Info on console mods

Post » Tue Mar 08, 2016 2:24 pm


Ah, OK, I get you. Don't think we were on the same wavelength.



What I'm concerned about is Bethesda pushing PC mods on Xbox One and Sorny, and is this going to result in major FUBAR (trust me, Microsoft and Sorny, lets say there's some pushback from them against this).



Does Bethesda hold enough cards where they can implement this successfully? It'll be fun to see how this plays out.

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Jonathan Braz
 
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Post » Tue Mar 08, 2016 8:41 pm

Keep in mind that when Bethesda says Console Mod that means it's not exactly console modding where you are allowed to code or download from 3rd party source which basically breach Sony and Microsoft T&C.



Bethesda will pick mods created by PC users, convert them for PS4 and X1 formats, and upload it to their server for you to download. That way, it's no longer 'mod', it becomes 'Community Creation' instead and is not breaching both companies' T&C.

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SHAWNNA-KAY
 
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Post » Tue Mar 08, 2016 5:13 pm

It will be fun to see how it plays out I do agree with that.



Beth wouldn't have announced console modding if they didn't have some cards on the table.

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flora
 
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Post » Wed Mar 09, 2016 2:25 am


and what level of Vice President at any of these company's are You?

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Carys
 
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Post » Wed Mar 09, 2016 12:53 am

Ah I think you misunderstood my idea for the keys thing. In NV there was a mod that had mapped a grenade button and that addition function required the use of script extender. I had just thought if they had implemented a 'hotkey' of sorts along with the mods that they may have worked around the need for a script extendor for certain things. It was just an idea

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Amie Mccubbing
 
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Post » Tue Mar 08, 2016 10:35 pm


Cool beans. We are in agreement. Yes, obviously Beth has some major cards on the table, but still will be fun to see them go up again Micodopes and Sorny lol.

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NEGRO
 
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Post » Tue Mar 08, 2016 5:12 pm

I'm also not trying to sound like I'm making Definitive statements or I have any facts to back myself up. I did dig around in the files, found the mod manager and took a look at it to the best of my abilities.



Maybe Beth is making a console version of the GECK! I don't know but I assume they wouldn't spend money on that! I could be wrong and that would be a pleasant surprise but from my experiences with the FO3/NV GECK and Skyrim CK the programs themselves can be and are more resource intensive then just playing the games.



Much of what I've been saying are "Assumptions" If I had a copy of the FO4 GECK maybe I would be able to say more but I'm in the same boat as everyone else.



Unlike the CEO who told us how beth was going to handle console modding. :ahhh:

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CxvIII
 
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Post » Wed Mar 09, 2016 1:23 am


^---- This.



I know zippo about modding (I don't play on my PC. It's only a workhorse for me), so I have no clue how to make mods or install them. Besides, for video gaming, I'm an XBOX 360/XBOX ONE player. It sure would be nice to be able to purchase mods made by others via XBOX Live. I'm always so jealous of the PC mods, and have been dying to try some of them. Hope they make this work!

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Breanna Van Dijk
 
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Post » Tue Mar 08, 2016 11:57 pm

They have already stated that it's only one, PC creation kit. Which makes sense that they wouldn't bring such a complex tool to consoles. While saying that they mentioned the mods for consoles would be the same those made with the creation kit for PC so I think that's where people had gotten confused. They're just saying it'll be the same PC mods that are ported to consoles.



But yeah we don't know how that process will go, aside from getting more info from that VP that apparently broke NDA on telling all that juicy info.... oh wait...




Won't need to purchase anything! (as of now) Beth has said all mods will be free to the users.

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Matthew Aaron Evans
 
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Post » Tue Mar 08, 2016 6:16 pm


You're probably not missing much, bunch of modders "improving" FO4 by making the characters look more Final Fantasy like.



Heh, having said that, you'll probably be in for a world of fun after a bunch of Zenimax, Microsoft, and Sony execs get into a room a try to decide for the world what is an appropriate mod or not to download to their precious console, to avoid damaging the poor little minds that bough their system, that they are entitled to protect! ;)

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Ross Zombie
 
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Post » Tue Mar 08, 2016 3:06 pm

Rules for modding when mods come!



  1. Read EVERYTHING!!!! (This includes Read-me's, File descriptions and forum posts!)

  2. Start slow!!!!! Install one or two mods see how they play in your game.

  3. Add More but still Slowly!!!!

  4. Don't ever Dump tones of mods into your game at one time and expect it to play well!!!!!

  5. Expect to loose a Char or two mods will conflict!

  6. Have fun and welcome to modding.

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Jodie Bardgett
 
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Post » Tue Mar 08, 2016 9:52 pm


I find this offensive! Just look at these!! http://www.nexusmods.com/fallout4/mods/3299/?, http://www.nexusmods.com/fallout4/mods/8966/?, http://www.nexusmods.com/fallout4/mods/9716/?!



Edit: and all Pre-GECK!

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Gavin Roberts
 
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Post » Tue Mar 08, 2016 10:54 pm


You missed shooting ugly baby Shaun out of a Fat Man mod!

