FO4SE (Fallout 4 Script Extender) and Consoles

Post » Wed Dec 02, 2015 10:57 am

I thought the guys over at SE had already confirmed they will not make a SE for consoles. Not that there is any chance that either Sony or Microsoft will allow anyone to use this in the first place, which is probably why they aren't going to try it anyway.

As a result i expect mods to be far more basic for consoles. Another limitation is EULA and such rules, so you cannot just mod everything in as there will certainly be rules stopping you.

And finally, performance. The consoles are static in their performance, just dumping in a bunch of really intense mods and things like HD textures will probably tank the performance harshly. Which might also result in modders limiting their effort, afterall if you make an intense mod for pc not everyone can run it but a lot still might. If people cannot run it on console, no one can run it on console.

I suppose a final limitation could also be buttons. Big mods often use extra button prompts on pc that were previously unused, that is going to be a real challenge if not outright impossible for a controller that probably doesnt have a single button to spare.

User avatar
Laura Samson
 
Posts: 3337
Joined: Wed Aug 29, 2007 6:36 pm

Post » Wed Dec 02, 2015 6:03 am

Yeah, I'm sure Sony not being backwards compatible is because they "can't figure it out" and has nothing to do with them running a game on demand service.

User avatar
Lou
 
Posts: 3518
Joined: Wed Aug 23, 2006 6:56 pm

Post » Wed Dec 02, 2015 5:33 pm

have people forgotten that Bethesda was on the Xbox One stage telling people that Microsoft and Bethesda have an agreement for mods? This isn't some talking out of their ass moment, this was something that Bethesda AND Microsoft both wanted. Legal issues? WTF? Obviously violations of copyright will be pulled by Microsoft as they won't want the legal headache but script editors are not a problem as Xbox One has third party software you can download now with apps and games. So yeah its not an issue per say. Will the people behind FOSE want to jump through the hoops to get their program certified to be used on the Xbox One? No idea but this isn't an insurmountable problem.

Sony? There has been NO official inclusion of sony to the mod community for the PS4 it was something Bethesda said they would like to do BUT they have no arrangement with sony. The plan is to release the creation kit in the first quater of 2016 then 6 months AFTER that we can expect to see mods for Xbox One, after they see how this plays out then they will see if it is viable for PS4. Exactly how mods get introduced to the Xbox One we don't know yet so speculating what can and can't be added to the Xbox One is premature.

User avatar
leigh stewart
 
Posts: 3415
Joined: Mon Oct 23, 2006 8:59 am

Post » Wed Dec 02, 2015 10:07 am

I think you have got that the wrong way round. It is because it is impossible to emulate the PS3 at a reasonable rate on the PS4 hardware that they are running the game on demand service. It is impossible due to the massive difference between the PS3 hardware and the PS4 hardware.

Bethesda has confirmed that mods will be coming to the PS4, some time after they come Xbox one. In the Fallout 4 - Launch and Beyond article they say 'We’re especially excited these same mods will then be coming to Xbox One, and then PlayStation 4.' although Sony have not said anything to confirm this, but then they have not said anything at all about Fallout 4.

User avatar
CArlos BArrera
 
Posts: 3470
Joined: Wed Nov 21, 2007 3:26 am

Post » Wed Dec 02, 2015 9:19 am

I find it odd how console providers are sometimes shooting their own foot with self damaging restrictions. I do not even believe they would want to forbate third party tools invoking variables on .exe's for the reason of extending the games script engine, but the sole fact they're whole anti-piracy attempts include such third party tools as harmful per se. It's like baning all car producers for the failure of VW cheating with emissions.

The console community is huge, it's bigger then the PC community, and there's a whole lot of potential sliping through the communitys fingers caused by those restrictions. And god beware if this has any backslashing effect on the PC modding community.

User avatar
kitten maciver
 
Posts: 3472
Joined: Fri Jun 30, 2006 2:36 pm

Post » Wed Dec 02, 2015 9:09 am

That's what Bethesda.net is meant for. I am sure you won't find console mods and can download them via PS4/XBO from Nexus. It will be curated at a very minimal level (to avoid such stuff). That's my prediction.

User avatar
Izzy Coleman
 
Posts: 3336
Joined: Tue Jun 20, 2006 3:34 am

Previous

Return to Fallout 4