Mods for consols

Post » Wed Mar 30, 2011 7:50 am

Just curious,look at Halo 3,It has it where you can download user generated maps and game types and screenshots...couldn't Bethesda create something like this and allow people to download user generated content?
Just a thought.
User avatar
Nitol Ahmed
 
Posts: 3321
Joined: Thu May 03, 2007 7:35 am

Post » Wed Mar 30, 2011 3:30 am

I think they'll go ahead with it, Halo and LBP both use user generated content and it increases re-playability.
User avatar
Wayland Neace
 
Posts: 3430
Joined: Sat Aug 11, 2007 9:01 am

Post » Wed Mar 30, 2011 3:27 am

Now, I always plan on PC but...
I would like to see an editor for PC>Console.
I'll use the xbox 360 as an example. You use the construction set on the PC, giving you access to all editor features. Then just put it on a USB and then onto the xbox's hard drive. The game will detect where it is on the hard drive and then shows a menu to select which mods you want to activate.

The only problem is that things like texture replacers will not work, that would require editing of the game's files themselves. Which will be hard to do for legal reasons on the xbox.
User avatar
Emily abigail Villarreal
 
Posts: 3433
Joined: Mon Aug 27, 2007 9:38 am

Post » Wed Mar 30, 2011 12:53 am

Just curious,look at Halo 3,It has it where you can download user generated maps and game types and screenshots...couldn't Bethesda create something like this and allow people to download user generated content?
Just a thought.


From everything I've heard about the Halo 3 editor, it doesn't even come close to what the CS/CK can do. So no, it's not a good example and it's not that simple.
User avatar
xemmybx
 
Posts: 3372
Joined: Thu Jun 22, 2006 2:01 pm

Post » Wed Mar 30, 2011 2:02 pm

To be clear, the first option is something we've wanted to do for some time. This is an excerpt from our Fallout 3 fan interview with Todd



If/when it happens is still in the air. It'd definitely be cool to see the amazing mods you guys make on consoles.


So lets say this could happen and technically work.

Wouldn't you guys at Bethesda worry that many mods would just crash the consoles?

I mean the game must be running pretty tight already with the console hardware being limited.

Imagine some console player downloading a high-res texmod that will make his game run down into a crawl, or some mod that dramatically increases the amount of enemies etc and same end result.

What kind of implementation would you have to prevent these issues which undoubtedly MS and Sony wouldn't be happy with.

I guess some modders might focus on console modding and try and make it work, still hardly a safe source, we PC players have experienced mods crapping out and causing conflicts and had to troubleshoot which mod it is etc etc.
I can see simpler mods working fine that just changes stats of colours of armors etc.

Even though it might be cool to bring the mods to consoles for you and the console players I see a potential Pandora's box in the making.
There seems to be a lot of things that need to work across many avenues for this to work.

In any case, I certainly hope whether this works or not that the mod-tools will be fully fleshed out and not gimped in any way, unless two versions released of course.
User avatar
Rowena
 
Posts: 3471
Joined: Sun Nov 05, 2006 11:40 am

Post » Wed Mar 30, 2011 2:49 am

This makes me sad/angry. If people can make mods on consoles, I'm afraid Bethesda will care even less about the PC version.
On one hand there might be better support for modding since it's available to more users.
On the other hand they might design it simplified to be used with controllers and large TVs like Oblivions in-game UI. And then not bother giving the PC version the full set of tools as it's easier for them to do it only one way.
User avatar
^_^
 
Posts: 3394
Joined: Thu May 31, 2007 12:01 am

Post » Wed Mar 30, 2011 2:06 am

There would be no compatability issues, any mod made with the CS will work.

Texture alterations are currently not possible with the CS on its own, you require 3rd party tools, so they would not be compatible.

Mods that increase enemies/objects etc that would make the game slower would not be a problem, because they only have to put a disclaimer that you install the mods at your own risk and you only have to deactivate the mods to get rid of the issue anyway. A mod is not going to magically change the software on your console and make the CPU explode.

