an interview about paid mods, he said there were no current plans to charge for mods. Make of that what you will.

User avatar
chinadoll
 
Posts: 3401
Joined: Tue Aug 22, 2006 5:09 am

Post » Fri Nov 27, 2015 11:26 pm

Yeah that doesn't work out to well. How many mods on steam were ripped from nexus without the mod authors approval? That's the quickest, but not only example I can give :P

User avatar
Antony Holdsworth
 
Posts: 3387
Joined: Tue May 29, 2007 4:50 am

Post » Fri Nov 27, 2015 10:05 pm

Yes I know.

I am referring to their initial attempt to monetize mods before the community threw a hissy fit.

Moderating this will cost Bethesda time and money so they would obviously as any business would like to absorb that financial hit by creating a new cash flow.

I am pretty certain that was their idea before they had to scrap it due to the outcry. Their position now seems to be one again of mods will be free, but I do wonder if they will down the line attempt to bring back paid modding

User avatar
carly mcdonough
 
Posts: 3402
Joined: Fri Jul 28, 2006 3:23 am

Post » Sat Nov 28, 2015 3:03 am

True that, but, as soon as it comes to your attention, you can ask to have it removed, and I would guess that Beth will be pretty accommodating to original authors..... if the site is moderated at all, (and I would presume that to be a requirement by MS) good chance that if they see a mod uploaded by someone OTHER THEN the original author, it will never become available.

if one does sneak thru, and you start getting requests from console players, simply point out to them that you never intended your work to be available to consoles, and you do not support them. At all.

I am sure you will get some nastygrams from the entitled folks though...... :D Sorry man.

User avatar
Bigze Stacks
 
Posts: 3309
Joined: Sun May 20, 2007 5:07 pm

Post » Sat Nov 28, 2015 12:30 am

The method I am hoping for, is Beth to pick and choose which mods to support for consoles. It'd honestly be the best thing for both. Beth insures nothing hinky is going on with others ripping off content, and they are able to make sure the mod won't turn their console into an expensive paper weight.

*shrugs* Anyhow if I had to guess some mod authors are just going to make an skse equivalent program necessary for their mod. Even if its something utterly unneeded by the mod. It'd reduce the chances of the mod getting ripped off. If I seem somewhat paranoid about this, I just look at the Steam moding workshop pages, those tend to be fairly abusive. I can't imagine console user pages being any better.

User avatar
Robyn Howlett
 
Posts: 3332
Joined: Wed Aug 23, 2006 9:01 pm

Post » Fri Nov 27, 2015 11:15 pm

Might be like Forza 5, accessible through a portal in the game where you can download cars and skins for free.

Surely if they are going to support it, they would make it easy to use and integrated well within the game.

User avatar
louise tagg
 
Posts: 3394
Joined: Sun Aug 06, 2006 8:32 am

Post » Sat Nov 28, 2015 1:59 am

You would like to think that...... But, look at the fiasco that was Paid Modding...... That was neither well planned, or well executed. Quite frankly, it svcked. :)

There is a LOT more to modding the game than simply dropping a few files into a directory, and checking a couple boxes in the launcher..... I am REAL curious how beth is going to handle things like load order, merging leveled lists, and a host of other niggles that go along with a modded game. Not like there will be utilities for the xbox to manage them...... (not to mention the Bashed Patch.....) Should be interesting. (and glad I play on PC....)

User avatar
Paul Rice
 
Posts: 3430
Joined: Thu Jun 14, 2007 11:51 am

Post » Sat Nov 28, 2015 7:36 am

Maybe they will pay for console mod moderation with the 5+ million they made from the iPhone mobile game.

http://www.gamespot.com/articles/fallout-shelter-makes-51-million-in-first-two-week/1100-6428950/

I don't think Bethesda seems eager to bring back the paid modding idea. Everyone hated it and they dropped it like a hot potato.

User avatar
Neil
 
Posts: 3357
Joined: Sat Jul 14, 2007 5:08 am

Post » Sat Nov 28, 2015 10:38 am

Incidentally...

http://www.gamespot.com/articles/bethesda-talks-skyrims-paid-mods-controversy/1100-6428952/

They still think the concept has merit, but they're well aware that they goofed with Skyrim. Make of that what you will.
User avatar
David Chambers
 
Posts: 3333
Joined: Fri May 18, 2007 4:30 am

Post » Sat Nov 28, 2015 9:12 am

They basically decided to outsource Current Generations Idea of DLC to the internet but they have not figured out how to charge for it yet. . .

User avatar
N3T4
 
Posts: 3428
Joined: Wed Aug 08, 2007 8:36 pm

Post » Fri Nov 27, 2015 7:55 pm

Possibly. I did see that post on Reddit earlier and for a free game it does seem to have made more money than I think most people would have predicted

Though my original comment was what I think they were planning at the time paid mods were implemented and FO:Shelter wasn't even out then let alone a runaway success.

I do personally hope that now they have more revenue they divert some of that to the moderation instead of trying to go to a paid model for mods

User avatar
yessenia hermosillo
 
Posts: 3545
Joined: Sat Aug 18, 2007 1:31 pm

Post » Sat Nov 28, 2015 6:52 am

I honestly think that neither BGS know how they're gonna make it work. By the way, I say that they're going to forget the whole idea.

I hope to be wrong. I have no money to buy a high-end computer, I plan to play Fallout 4 in One. And I like the mods.
User avatar
tiffany Royal
 
Posts: 3340
Joined: Mon Dec 25, 2006 1:48 pm

Post » Sat Nov 28, 2015 9:21 am


consider they most likely already made contracts with microsoft I doubt the can just forget the idea without it costing them a hefty penny, plus I doubt the even bring it up unless they had a good base to stand on.
User avatar
Barbequtie
 
Posts: 3410
Joined: Mon Jun 19, 2006 11:34 pm

Next

Return to Fallout 4