How long will it take for Mods to be released for FO4?

Post » Wed Dec 02, 2015 3:35 am

well, i like more the new animal friend perk, hate it how make everything animal on the game easy to avoid when i get that perk on Fallout 3 and NV.

But, and this is my guess, building will have different walls, and i guess is tide to perk level. For a settlement those wall that have open holes on it look like level 1 walls, and make sense. i will need to way i see how it work.

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Etta Hargrave
 
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Post » Wed Dec 02, 2015 6:20 am

We know for a fact that the Creation Kit will not be released until early 2016 (already been stated by Beth Devs). The assumption that perks work the exact same way as previous games is a big assumptions as the systems has been fully revamped. I'm not saying with the CK you couldn't recreate the perk, but it may take a bit longer to figure it out with the new system and CK, but it can be done (no doubt). Now the OP is specifically asking if this can be done when the game is released, and I'm betting the fact that it is a new perk system will make it quite difficult to "adjust" a perk (or add one with specific powers) without the CK to translate the settings.

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M!KkI
 
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Post » Wed Dec 02, 2015 9:16 am

Ah I admit, not been following the news on when the pack will be released. I can't say I am shocked by it being released months later, but I was hoping for better. So yeah if thats the case, it might very well be a few months. As to the perk system changes making it more complicated.. I have my doubts. I personally see it working exactly like the old system. The only real difference being in how its displayed in game.

Example being in fallout 3/nv animal friend rank 1 does certain things, and animal friend rank 2 adds more functionality. Fallout 4, just seems like they took that leveling approach to all the perks. *shrugs* I could be wrong, but if I had to build it, thats the route I'd go.

On a side note, I wonder if an alternative editor will be released beforehand? If the OP is willing to risk it, and spend a wee bit more time, it'd probably work as well.

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Victoria Vasileva
 
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Post » Wed Dec 02, 2015 1:12 pm

Video games are a choose your own adventure book.. and no, you still don't rewrite or add pages in a choose your own adventure book. All I'm saying is immediate modding is kind of disrespectful to the artists who created something for you. I mean, if you create a painting for someone you wouldn't really feel all that great if they immediately simply took out some paint and repainted part of your picture.

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Austin Suggs
 
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Post » Wed Dec 02, 2015 3:52 am

yeah i tent to agree with u, ppl still like to think, that game like Fallout and ES, and pure player choice and they arent, ever game is still a write story. So playing the way they make it is something i like, after the first play-throw or maybe after i finish the story i will mod it but not soon, maybe just to fix minor bug and things like that.

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Robyn Howlett
 
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Post » Wed Dec 02, 2015 8:34 am

Well there was a 'paint' option somewhere in the settlement footage so I'd think we could make them better looking than just run down shacks. I wouldn't want anything too outlandish for the wasteland but I want to make something worth putting time into. From the footage I saw, I don't think I'll have a problem with the quality of buildings

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Ashley Clifft
 
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Post » Wed Dec 02, 2015 12:37 am

I don't personally think that modding a game is inherently disrespectful to the developers. Computer games, while they have strong artistic elements to them, are still commercial mass-market entertainment, and inevitably have to be designed to appeal to a reasonably large audience (in proportion to the development budget). Compromise between artistic integrity and marketability is kind of built in from the start.

If one's own tastes differ in some details from those of the (largely hypothetical) audience the game is targeted at, then where is the disrespect in customising those details to your own liking? It's just an acknowledgement that Bethesda can't make the game ideal in every way for every player - but Bethesda do (in good time) give us the Creation Kit so we can modify those details we don't personally like.

And, sometimes, even before playing there will be some detail that you already know you'll want to change. Or, at least, have a very good idea you'll want to change.

Bethesda have said that they don't cater to players who want to try for a kill-free playthrough - that we'll be able to avoid a lot of combat, but not all. That's fair enough. But if someone does really like the challenge of outsmarting, sneaking around and persuading/bribing/intimidating any and all potential hostiles, then Bethesda generously give us the tools to let us try and put in such features. Good for them!

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Kira! :)))
 
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Post » Wed Dec 02, 2015 12:55 pm


I sincerely doubt Bethesda has this viewpoint.
After all, they give us the GECK mod program in the first place.
To continue with your anology, it's like handing us the paints, then the canvas and saying, now paint something interesting.
If they didn't want us to mod, they'd just keep the GECK program to themselves.

On a more personal note, after seeing how bad decisions can be made in game design (they are not Bethesda games), I don't believe anyone should be silent when they encounter something they don't approve of.
If feedback isn't given, then nothing can be improved and all that is recieved in exchange is a flawed product.
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Ross Zombie
 
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