Be able to build the mods ON the console, for the console..

Post » Wed Dec 02, 2015 2:13 am

That's my thought as well.

Bethesda's going to make it so mods will "run" on the game, the infrastructure will be there - presumably a marketplace to find mods and options to select which downloaded mods to load. But that's historically been about it, as far as developer support goes for mods. They give us the tools, but if modders do things out of the box, the onus isn't really on the companies to provide further support. That's not even meant to be a diss on any of the companies - that's just how modding works.

Things like script extenders came out of the modding community (sometimes before the official creation tools were even released.) Bethesda has never in the past worried much about whether or not patches would break a mod or a script extension version - it's usually up to the modders to catch up with what Bethesda patches into the game and not the other way around. That's how it's always worked as far as PC has been concerned - it's not that Bethesda has done things in a certain way so that script extenders and other 3rd-party programs are compatible with their modding tools or the executable of the game, it's just by virtue of a PC being a PC that such things can happen. If script extenders and 3rd-party programs aren't compatible with consoles out of the box (and really that comes down to whatever modders create and whether they can find out a way to make them run on consoles) then I don't see either of these companies bending over backwards to make it work.

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Stephy Beck
 
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Post » Wed Dec 02, 2015 9:14 am

I'm sure Bethesda could get the editor working on consoles if they really wanted to... but why would they? It's not something like Mario Maker, it's a complex tool and it is not user friendly. Or computer friendly - I'd bet it was built to run specifically for the workstations at their studio, and that's why it can be so finnicky and crashy on all of our PCs.

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Hazel Sian ogden
 
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Post » Tue Dec 01, 2015 7:28 pm

Yeah, I figure there'll be an integrated version of the mod-loader programs ( FOMM/etc), and all console mods will have to be packaged up in something like .omod/.fomod format so they can be installed/uninstalled by the mod loader. I do wonder how it'll deal with load order issues...

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Marnesia Steele
 
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Post » Wed Dec 02, 2015 10:25 am

Mods for console will probably need to be digially signed/prepared by Bethesda.net before they are released for download. So, no changes at all to any files would be allowed on the console.

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Svenja Hedrich
 
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Post » Wed Dec 02, 2015 2:21 am

The Skyrim Launcher comes with a "Modify Load Order" feature. I presume they'll do something similar for Fallout 4.

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Ruben Bernal
 
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Post » Tue Dec 01, 2015 10:48 pm

agree with this, console have alot more limitations that PC, that way Bethesda is doing the whole Bethesda.net so they probably will track each mod before releasing it,

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Rob Smith
 
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Post » Wed Dec 02, 2015 1:09 am

It would take an insane amount of oversight in order to prep or verify every mod before it gets uploaded - no mod distribution platform does that, to my knowledge. My guess is that it will be a system where mods that break the terms of service will get reported, taken down, and then the uploader gets dealt with appropriately.

There will probably be rules against bypassing Bethesda.net to mod your console, too, since there's no way Bethesda can support or curate that - that will probably be the same as the punishment for modding your consoles last gen, and whatnot.

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Elizabeth Davis
 
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Post » Wed Dec 02, 2015 10:36 am

Agreed. There's not usually much pre-screening going on with these. I don't see consoles changing that. Normally you upload to a site and if there's an infraction to report, that's when the curation kicks in.

I'd be somewhat surprised if a mod had to go through a review process before going live (but that's just my guess.)
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Hussnein Amin
 
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Post » Tue Dec 01, 2015 8:40 pm

Yeah, the amount of work to verify every mod follows Bethesda's and Microsoft's rules before it becomes available for download would be completely insane.

I imagine that Fallout 4 vanilla would have support for a lot of the commonly used scripts from the Fallout Script Extender so while there will still be a lot of mods that can't be used on the consoles, there will be more mods that can be used by the consoles.

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Chica Cheve
 
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Post » Wed Dec 02, 2015 10:11 am

What I really want to see is more support for tweaking the UI without script extenders, like adding new HUD elements or reorganizing the Pipboy menu. Bethesda doesn't really support that since they only need to make the UI once - it's not something like crafting or Radiant AI where they benefit from "systemizing" the process so they can do it over and over again quickly.

But, so far we've seen Pipboy mini-games and a new HUD specific to Power Armor, so maybe it's possible that Bethesda saw a need to streamline their UI building process so that they can easily add to it throughout development. A man can dream, right?

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Carlos Rojas
 
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Post » Wed Dec 02, 2015 3:24 am

That'd be load order management, and the Skyrim Launcher is a very rudimentary primitive thing compared to the modder-made ones. Issues would only be resolved through usage of (what will be presumably named) FO4Edit by comparing what's conflicting and merging stuff or simply deciding what should load last.

And FO4Edit would fall under the "Not freaking likely" category of mod tools that the existing PC-based mod community has that'd be transferrable to the console.

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stevie trent
 
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Post » Wed Dec 02, 2015 5:03 am

That's what the digital signing is for. To thwart bypassing. No need for review of the mod itself - all automated. Just 'stamp' the mod package as it goes through bethesda.net before download by consoles.

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Tha King o Geekz
 
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Post » Wed Dec 02, 2015 4:25 am

Following that logic though, they require extensive testing before letting content onto their console. Do you really think they will open the flood gate? Child killing, nudity etc etc.. Shoot I can think of a dozen things some folks would object to and raise a media storm over. While Beth may not care, Microsoft surely does.

So, I think they will have some method in place to avoid that. Hand vetting mods is a distinct possibility. They won't have to do every mod, just ones they think are clean and add something useful to the game.

edit: They could do something as simple as looking at the top 100 mods on nexus, and porting over those that don't add advlt content.

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Mason Nevitt
 
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Post » Tue Dec 01, 2015 9:49 pm

Even if it's possible on a limited scale to do some moding on the console, I am sure it will make the a game a little more glitchy than before. Personally, I will try to avoid useing mod until I am hundred percent sure it will work as promised !!
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Tina Tupou
 
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Post » Tue Dec 01, 2015 8:25 pm

No dice it is ultimately a losing game.

So many satellite programs are necessary to make good mods. Unless we'll be able to install GIMP/Photoshop, Blender/Autodesk Maya and a dozen other odd programs there is little point to making the CK work on a console. Not to mention that running the CK is more demanding than running the game.

It would be a waste of time to make an inferior CK run on consoles when they could be making more content to sell on all platforms or a CK that works well on pc.

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Cesar Gomez
 
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Post » Wed Dec 02, 2015 10:44 am

Actually, yeah it could since it has enough RAM, HDD space, and CPU power to handle that stuff. The problem would be actually using a creation kit/construction set on a TV screen via controller.

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Mélida Brunet
 
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Post » Wed Dec 02, 2015 10:23 am

Controllers have keybaords you can attach to them now.
Even if it wasn't the case, XB runs on windows and PS runs on Lynux. Both have USB ports.
I don't see "controllers" being a/the problem if they wanted to implement console created mods.
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Barbequtie
 
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Post » Wed Dec 02, 2015 6:42 am

Bethesda has stated that the game will create a clean copy of your save before you install any mods. So if you install one that breaks your game, you can go back to the clean, mod-free save you had when you first installed it.

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barbara belmonte
 
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