If mods are able to be made on consoles?

Post » Sun Jul 03, 2011 6:06 am

If they got all the kinks worked out, console users will STILL be paying for it, you can't escape that lol what you think you can pop a mod on a USB and load it on the console and bam mods? errm nah, things like load order (because it matters) mod compatabilities you know those things that will effect you and not immediately like script extenders or 3rd party programs will still make things hairy on top of the fact that you can't edit the games data off the disk and even if you install in on the Harddrive you STILL can't edit it off the disk?


yeah.
User avatar
Oceavision
 
Posts: 3414
Joined: Thu May 03, 2007 10:52 am

Post » Sat Jul 02, 2011 8:17 pm

If they got all the kinks worked out, console users will STILL be paying for it, you can't escape that lol what you think you can pop a mod on a USB and load it on the console and bam mods? errm nah, things like load order (because it matters) mod compatabilities you know those things that will effect you and not immediately like script extenders or 3rd party programs will still make things hairy on top of the fact that you can't edit the games data off the disk and even if you install in on the Harddrive you STILL can't edit it off the disk?


yeah.



like this?

http://www.youtube.com/watch?v=70Nxi0Wjjps
User avatar
Chelsea Head
 
Posts: 3433
Joined: Thu Mar 08, 2007 6:38 am

Post » Sun Jul 03, 2011 2:02 am

Maps and mutations do not = entire new landscapes, new races, enemies, effects, companions, factions questlines, etc etc etc.

I'm not even going to get into how the two games read data differently.....or how they play.

you get my point.
User avatar
Kat Ives
 
Posts: 3408
Joined: Tue Aug 28, 2007 2:11 pm

Post » Sun Jul 03, 2011 6:32 am

mini mod yes i guess,major mod,no :(

skyrim already look perfect to me so far,im not sure wat i want anymiore


maybe more types of armor?and maybe we can dl some dragons?
User avatar
Kelvin
 
Posts: 3405
Joined: Sat Nov 17, 2007 10:22 am

Post » Sun Jul 03, 2011 11:52 am

Maps and mutations do not = entire new landscapes, new races, enemies, effects, companions, factions questlines, etc etc etc.



you get my point.



like shivering isles, knights of the nine and so on right? pretty much they're modifications of the vanilla game with new assets like locations, items and quests, you know, mods. only these were made the official developers. there are modders out there with greater skill in programming than the official creators of the vanilla game so they can make such modifications as well.

it also depends on the tools the developers are going to release to the modding community.
User avatar
Cathrine Jack
 
Posts: 3329
Joined: Sat Dec 02, 2006 1:29 am

Post » Sun Jul 03, 2011 7:16 am

not gonna happen
User avatar
Eoh
 
Posts: 3378
Joined: Sun Mar 18, 2007 6:03 pm

Post » Sun Jul 03, 2011 3:32 am

With mods on the consoles you run into many issues such as security, logistics, hardware, and 3rd party software such as OBSE, OBMM, Wyre Bash, TES4LODGen ect. These tools are necessary if you play with a lot of mods and most major mods. Also of the major mods include custom meshes and textures so there are also legal issues to take into account as well. Maybe consoles could only use vanilla resources but that will severely limit what mods they can use. In my personal opinion, mods for the console crowd will not happen in this generation or even the next generation, though I can see Sony coming around before Microsoft because Sony has shown to be more lax on their network (DUST514) then Microsoft who is anol about having to screen and have control over anything that enters their network.
User avatar
Nicole Kraus
 
Posts: 3432
Joined: Sat Apr 14, 2007 11:34 pm

Post » Sun Jul 03, 2011 2:16 am

Maps and mutations do not = entire new landscapes, new races, enemies, effects, companions, factions questlines, etc etc etc.

I'm not even going to get into how the two games read data differently.....or how they play.

you get my point.

Actually, yes they are...
New landscape are basically new maps, new races, enemies, effects, factions are basically like mutators and new skins...