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Peetay
 
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Post » Wed Mar 09, 2016 2:23 am

I did that in FO3 myself with the Pitt assets. Never released it. it's old news and that version was poorly done. the baby didn't even fly right.



Edit: Please don't start sounding like an "Elitist" console player! :dance:



And why would I make a mod like that? Well because! No seriously because I was learning how to make weapons and someone said "Baby Launcher" and well I said "Let's Try!" Part of modding is seeing what you can do what you can learn how to do even if no one ever sees it!

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Maya Maya
 
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Post » Tue Mar 08, 2016 1:34 pm

The ESM/ESP format is universal. Historically, illegally modded Xbox360 and PS3 consoles could run mods for Bethesda games easily enough. What prevented everyone else was the lack of a means to put the ESM/ESP files in the proper place. Todd has previously confirmed this on previous occasions such as his push to try and get console mods officially in Skyrim prior to Fallout 4.


We can't directly access the game's directory on the HDD, and unlike saves these files won't be able to be put on USB and tampered with on PC (the reason for save encryption), so realistically we're looking at PC mods being directly compatable insofar as the format is concerned.


Bethesda doesn't seem likely to want to police three rule sets, so it looks as though they're following Steam's example: banning certain things, allowing everything else through, and giving users the ability to provide feedback and report mods that breech site-wide policy. Sony and Microsoft could be happy with this arrangement - look at LittleBigPlanet, for all their rules you still can find rule breaking content and yet this hasn't proven a problem. As long as users accept they *may* find offensive content, and are reminded to report anything bad they see, the ecosystem works.


It's possible that if you have F4 on PC AND console you could make a mod on PC, upload it, then be playing it on console moments later. If you did this to sneak bad mods across, Sony, Microsoft or even Bethesda wouldn't know or care so long as nobody else found it and reported it. Get too many strikes and your account would get banned.


Indeed this seems the logical best case for developers too. Upload a mod as private so only you can see it, so you can test that it works on console without risking hundreds of people grabbing an incomplete or buggy build. All this is speculation, but the most logical way they could really do this as otherwise Bethesda.net would just keep becoming a bigger and bigger administrative concern as time goes on and more games arrive that use the site.
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Kerri Lee
 
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Post » Wed Mar 09, 2016 3:15 am

sadly the way they are going to do it isn't the way I want to do it. From what I have read they intend to make it as easy as click a link in the main menu(dlc menu) and see all available mods. you don't use a mod on you main save you use a copy with the mods you want to use. this way if a mod breaks your game your main save is safe.



for me the mods so far are not what I want, not because they are made bad, but because they do to much. I want to be able to repair things over time and clean up overtime. I want a natural change over time. not a sudden change.




basically if you only own a console you are as always reliant on PC users to create mods. Unless you have a PC and decide to buy the PC version to make mods.(which isn't realistic for some) which is really the only way you can create mods, but there is no guarantee your mod will be accepted.



it was a nice gimmick to get more console players to buy the game.

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Elle H
 
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Post » Tue Mar 08, 2016 2:29 pm


The mods are not made the way you want because the modders don't have the GECK yet! We are limited in what and how we can do stuff. We can't create quests, New Lands, New Interiors yet. There is limited possibilities for scripted mods which are all required for the deeper mods your looking for.



I've been here all night Advocating for Console players to get everything that PC Players get! Talking to people sharing what information I have. (as little as that may be) statements like this and well some above make me kind of want to jump ship!



Edit: Your statement implies a sense of "Entitlement" which is a big part of why PC modders don't want to deal with the console crowd!



" want to be able to repair things over time and clean up overtime. I want a natural change over time. not a sudden change."



This also goes into showing that you have no clue on what it takes to make a mod and have never tried to make one yourself. Things like this are much more complicated then just copy paste. it takes scripting, conditions and possibly even the use of globals to alter the game world over time.

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Anthony Diaz
 
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Post » Tue Mar 08, 2016 11:24 pm

The thing about the "acceptance" idea is it's flawed.


You can reasonably expect Bethesda's heard of Star Wars, Mario and Halo... but it's not just well known IPs that are legally protected, and millions exist which Bethesda can't seriously be expected to do their homework on or already have heard of. That's why you rely on a reporting system - obvious illegal IP use gets flagged right away, and lesser known or non-US IPs get flagged by those who recognise them for Bethesda to verify.


Then there are other things - like mods that contain no rulebreaking content, yet were uploaded without the author's permission. A reports based system gives those people a chance too, after all you can't expect Bethesda to know that the person behind a Nexus username isn't the same person behind a different Bethesda one, or at least has their permission.


Trying to preempt problems is a huge task that is flawed. Implementing a black list of phrases in the description/filename that the upload system detects is the only feasible preempting system there is, but as I said earlier, such a blacklist would forever be far from exhaustive and would still depend on a report system to reinforce it.
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Javaun Thompson
 
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Post » Tue Mar 08, 2016 7:24 pm

I'll also just leave this here.
http://www.theguardian.com/technology/2016/mar/01/microsoft-to-unify-pc-and-xbox-one-platforms-ending-fixed-console-hardware
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Lewis Morel
 
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Post » Tue Mar 08, 2016 3:00 pm


I brought that up in an earlier post but yes!

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jeremey wisor
 
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