Update on PlayStation 4 Mods for Skyrim Special Edition

Post » Fri Oct 14, 2016 6:25 am


Overall, we are still left with a lack of proper mod support. No doubt better than none, but severely lacking none the less. And unnecessary at that considering one console is capable of providing it.

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Janine Rose
 
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Post » Fri Oct 14, 2016 5:58 am


I would still say that the Xbox One is still lacking in mod support compared to the PC but it is still a lot better than PS4.

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Rachel Tyson
 
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Post » Thu Oct 13, 2016 7:00 pm

I read something that was talking about censorship and copyrights. Don't remember exactly but Sony seemed worried users would make mods that got them in trouble or something similar to that.


Something about users having access to content that might be copyrighted or Nudity.

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Dragonz Dancer
 
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Post » Fri Oct 14, 2016 1:56 am


Well, yeah. That's just a given. I personally think if anyone is really that desperate for mods you might as invest in playing on PC. No limitations and nothing out of your hands if issues arise.

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Rob
 
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Post » Thu Oct 13, 2016 4:57 pm


Possible since there was some copyright issues with some mods as well as mods being stolen from mod authors

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Marta Wolko
 
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Post » Thu Oct 13, 2016 2:17 pm

Bethesda was working on mod support for xbox and ps4 for a long time. That's why it seems logical sony was the one with the original problem and when they realized how much money they would lose they changed their mind but imposed limitations.

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Tania Bunic
 
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Post » Fri Oct 14, 2016 12:36 am

not necessarily.. its not uncommon for a company to work on something and then after awhile go "ehh, these negotiations aren't worth the trouble at this point"

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LuBiE LoU
 
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Post » Fri Oct 14, 2016 3:00 am

I've always looked at mods on the PS4 being a believe it when you see it thing. If I really wanted to get into mods, I'd have gone with a gaming PC, rather than taking the PS4 path. I did upgrade it with a 2TB block, but that was for multi game storage not enhanced performance. Truth has been told many times, current consoles place limits on mod usage/flexibility and capacity. Sony at this point is making a tiny step towards integration on the PS4.. I'll wait and see how this all plays out, but I've no real hopes or specific expectations.



I will be purchasing Skyrim for PS4 for totally unrelated reasons. Since FO-4 ran very well , I've every expectation Skyrim will look and play better than it did on the PS3. Considering what a mosh up that was at release and how long it took for BGS to bring it up to a passable level of performance, I really look forward to the upgrades to one of my favorite games. As for Mods, whatever.....

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joannARRGH
 
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Post » Fri Oct 14, 2016 3:23 am

Without external assets -- which seems to include anything in a .bsa -- you can't so much as have a start-game enabled quest. You can't even alter NPC appearances because you need an archive to hold the exported facegen. That limitation kills every mod of substance that could be released on the PS4 -- and y'all won't be getting the Unofficial Patch due to it.



It honestly sounds like Sony has absolutely no idea what a mod actually requires to work. If this decision is based on some kind of paranoia about sneaking things into .bsa archives, it's being ridiculous, because you couldn't run, say, an executable from a plugin file even if you wanted to. The absolute worst you could possibly do is change INI settings, and I don't even recall if Papyrus has an equivalent to SetINI.

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Matt Bee
 
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Post » Thu Oct 13, 2016 8:43 pm

they won't be getting most of the things i think ps4 players currently do not even understand the problem they think they are getting mods some people i talked to else where said they will have quest mods, house mods, weapons and armor mods lol, they will understand it once the game is out just wait and see.

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Emma louise Wendelk
 
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Post » Fri Oct 14, 2016 5:01 am

None of these strictly speaking need any non vanilla game assets or scripts. Neither would non-journal quests I'd imagine, things like you find a note with a clue to a place, something like http://en.uesp.net/wiki/Oblivion:The_Unbeaten_Path quest for Oblivion.


It bothers me when people say things like that because it disrespects the makers of mods which don't use non-vanilla assets or scripts by implying that those mods aren't worth using just because they don't have any non-vanilla assets. It is unfair to the makers of those mods. Not so much you personally, but just from comments I've been reading in various threads.

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TWITTER.COM
 
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Post » Thu Oct 13, 2016 5:01 pm


for house mod yeah you can make house with just vanilla assets but weapons and armor mods nope not possible unless you want to duplicate hide armor and name it hunter armor or something else. same with weapons, if you are just duplicating iron sword and naming it annihilator or something, then first of all why you are doing something like this why not use enchanting table and rename the weapon there its not like your weapon will look any different than iron sword. this is why you need external assets for armors they need their meshes and textures even if they are mash-ups of vanilla meshes ( eg. Immersive armors ) it still need different mesh file. same is with weapons you can't mash-up without altering mesh file and re-combining it.



eps mods are still useful almost everyone uses some mod i have 6 of them in my load order but they do only simple stuff you can't get them to do cool things you need scripts for that new quest mods also need scripts. Try going to nexus to see how many mods are just esp files they are like 4% of total 49536 mod files as of now.

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Louise Dennis
 
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Post » Thu Oct 13, 2016 6:10 pm

You can do all sorts of interesting things by changing the stats for weapons and armor, without having to change appearance. A few examples of what you can do without external assets:


Make silver weapons craftable and temper able.


