the Unofficial patches on consoles

Post » Fri Nov 27, 2015 6:41 am

There might be some unofficial fixes that make it to consoles. I imagine Bethesda will incorporate some fixes from them. The problem is the official ones cost Beth money to get distributed on consoles, so it's unlikely that small fixes that a modder on PC fixes will make it into official updates. Keep in mind that thousands of modders have a lot more freedom on PC than Bethesda does when it comes to updates on consoles.

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IM NOT EASY
 
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Post » Fri Nov 27, 2015 11:41 am

YUP?

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Anna Watts
 
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Post » Fri Nov 27, 2015 4:03 pm

Basically, the Fallout version of the unofficial patches.

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Angel Torres
 
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Post » Fri Nov 27, 2015 3:11 pm

that was a couple of places had that, I think the current speculation on that is that what happens is the "official" game files are rendered unalterable, but you may be given a "current play-through file that include a writable copy of the official game-files and any mod files. Basically making your loadorder look somethig like this

NOWRITEFallout4.esx

----------------------------

Playthroughfile1.esf

Fallout4.esm

Preorderbonus.esm

DLC1.esm

DLC2.esm

DLC3.esm

BostonInteriors.esm

Prenukestart.esm

Someguyseries2.esm

WOPBoston.esm

Classicweaponsandammo.esm

Bostonbounties.esp

Clasicweaponsandammo.esp

prenukestart.esp

------------------------------------

Playthroughfile2.esf

Fallout4.esm

Preorderbonus.esm

DLC1.esm

DLC2.esm

DLC3.esm

DLC4.esm

BostonInteriors.esm

PreNukeStart.esm

PNSLastmaskparty.esm

Someguyseries2.esm

WOPBoston.esm

Bostoninteriorssalem.esm

Classicweaponsandammo.esm

Realweapons.esm

Bostonbounties.esp

Bostonbounties2.esp

Clasicweaponsandammo.esp

prenukestart.esp

prenukestartlmp.esp

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Susan
 
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Post » Fri Nov 27, 2015 10:51 am

Probably the same people or groups of people that made them in the past.

It is amazing to me, but on the other hand not surprised either, that people think bringing mods to a console is suddenly a new thing; it's not even a new thing for Bethesda titles.
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CArlos BArrera
 
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Post » Fri Nov 27, 2015 7:24 am

One would have to assume that the mod files will be handled the same on both platforms if PC users can make mods the console users can install. I would assume this to include the format of the meshes and textures too, along with the BSA archives everything would be stored in. So there would only need to be one support structure, same as it is now. There will just be more people installing the mods, and thus more people to support.

As far as what is and isn't a bug, we've been over that ground so many times it kind of gets old to keep coming back to it. Bethesda considered exploits to be bugs. They fixed several. Then they stopped patching. So I feel pretty confident that the few we fixed after they stopped are justified in being in the patches. If we removed everything that one or more people objected to, we would literally have no patch left. Yes, there are people who object vehemently to us having fixed quest bugs that break them, arguing that Bethesda did it intentionally. There are people who seriously argue for us to stop fixing typos, or bad voice recordings, or even trees not properly placed in the ground.

Everything we've done has been documented in our changelogs. Most of it is pretty trivial stuff, the rest had some pretty good discussions over the years. Nothing was ever done "just because". We don't even engage in unwarranted content restoration like some projects do. That's where Cutting Room Floor came in and filled the gap. It's all there for anyone who cares to go down the list. And no, we don't bite either :P

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Penny Wills
 
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Post » Fri Nov 27, 2015 8:31 am

We may not have control over the load order of mods. We may also have a limit in how large they can be and how much they can change. It would be unwise to assume only one version of the unofficial patch is needed.
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Andy durkan
 
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Post » Fri Nov 27, 2015 1:23 pm

Which Bethesda games supported mods on consoles?
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Lucky Girl
 
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Post » Fri Nov 27, 2015 8:53 pm

I don't really see any reasonable way for PC modders to account for that though. So if they did something that needed this, it would be pretty dumb. PC modders can only do what the PC CK allows them to do. So unless the CK starts showing up with features to "build PC mod" or "build console mod" then there's only one kind of mod and both systems will use them.

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Laura Richards
 
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Post » Fri Nov 27, 2015 3:09 pm

You had to stop supporting the unofficial patch on the Steam Workshop because it had limitations with how big a mod could be. What happens if that same limitation applies to mods for the Xbox One?

Oh, and I have no doubt we'll be seeing an F4Edit, so PC modders will be able to create mods that change things the CK doesn't normally allow them to do. You should know that better than anyone. I don't think many of those changes would terribly affect the Xbox One, but you never know.
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SUck MYdIck
 
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Post » Fri Nov 27, 2015 2:40 pm

I can't see any reason why the xbox would use a different structure than PC, that seems really counter intuitive to me. I suspect that the same esm, esp, bsa structure will work just fine, along with all the problems that go along with it. Load order, the rule of one, etc. Unless beth allows/provides some variety of tool to something akin to a bashed patch, and loot, we are going to see a LOT of problems with mods on consoles..... because you just KNOW that the console crowd is going to go "WOW! MODS!!!!" and instantly download a dozen......

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Jack Moves
 
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Post » Fri Nov 27, 2015 3:07 pm

I think it's more likely that any such limitation would be on bethesda.net, not on the console itself. So I think that ball is in Bethesda's court now. They lifted that size restriction on Steam Workshop, so I don't see them suddenly imposing it again on their own service.

xEdit doesn't really let you do anything that the CK won't already let you do. There are certain specific exceptions, but not many. It was a general statement regardless. The vast majority of modders don't ever touch xEdit, even to clean the files before release. It may seem like it's a widely popular heavily used tool, but it really isn't. You'd be surprised at how many people have either never heard of it, or don't use it even though they have.

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jenny goodwin
 
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Post » Fri Nov 27, 2015 1:12 pm

It seemed as though they only lifted the restriction because they were going to introduce paid modding. The Steam Workshop is also likely going to be completely separate from Bethesda.NET (the former is run by Valve, the latter is run by Bethesda). There's no telling what sort of limitations or restrictions they'll have in place.

Ideally, yes, it would be great if you could keep the unofficial patch uniform between the two platforms.. but seldom do things work out so perfectly.

Good point on xEdit though. I just worry it will only take a single instance of someone messing with something they shouldn't be messing with for Bethesda to overreact.
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Anthony Rand
 
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Post » Fri Nov 27, 2015 2:24 pm


By support you mean.....? The games themselves can and have been modded through various means from various creators. We all know no company supported them if that is what you're asking.
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Jonathan Montero
 
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Post » Fri Nov 27, 2015 1:01 pm

I would point out, that so far, there hasn't been so much as a whisper about a steam requirement for the game..... Will it be sold on Steam? Undoubtedly, will it be a steam exclusive? Remains to be seen.

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Ludivine Dupuy
 
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