Skyrim Mods on Console

Post » Wed Oct 06, 2010 4:12 pm

As I've read before (not quite sure of source) Bethesda is trying to make Skyrim mods downloadable on consoles (or at least 360) Well, I've found a *possible* solution.

Basically, they just need a similar system to Uplay that Ubisoft has. They basically avoid the use of Microsoft's lame point system with their own (of which you only need to get extremely easily acquired points.) The basic idea is to have a host sight on the internet that also connects to console over the internet of which people on the pc can host mods through and others can download. This way, most modders will host their mods on the website for others to download, pc or console, and console players can easily access them to download. :celebration: :celebration:

Viable option?
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Jerry Cox
 
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Post » Thu Oct 07, 2010 2:46 am

The problem isn't technical, it's more legal and economic for Microsoft and Sony I think.

Also, throwing out a random question here: What happens if the mod is infected with virus/malware or... well what you download is simply a virus/malware file? Is it good-bye with the console then?
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Baby K(:
 
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Post » Wed Oct 06, 2010 8:16 pm

It's not that simple. Installing some mods requires filesystem access because they might not be packed in exactly the right structure to directly copy into the data folder. Plus many mods have optional files that are packed in non standard folders to copy if you want them. Many mods require script extenders, which will simply never work on consoles. For any slightly long set of mods you need to set the load order, which (unless they change how it works), requires you to modify the file's date, or use a 3rd party program to do it for you (again, like script and graphics extenders, this will never happen as MS and Sony would have to agree to allowing you to install third party software on your console). And then there's still the problem that a lot of mods would put too much processor and/or graphical strain on the consoles to run at any acceptable framerate. The consoles will already be optimized to the point where they're about maxed out (I seriously doubt the consoles will be running the game much higher than 30fps average), so anything that adds a lot of npcs, items, world objects, scripts, or graphically intense resources like high poly meshes or high resolution textures could slow the game down to a slideshow (e.g. I can't imagine someone trying to run something like Better Cities on a console).

Besides, I thought the 360 didn't have a web browser?

I think the most likely scenario would be that Bethesda tests and releases maybe a few good mods to release every month or so. They would make sure that the mods are stable, compatible, and not too resource intensive. Still, don't get your hopes up. I think a lot of console players expecting mods might be very disappointed, especially when I see people in other topics and forums saying "mods for consoles are confirmed."

@hlvr, I'm not a malware expert, but I don't think that's an issue because the consoles are locked down to the point where they can only run approved executables - unless you mod them to run homebrew. I could be wrong though.
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Lance Vannortwick
 
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Post » Wed Oct 06, 2010 2:53 pm

I think it will be problematic to get every single mod onto Xbox Live, but I can see some popular mods get through, hopefully.

http://www.youtube.com/watch?v=us9ox2pMWzw&lc
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Connor Wing
 
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Post » Wed Oct 06, 2010 8:32 pm

The problem isn't technical, it's more legal and economic for Microsoft and Sony I think.


This
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celebrity
 
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Post » Wed Oct 06, 2010 10:10 pm

1. What if the mod breaks your game?
2. What if the mod contains game files from other games?
3. What if the mod contains graphical enhancements that are too much for the xbox and it overheats?
4. So many legal issue.
5. It aint happen', sorry bud.
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Laura Cartwright
 
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Post » Wed Oct 06, 2010 12:55 pm

Besides, I thought the 360 didn't have a web browser?


It doesn't.
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Alexandra Louise Taylor
 
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Post » Wed Oct 06, 2010 11:04 am

MS and Sony will want to make money on whats generally been a cost free community Oriented Tradition since Morrowind


Need infrastructure to Moderate and distribute Mods and Beth said they don't want to get into that


Mod content policing


etc etc


alot of obstructions for something already uninhibbited and suited for PC's, you get consoles for ease of access, its not a home computer, its a home entertainment system.
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Wayland Neace
 
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Post » Thu Oct 07, 2010 2:30 am

Platform bashing, condescending comments, and off-topic spam are all really bad ideas, m'kay?

If you aren't going to post on topic, or just comment on how easy it is to get a computer, don't bother to reply, please.
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Suzy Santana
 
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Post » Thu Oct 07, 2010 3:26 am

IMHO, modding should never go to consoles. It has the potential to destroy the modding community.

How so
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Tania Bunic
 
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Post » Wed Oct 06, 2010 11:55 pm

IMHO, modding should never go to consoles. It has the potential to destroy the modding community.


Why? Don't be so selfish.
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Scott Clemmons
 
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Post » Wed Oct 06, 2010 5:23 pm

How so

The modding community has thrived for the last decade on a very stable system. We get a script extender and a mod manager made for every game and everyone pretty much works around that along with the official kit tossed to us by Bestheda. Introduction to consoles would only bring greed and garbage into the community as the introduction would almost certainly require monetary gain for Sony and Microsoft, leading to them having to pay mod creators.
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James Shaw
 
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Post » Wed Oct 06, 2010 5:42 pm

Why? Don't be so selfish.


Fragmenting the modding community. Even if they do allow it, I have even more doubts about them allowing third party programs. For example oblivion mod manager, or oblivion script extender. Or wryebash. Without those kinds of programs the kind of mods console users can use will lean towards simplistic. Heck, without third party programs can you even sort your mod load order? Just that alone might be enough to bury the issue.

So in the end if it were allowed, you would see more flashy items, but very little in game adding content. (For example thieves arsenal for oblivion. It allows putting out torches with water arrows, climbing with vine arrows, gas arrows for knocking folks out, and a random quest generator to earn cash). Or if fallout 3 is more your thing, enclave commander, which allows you to summon in virtibirds at any location of your choosing and unload troops that you can command.
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April D. F
 
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Post » Thu Oct 07, 2010 2:28 am

I think heavy restrictions would have to be applied in order for mods to work.

For instance look what inExiles doing with the Crucible for Hunted Demon's Forge.
You're limited to creating dungeons.
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Arrogant SId
 
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Post » Wed Oct 06, 2010 8:12 pm

Viable option?


It might be if the problem were hardware or distribution, but that's not the issue. Figure out how to solve Sony and Microsoft going "Not on our consoles!" and then you might be getting somewhere.
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Stat Wrecker
 
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