I don't understand all this talk of problems when the devs have already said that there is only one barrier; Microsoft and Sony. Obviously by saying that they are implying that the technical issues have been looked at and dealt with already, otherwise they would not of said that.
User avatar
candice keenan
 
Posts: 3510
Joined: Tue Dec 05, 2006 10:43 pm

Post » Wed Mar 30, 2011 5:08 am

Why wouldn't you get the PC version...the game is made for it.

Sure, I'll get it, if you buy me a new PC and install it pl0x kthx.
User avatar
Lynne Hinton
 
Posts: 3388
Joined: Wed Nov 15, 2006 4:24 am

Post » Wed Mar 30, 2011 1:28 pm

Sure, I'll get it, if you buy me a new PC and install it pl0x kthx.


...because some people cannot afford a new computer on a regular basis?

Anyway, if they can get mods on one of the consoles, I'll definately be getting the game on that console. It's whats causing me to get Portal 2 on PS3 rather than 360.
I'm still hopeful that mods will appear on consoles. After all Portal 2 had them so why can't Skyrim?
User avatar
Ernesto Salinas
 
Posts: 3399
Joined: Sat Nov 03, 2007 2:19 pm

Post » Wed Mar 30, 2011 3:41 am

Personally if this was to happen, I would be very pleased.

They maybe shouldn't allow you to download them from the MarketPlace or Store, but you should be able to download a mod on the PC, place the files on a USB stick or whatever and the consoles will edit, write and implement the additional files.

I could work and even if I have to pay, I'm paying for additional content made my people like me, for me.
User avatar
Trent Theriot
 
Posts: 3395
Joined: Sat Oct 13, 2007 3:37 am

Post » Wed Mar 30, 2011 10:39 am

Hopefully this happens. This is nothing but good for the TES community. More people playing mods means more modders, means hopefully higher quality and diversity of mods. Maybe even opens up a revenue-generating systems for Beth/modders that aren't there right now.

THIS! Then Tamriel Rebuilt might get finished before 2030.
User avatar
Anthony Rand
 
Posts: 3439
Joined: Wed May 09, 2007 5:02 am

Post » Wed Mar 30, 2011 10:57 am

Doubt it will ever happen. Too many variables and too many mods. Plus no profit to be gained. From a business standpoint it doesn't make sense, it requires more resources (testers and moderators of content) and the mods would have to be handpicked and worked into the system.

Plus many PC mod makers don't want to make two versions of their mod for PC users then console users. The whole idea just seems entirely impractical.
User avatar
Sheila Esmailka
 
Posts: 3404
Joined: Wed Aug 22, 2007 2:31 am

Post » Wed Mar 30, 2011 6:09 am

Doubt it will ever happen. Too many variables and too many mods. Plus no profit to be gained. From a business standpoint it doesn't make sense, it requires more resources (testers and moderators of content) and the mods would have to be handpicked and worked into the system.

Plus many PC mod makers don't want to make two versions of their mod for PC users then console users. The whole idea just seems entirely impractical.


I'm sure they said that the PC mods would work on the consoles without any need for a second version to be made.
User avatar
Jessica Colville
 
Posts: 3349
Joined: Wed Oct 18, 2006 6:53 pm

Post » Wed Mar 30, 2011 6:07 am

I'm sure they said that the PC mods would work on the consoles without any need for a second version to be made.

Yeah, they did. But that just simply isn't how mods work, sure alot of the simple gameplay changers might "just work" but any mods with higher res textures (99% of mods made for current Bethesda games) would not be able to run on a console. Thus they would either be scaled down graphically (further shafting PC users sadly) or have to be made with two versions, one with low res textures and assets and one with higher res textures and assets.
User avatar
Shiarra Curtis
 
Posts: 3393
Joined: Thu Jan 04, 2007 3:22 pm

Post » Wed Mar 30, 2011 12:26 pm

Yeah, they did. But that just simply isn't how mods work, sure alot of the simple gameplay changers might "just work" but any mods with higher res textures (99% of mods made for current Bethesda games) would not be able to run on a console. Thus they would either be scaled down graphically (further shafting PC users sadly) or have to be made with two versions, one with low res textures and assets and one with higher res textures and assets.

