What's Bethesda's development approach towards modders?

Post » Fri Nov 27, 2015 2:36 pm

Hi guys,

I started making my own mods for Skyrim a while back, and I'm really excited for all of the possibilities with Fallout 4. Since I didn't gain an interest in modding until after Skyrim was already released, I'm not familiar with Bethesda's development style with regards to modding capabilities. They didn't say much on the subject at E3, but who's surprised? 99.99% of their customers won't care. Are they interested in discussing what modders' hopes and wishes for the GECK2 will be? Will they basically just hand us GECK2 and say go nuts?

I'm truly grateful regardless of their approach. Just thought I'd ask in case my opinions and experience can be of any use.

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SHAWNNA-KAY
 
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Post » Fri Nov 27, 2015 1:28 am

They will give you the same Creation Kit tool which they have used for creating Fallout 4 and it will come early (possibly January) 2016.

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Devin Sluis
 
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Post » Fri Nov 27, 2015 1:31 pm

Look to Fallout 3 and see what people have done.

I don't think there's any real restrictions on it.

For FO4 modding in regards to consoles it'll probably be fairly limited hardware wise
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Tamara Primo
 
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Post » Fri Nov 27, 2015 6:28 am

Bethesda's attitude to modders has always been "Do whatever the hell you want as long as it's not illegal"

They never really have any approach or say to modders, I don't think it needs to be said that there will be a G.E.C.K. for Fallout 4 as it's just common sense they would nowadays. I don't think Bethesda needs to say much for modder's hopes and wishes because with gamebryo/creation engine you can do almost anything mod-wise.
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ShOrty
 
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Post » Fri Nov 27, 2015 6:50 am

Bethesda has always been pretty supportive of modders. They provide us with the GECK/Creation Kit for their games. They provide us with scripting capabilities. They have been very welcoming to our script extenders and all of the mods created with them.

In addition to looking at the mods for Fallout 3, look at the Skyrim modding community to see what sort of amazing things get built. They have been supporting mods for most, if not all, of their Elder Scrolls games. Morrowind was probably the first break-out modifiable game with them and it has just gotten larger since then.

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Kara Payne
 
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Post » Fri Nov 27, 2015 1:17 pm

Yeah, I'm just wondering specifically if they are likely to be interested in community feedback about what features we would (our wouldn't) like to see added to the GECK, or if they just create what they themselves want to use and basically just hand us that.

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Milad Hajipour
 
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Post » Fri Nov 27, 2015 4:45 am

General consensus is that they give us a (modified) version of the development toolkit that they used to make the game. The modification is likely a slight loss of functionality (requires a 3rd party program to make new meshes) and better UI (what works for a programmer proably won't look good for the consumers.)

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Rozlyn Robinson
 
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Post » Fri Nov 27, 2015 3:00 am

Modding the game is a key pillar of the games released by BGS. We'll be releasing the modding tools on PC after launch (Todd mentioned early 2016 in one of his E3 interviews) and we're working to make the mods sharable to Xbox One and hopefully PS4 afterwards.

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Flesh Tunnel
 
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Post » Fri Nov 27, 2015 10:59 am

I just hope they have an updated interface with the new Creation Kit. The user experiences on the past few iterations have been awkward to say the least.

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Marcia Renton
 
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Post » Fri Nov 27, 2015 12:07 am

Some of what you need to fully mod the game (meshes, a scripted animation tool, and so on) are done with 3rd party software that for whatever reason (usually they want more money per licensed copy than they will sell the game for) will not be included.
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Leanne Molloy
 
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