Still, yes, there are going to be mods that cannot be converted to consoles, mostly the ones that does not come in an ESP/ESM (or whatever file Skyrim will use) form...
... makes me think if texture replacers will be included...
User avatar
Alexis Acevedo
 
Posts: 3330
Joined: Sat Oct 27, 2007 8:58 pm

Post » Sun Jul 03, 2011 12:32 am

like shivering isles, knights of the nine and so on right? pretty much they're modifications of the vanilla game with new assets like locations, items and quests, you know, mods. only these were made the official developers. there are modders out there with greater skill in programming than the official creators of the vanilla game so they can make such modifications as well.

it also depends on the tools the developers are going to release to the modding community.



Yes but notice they are DEVS they can do that, and their installs interact directly with the vanilla game no? you don't even get an interface its either in or its out, you can't change the load order or wonder if they are compatible. The devs make it and XBL/PSN makes it availible and recognizable to download and play, simple as that. with Modders that is an entirely foggy scenario.
User avatar
Ebou Suso
 
Posts: 3604
Joined: Thu May 03, 2007 5:28 am

Post » Sat Jul 02, 2011 10:58 pm

Mk is right. It's not a question of a mod being compatible with the game, every mod has to be compatible with every other mod. And even BGS got it wrong sometimes, Battlehorn and Frostcrag locking the Mystic Emporium's door, the KotN unable to sit glitch, for examples.
User avatar
Benjamin Holz
 
Posts: 3408
Joined: Fri Oct 19, 2007 9:34 pm

Post » Sun Jul 03, 2011 6:01 am

you completely missed my point in the OP. i was merely woundering "IF" they got all the green flags to do this and everything was figured out, wound it be possibly mean that they could make it possible to mod earlier games. this is not a pc vs console bash :facepalm: beside who cares if you play on a pc or a console its only a personal preferance


Simple answer? No. Whatever they do to get them viable for whatever game they get them for (TES V may never see mods for the consoles), they will certainly not go back and make the necessary changes to older games.
User avatar
lisa nuttall
 
Posts: 3277
Joined: Tue Jun 20, 2006 1:33 pm

Post » Sun Jul 03, 2011 11:34 am

you completely missed my point in the OP. i was merely woundering "IF" they got all the green flags to do this and everything was figured out, wound it be possibly mean that they could make it possible to mod earlier games. this is not a pc vs console bash :facepalm: beside who cares if you play on a pc or a console its only a personal preferance


Bringing up the subject raises the same exact points, it doesn't matter for which of the games. Mods on the scale that TES and Fallout allow for are not just map hacks, and therefore bring to the table a lot of things to consider. The "if" in your statement does bear anolysis, because the same problems would be present for ANY game trying to allow such versatile mods on a console game as Bethesda allows for PC today. The title doesn't matter, the mere fact that it is on console is directly related to your question, and no, I don't think it would work for a whole litany of reasons that myself and countless others have pointed out. If it could be done without the drawbacks, fine, but its highly unlikely that it can be done or without those drawbacks, for ANY AND ALL games. So my post is perfectly relevant to your question.
User avatar
SWagg KId
 
Posts: 3488
Joined: Sat Nov 17, 2007 8:26 am

Post » Sun Jul 03, 2011 7:50 am

like shivering isles, knights of the nine and so on right? pretty much they're modifications of the vanilla game with new assets like locations, items and quests, you know, mods. only these were made the official developers. there are modders out there with greater skill in programming than the official creators of the vanilla game so they can make such modifications as well.

it also depends on the tools the developers are going to release to the modding community.

I think part of what is being referred to are the issues when two or more user made mods use the same point on the map. *This* mod has a house at location 1,1; *this* mod has a bandit camp at location 1,1; *that* mod has a creature spawn point at location 1,1. So which one shows up in the game, or how many creative ways is that conflict going to crash your game? Or corrupt your saves?

It isn't that mod makers can't make things that are of equal or better quality than the official game; its that the devs have everyone working on the game on the same page so you don't get three different buildings/world items in the same place at the same time. Even then, accidents happen; the dreugh and slaughterfish on land, the corprus creature walking on the bottom of the ocean, at least one slaughterfish spawning half in a rock outside the IC in Oblivion....One house mod for Bloodmoon covered a vanilla game critter spawn point so you ended up with wolves in your fireplace every three days. There will have to be a lot of checking done for mods on consoles.
User avatar
Matt Fletcher
 
Posts: 3355
Joined: Mon Sep 24, 2007 3:48 am

Previous

Return to V - Skyrim