Why would anyone want graphical mods on consoles that are already pushed to their limits?

Most people who want mods on consoles want things like extra quests, new items and gameplay changes etc.

PC users would not be shafted at all, because it is up to the modders themselves if they decide to divert more time to console or pc versions.

I'm sure there are plenty of modders that would be willing to put their time into making mods compatible with the consoles.

You don't need new textures and meshes to make great mods that will make it worthwhile for console users.
User avatar
Stu Clarke
 
Posts: 3326
Joined: Fri Jun 22, 2007 1:45 pm

Post » Wed Mar 30, 2011 1:40 am

If they do with what I have been hypothesizing and only pick a few top mods a month, then they would most likely obviously make sure that these mods do not conflict.


You don't simply pick mods that "don't conflict". Mod's typically have conflicts, the more mods you use the more conflicts. The trick in using mods on PC and the purpose of third party tools like Wrye Bash and OBMM is handling those conflicts so your game doesn't implode.

You don't need new textures and meshes to make great mods that will make it worthwhile for console users.


If they came out and said "mods on console but only .esp's, no mods that add new assets" I'd be somewhat less worried about the impact on the PC mods. Not entirely still, but that wouldn't be a terrible compromise.
User avatar
Shelby Huffman
 
Posts: 3454
Joined: Wed Aug 08, 2007 11:06 am

Post » Wed Mar 30, 2011 8:42 am

It would be awesome if they do it! They can do it too (at least for the PS3) there are several games that already incorporate stuff like this. Little Big Planet and Mod Nation Racers. Both games allow you to create your own content and share it with the rest of the community.

Bethesda would need to include the dev tools on the game disc which would not be an issue for the PS3 (since it uses Blu Ray). Not sure how or if this could even work for the 360. Does it even have games where users create and share their own levels/content etc.?

I think they would also need dedicated servers to host the content.
User avatar
Fanny Rouyé
 
Posts: 3316
Joined: Sun Mar 25, 2007 9:47 am

Post » Wed Mar 30, 2011 10:07 am

Why wouldn't you get the PC version...the game is made for it.



I agree. I've done console in the past. Truth is they charge an arm and a leg for games and sell their systems cheap. If you got yourself a basic Dell XPS you could probably play the game with high video settings. I can play Metro2033 on my computer with directx11 on max graphics. i only have one video card too. Consoles keep games in the stone age. That's why I quit console gaming. :)
User avatar
STEVI INQUE
 
Posts: 3441
Joined: Thu Nov 02, 2006 8:19 pm

Post » Wed Mar 30, 2011 7:27 am

I agree. I've done console in the past. Truth is they charge an arm and a leg for games and sell their systems cheap. If you got yourself a basic Dell XPS you could probably play the game with high video settings. I can play Metro2033 on my computer with directx11 on max graphics. i only have one video card too. Consoles keep games in the stone age. That's why I quit console gaming. :)

this^

p.s. in before the lock! woot! :celebration:
User avatar
Chris Guerin
 
Posts: 3395
Joined: Thu May 10, 2007 2:44 pm

Post » Wed Mar 30, 2011 10:37 am

Why would anyone want graphical mods on consoles that are already pushed to their limits?

Most people who want mods on consoles want things like extra quests, new items and gameplay changes etc.

PC users would not be shafted at all, because it is up to the modders themselves if they decide to divert more time to console or pc versions.

I'm sure there are plenty of modders that would be willing to put their time into making mods compatible with the consoles.

You don't need new textures and meshes to make great mods that will make it worthwhile for console users.


