The one class of PS4 mods I'm surprised not to have seen is extra spells. But we've got most of the rest: additional crafting recipes, existing content duplicated in new locations, and stat changes on equipment.
Most of that would require new meshes and textures if you wanted the stuff to look like GoT stuff, and the faceless Men Guild would likely require scripting in order for actors in the game to dynamically change their appearance on the fly. So none of that will be coming to PS4 unless Sony changes their policy about external assets.
That said, I am not aware of any Game of Thrones type mods for the PC either, despite people asking for them from time to time, so it appears no one is making these types of mods. So, it seems unlikely they would appear on PS4 even if Sony allowed external assets.
There are also intellectual property issues here, and I am not sure if someone would be allowed to create and distribute an exact copy of a Game of Thrones sword or character for use in a Bethesda game. Pretty sure the Game of Thrones people would object (and rightfully so) to an unlicensed "Game of Thrones" mod being offered on a Sony or Microsoft platform without royalties being paid to the owner of the Game of Thrones copyright and trademarks. That's probably why there are no Game of Thrones mods up on the Nexus. Either that or nobody with the skills to make such a mod has the time and interest to do so.
Yeah, most of those are just race menu presets, using the games existing character creation menu (as expanded by the Racemenu mod) in an attempt to create characters who look like GoT characters. Anyone could do that sort of thing in game by just using the character creation menu. Only a couple of these attempts to add NPCs or items to the game. But if you ask me, none of these are not terribly accurate representations. The Dothraki sword is just a sickle and the "Longclaw" seems to be missing its trademark pommel.
Anyway, regardless of the intellectual property issues, most if not all of these require external assets. So unless that changes you are not going to see them on PS4, but even if Sony were to allow external assets, I don't think anything that too closely represented characters and items from the Game of Thrones series would be allowed on the new platforms. Just because nobody has made an issue of a few rather obscure and for the most part not terrible accurate GoT recreation mods on Nexus doesn't mean that it would be allowed on Microsoft or Sony's platform, much less Bethnet.
Its well worth the effort; there's some big name mods available for the Xbox.
The biggest limitation is no SKSE; which many great mods still don't require.
@ the PS4 guy;
I like to think the restrictions can be seen as the following:
-PC/Xbox mods can ADD NEW assets to the game - new armors, new weapons, new NPCs, new everything...
-PS4 mods can only change EXISTING items in the game (since no BSA). You can change iron weapon dmg to 20; change the name of Jarl Balgruuf to Hillbilly Hank, add more rocks/grass to Riften. Sorry, no new scripts, no new meshes, no new textures, no new NPCs....
Actually the biggest limitation is 5gb of storage space, which is kinda a complete joke.
5 gigs is quite a bit of storage. I do not think I even used 3 gigs on the PC.
Most mods are well under 100 megs.
Usually it is the texture mods, especially the 4k plus ones that are well over 100 megs in size and for the most part they will likely not run that well on the Xbox One like they do not run so well on medium or low level PC's
Actually, new NPCs should be possible on PS4. The facegen data problem can be overcome with xEdit and there are mods available now on Nexus that add NPCs with just an esp file.
Should be possible as long as it is using default trees and rocks. Issue might be performance if too many are added.
Yes. If you want to see what could be added to cities on PS4, take a look at http://www.nexusmods.com/skyrim/mods/61035/?tab=2&navtag=http%3A%2F%2Fwww.nexusmods.com%2Fskyrim%2Fajax%2Fmodfiles%2F%3Fid%3D61035&pUp=1. The "major cities only" version which only affects the major cities, not the towns, is just an esp file. This mod is a good example of what can be done with only an esp file -- lots of spicing up in cities, including lots of new trees and stuff to make the cities look nicer, new crafting stations, smelters, etc. so every city (and Eorland Greymane) has a full set of smithing stations, a tightrope system to get around the rooftops in Rifton and several new vendors.
Can someone please tell me if it will be possible to make a mod for PS4 that increases the follower limit? I haven't seen one yet, not even on Xbox1, and that is one I would really like to have. I have no idea how to make any mods at all but if I can't find one I might have to try to figure it out myself, if it is even possible that is.
That's a pretty rude response. People who use mods have a fairly good idea on how they work, and many people did create mods for their personal use. That being said, the game's not out yet, and until it is the only people who have the new CK are not allowed to talk about it, so you'll have to settle with answers from people who modded the old version. As noted before, there is no need to have info about external assets confirmed, it's officially confirmed that the ps4 can't use them, and new CK certainly won't work too different from the old one, which means we definitely won't see additional models and textures (basically, any aesthetics). Maybe, just maybe they surprise us and make scripts an internal thing, like it was in Morrowind, but I highly doubt it, in which case we won't be able to have new quests or dialogues in the game either.
That being said, the only things that can be changed is world, interiors, wilderness and cities can be decorated, populated with generic NPCs, etc, and any statistics of weapons, potions, spells, etc. can be changed.
To be completely honest, people are too harsh with what can be done. CK can do a whole lot of stuff, and there's still plenty of room for some pretty awesome mods for the ps4 too.
Also, about 5gigs not being enough, I highlighted 30 plugin files, and it was barely 2 gigs. So come on people, don't be greedy.
just not going to respond to the rudeness part, that was already covered in great extent this yesterday. already beating enough dead horses around, don't need to beat a couple dead donkeys too
Just to point something out: even if scripts were made to be internal an all, if a custom script was made, than it's an external asset. I mean, in my experience with modding games in the past, that was the essentially the difference between making a mod that had to be created, and one that just copied assets of the game and put them in somewhere else.
To your second point listed: which is very nice, but people are going to see all those nice game-changing mods on XB1 and be all like "what the hell".
I don't think they're being too harsh. They're being honest. And while it can do a lot of stuff (Chesko made an interesting one and was pretty "sneaky" about it), saying that is a lot when it could do A LOT more, is really just a relative statement. It can do a lot compared to nothing when it comes to PS4.
And yes, I agree. Plus you can always switch out mods if you need to. Their size makes it easy to download and remove.
That's actually incorrect. In prior games, the scripts were internal to the esp files, so a custom script would not be an external asset under those circumstances. It would be just another part of the esp file. In Skyrim, scripts are external assets not because they are "custom," but because they are not stored in the esp file, but in separate .pex files that need to be installed in addition to an esp file -- that's what makes them an "external asset".
Why is it stored in an external file like that? Efficiency purposes?
I am by no means an expert scripter, but from what I understand, the pex files are a papyrus thing and the advantages of papyrus is that it is a more powerful scripting language that what was used in prior games allowing modders to do more. The disadvantages are that its scripts cannot be safely removed from the savegame unlike prior games where you could do a "clean save" and it's harder to learn to script in papyrus, since you also need to learn how to make the game engine communicate with the .pex files by declaring "properties" in your script that allows the scripts to communicate with the engine via the esp file, since the game engine reads the esp files but not the scripts directly, or something like that. So the engine reads the esp file, which in turn calls the script file and they communicate through the "properties" that are declared in the script and associated esp file.
Complexity allows for complexity I guess. Me oh my how things have passed me by.
And while you might not consider yourself an expert, if that's how it works...great job describing it.