Add new weapons and armor's that look the same as an in game variety but behave very differently because the stats have been altered. An "iron sword of annihilation" that actually annihilates, for instance, because it's damage has been increased. Or a steel sword of the paladin that has a bonus against undead (by giving it the silver weapon keyword). These could be done through base stats leaving the player free to put an additional enchantment on it if they wanted.


Add missing Skyforge weapons to Eorlands vendor list (just use the in game steel mesh).


Make greater use of in-game meshes that are rarely used like the ancient nord armor sets by making new sets of player armor with these meshes and making them craftable or hand placed or added to leveled lists.


Make a perk (or add it to an existing perk) for improving hide, fur and leather armor "twice as much" (or any increment of improvement you want).


Add missing fur crafting recipes.


Completely redesign the gameplay mechanics for crafting weapons and armor, including the crafting recipes, changing the temper bonus for individual tiers of armors, reorganizing the perk tree, completely rewriting it if you want.


Completely overhaul the skill trees, perks and tiers of weapons and armor, changing the weight, the amount of protection provided/damage done, swing speed, range, etc of every armor and weapon to rebalance the whole thing into something quite different from vanilla.


Make certain types of enemies weak to certain types of weapons, like making spriggans weak to axes and resistant to hammers.


These are just a few examples off the top of my head. The "no external asset" limitation is a huge restriction and will prevent new skins for weapons and armor but let's not exaggerate how restrictive it is. There is a lot you can still do with weapons and armor without new assets.
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(G-yen)
 
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Post » Thu Oct 13, 2016 1:48 pm

You had me right there. The Silver greatsword is my favorite weapon (appearance wise) and I was always bummed that it couldn't be improved.

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Emilie Joseph
 
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Post » Thu Oct 13, 2016 5:28 pm



That's a very easy fix. If no one else beats me to it, I can upload a mod for it eventually. Not sure how much time I will have for modding and even less excited about having to log onto Bethnet. But all this doom and gloom talk is putting me in the mood to see what can actually be done with modding with a hand tied behind your back.
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kevin ball
 
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Post » Thu Oct 13, 2016 5:59 pm



Has there been any official announcement from the team about that? USLEEP includes external assets and many of its fixes do require external assets, but there are hundreds, perhaps thousands of USLEEP fixes (including some important ones) that don't require external assets. Hopefully the USLEEP team will release a limited version fixing what can be fixed without external assets for our PS4 brethren.
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Leticia Hernandez
 
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Post » Thu Oct 13, 2016 6:31 pm

:foodndrink:

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Latisha Fry
 
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Post » Fri Oct 14, 2016 3:16 am

Ha ha....get a fervor going....."PS4 modathon"


How far can YOU push the bounaries within the limitations?


Who can make the most desirable "must have" PS4 mod?


Who's got the smarts to engineer the most innovative "work arounds"?


A challenge to rise to if ever there was one eh!
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Alba Casas
 
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Post » Thu Oct 13, 2016 10:48 pm


I like this idea. The modding community has done a number of "modding challenges" over the years. They've usually been themed challenges. I think this would be a great idea for a new themed challenge: Who can make the coolest PS4 mod? I bet more than one modder would be interested to see what they could accomplish in this area.

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Kristian Perez
 
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Post » Fri Oct 14, 2016 5:18 am



+1

Tired of being yanked around. This is the exact thing that was announced to begin with.

Nothing has changed except for ps4 owners being yanked around for weeks.

Must be funny. Not totally Sony either. Todd Howard should not have said, until he knew for sure.


Just don't care anymore. Especially unimpressed by the fact that fallout players have to wait more weeks. How long os it now? 6 mos?


Whatever....
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Cat Haines
 
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Post » Fri Oct 14, 2016 4:04 am



We shall see. I highly doubt it.
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Stryke Force
 
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Post » Thu Oct 13, 2016 8:04 pm



I won't exaggerate but I won't understate how much of a disappointment that is. There are so many lore-friendly armor sets that could be used, especially ones of medium classification.


I will have to wait and see what mods are available on PS4 before I consider buying the game.
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Aman Bhattal
 
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Post » Thu Oct 13, 2016 5:56 pm

the team stopped supporting individual patches when legendary edition was released and moved to one USLEEP because of less work and headache in supporting different versions, xbox1 will also see PC version of USLEEP so no additional work needed there but PS4 will require lots and lots of work they will have to strip lots and lots of thing to make it compatible with no external assets requirement i wouldn't be surprised if they simply refused to provide support for it after all you are not bound to make ps4 version of your mod, if something falls outside your work schedule then best refuse it.

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BaNK.RoLL
 
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Post » Fri Oct 14, 2016 2:55 am

but the armors will all look like vanilla armor if you are just gonna take steel armor change a bit of stat and give it a new name then there is no fun in it better use workbench and enchanting table to do the same without need for a mod even the mash-up vanilla armors won't be making to ps4 coz they will still be needing mesh file. this restriction is just a big middle finger to any ps4 user hoping to play skyrim with mods.

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Miguel
 
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Post » Thu Oct 13, 2016 9:31 pm



It would definately be a lot of work, although some of the initial work might be able to be automated with an xEdit script, but there would still be two versions to support which would be a hassle. Still, I think we should wait for an official statement from the USLEEP team before we make definitive statements about whether a version of USLEEP will be ported to PS4.
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Monika Krzyzak
 
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