What? This makes no sense at all. You just completely ignore that most mods come stock with higher res texture. Any armor, any sword and any new dungeon tileset is almost sure to be at least 2x higher resolution than vanilla. And PC users WOULD get shafted because if the mod maker only made a console version then the textures and things like that would be LOWERED TO CONSOLE SPECS.

As I said, basic gampelay mods would be possible. Anything on the scale of The Lost Spires or Malevolent or Jojjo's Lich king armor would cripple a console. And not to mention in oblivion many mods use larger cells and don't use as many loading screens. If a mod were made with a dumbed down console version there would be more loading screens needed.

This is only the tip of the iceberg really. I AM NOT BASHING CONSOLES. I am simply pointing out real technical limitations that WILL be problems.
User avatar
Chloe Yarnall
 
Posts: 3461
Joined: Sun Oct 08, 2006 3:26 am

Post » Wed Mar 30, 2011 4:30 am


You miss understand how mods work.

The mod its self is merely a data file that tells the game to load objectA in locationB etc, the game then renders those objects. The mod its self does not contain any textures, only commands for the game to follow.

The actual textures the game renders for consoles will indeed be the console versions that they have available.

The mod it's self does NOT contain the textures etc, that remains strictly in the game files.

For example... If you want a mod that has new textures, you have to manually add those textures to the gamedata folder so the game can use them. They are not contained within the mod .esp file it's self.
User avatar
A Boy called Marilyn
 
Posts: 3391
Joined: Sat May 26, 2007 7:17 am

Post » Wed Mar 30, 2011 3:40 pm

You miss understand how mods work.

The mod its self is merely a data file that tells the game to load objectA in locationB etc, the game then renders those objects. The mod its self does not contain any textures, only commands for the game to follow.

The actual textures the game renders for consoles will indeed be the console versions that they have available.

The mod it's self does NOT contain the textures etc, that remains strictly in the game files.

For example... If you want a mod that has new textures, you have to manually add those textures to the gamedata folder so the game can use them. They are not contained within the mod .esp file it's self.

So... you just affirmed my point.

You would have to rewrite most of the esp with stock textures. And the PC version would have to have textures made for it.
User avatar
Stephanie Nieves
 
Posts: 3407
Joined: Mon Apr 02, 2007 10:52 pm

Post » Wed Mar 30, 2011 12:21 pm

Did the moderators all go to Hawaii or something? I was first surpised they let this topic go, though we are keeping it friendly. Second, it's WAY past post limit. Where are they!?!
User avatar
Emma louise Wendelk
 
Posts: 3385
Joined: Sat Dec 09, 2006 9:31 pm

Post » Wed Mar 30, 2011 4:27 am

So... you just affirmed my point.

You would have to rewrite most of the esp with stock textures. And the PC version would have to have textures made for it.

That is only for mods that require new textures.

If you create a new item, using stock Oblivion textures, like a new Iron Sword that just has new stats and a new name, etc, then there is no need for the PC or Console versions to be any different.

New textures that don't exist on the Xbox would simply not show up or show a yellow exclamation mark for missing files.

Bethesda have said nothing about even allowing new textures made with 3rd party software like GIMP (Which would require screening for obscene content, so that is highly unlikely anyway).

There are thousands of mods made that do not use a single resource outside of the vanilla game and they would port across with no difficulty at all.

Ofcourse, if a modder wants to make a mod with just stock resources or with new resources, that is up to them, they are under no obligation to divert their attention to console users.

There are bound to be mods that can never be ported, such as mods that require Oblivion Script Extender or other such 3rd party tools, but that is no reason to say that no mods can be ported over at all.
User avatar
Dalton Greynolds
 
Posts: 3476
Joined: Thu Oct 18, 2007 5:12 pm

Post » Wed Mar 30, 2011 10:11 am

Post limit.
User avatar
Vivien
 
Posts: 3530
Joined: Fri Apr 13, 2007 2:47 pm

Previous

Return to V - Skyrim