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 Xbox one fallout 4 mods?

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Brigand231



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PostSubject: Re: Xbox one fallout 4 mods?   Mon Jul 20, 2015 8:10 pm

Who knows, they might get the scripting right out of the box.

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patrikfroman



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PostSubject: Re: Xbox one fallout 4 mods?   Mon Jul 20, 2015 8:12 pm

I doubt they'll get more than mods that fit into a ESP file without changing any file in the game like textures and meshes. They've already set themselves to 30fps capped so any highres weapon mod or whatever could potentially lower that and make the game unstable.

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SwedishMudkip



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PostSubject: Re: Xbox one fallout 4 mods?   Tue Jul 21, 2015 7:25 am

@patrikfroman wrote:
I doubt they'll get more than mods that fit into a ESP file without changing any file in the game like textures and meshes. They've already set themselves to 30fps capped so any highres weapon mod or whatever could potentially lower that and make the game unstable.

I've always wondered, if it's capped does that mean that the system is actually able to go higher but the game will prevents it?
Cause if it would've been able to at least go to 40fps it would still be an very noticeable difference..

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blaze1514



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PostSubject: Re: Xbox one fallout 4 mods?   Tue Jul 21, 2015 8:30 am

@patrikfroman wrote:
I doubt they'll get more than mods that fit into a ESP file without changing any file in the game like textures and meshes. They've already set themselves to 30fps capped so any highres weapon mod or whatever could potentially lower that and make the game unstable.
I remember hearing that. I don't know why they just don't do what Mod Organizer does. Making a virtual copy of the games files works well, and isn't all that taxing on the machine.

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patrikfroman



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PostSubject: Re: Xbox one fallout 4 mods?   Tue Jul 21, 2015 2:38 pm

@SwedishMudkip wrote:
@patrikfroman wrote:
I doubt they'll get more than mods that fit into a ESP file without changing any file in the game like textures and meshes. They've already set themselves to 30fps capped so any highres weapon mod or whatever could potentially lower that and make the game unstable.

I've always wondered, if it's capped does that mean that the system is actually able to go higher but the game will prevents it?
Cause if it would've been able to at least go to 40fps it would still be an very noticeable difference..
Since they capped it at 30fps and not a variation of 30-45fps (like Killzone for PS4) it's safe to say that they couldn't get it stable at a higher framerate than 30. And let's be honest, Creation engine isn't the most optimised engine so I highly doubt they can squeeze out more out of the consoles with this engine than what other engines can (RED engine for example, which frankly looks tons better)
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helljumper32



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PostSubject: Re: Xbox one fallout 4 mods?   Thu Jul 23, 2015 2:16 am

I think its awsome that microsoft is finally realising that they're accepting the modding community but i feel like they'll try and charge you to put it on the console because microsoft love all there money.
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Brigand231



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PostSubject: Re: Xbox one fallout 4 mods?   Thu Jul 23, 2015 2:38 am

@helljumper32 wrote:
I think its awsome that microsoft is finally realising that they're accepting the modding community but i feel like they'll try and charge you to put it on the console because microsoft love all there money.

As has been already mentioned in this thread, Microsoft has nothing to do with it.
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Monstermen



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PostSubject: Re: Xbox one fallout 4 mods?   Thu Jul 23, 2015 3:39 am

@joshwist55 wrote:
Hope someone will compress Millenia's weapon texture (if he makes them) so others will be able to see his Midas Touch

He will, Ncrvet said he made his last weapon known as IMI Galil and is postponing his work for fallout 4 when it comes out. The Legend will never leave my friend Joy Dance

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AussieShepherd117



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PostSubject: Re: Xbox one fallout 4 mods?   Thu Jul 23, 2015 4:12 am

i can see people making unofficial apps to allow mods on the console version that hasn't been approved by Bethesda like the type of mods we have here on GUN if you catch my drift.

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blaze1514



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PostSubject: Re: Xbox one fallout 4 mods?   Wed Jul 29, 2015 9:00 am

@AussieShepherd117 wrote:
i can see people making unofficial apps to allow mods on the console version that hasn't been approved by Bethesda like the type of mods we have here on GUN if you catch my drift.
Something like Modio? How exactly would this work?

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lloganl12



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PostSubject: Fallout 4 Console Modding   Sat Aug 08, 2015 4:42 pm

I have been hearing that the consoles will be allowed mods just like we can on the pc. I was wondering what do you all think of this? Will it be restricted at all? Will it work well? Any thoughts opinions or ideas are welcome! FalloutTitle
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Platypus



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PostSubject: Re: Xbox one fallout 4 mods?   Sat Aug 08, 2015 5:07 pm

Restrictions of course can't have copyrighted material or overly adult content on there i dont doubt beth/microsoft/sony will screen it for that sorta stuff as for it working well unknown depends it may be constantly swamped by people slow the download to a crawl or the console modding may completely fall thru if only 2-3 games allow for modding on console ? But thats all just what i think who know may be just like on pc .
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xuanviet122



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PostSubject: Re: Xbox one fallout 4 mods?   Sat Aug 08, 2015 7:43 pm

i think it'll be limited in some way, not freely like PC. and probably they'll have to install mods through some thing similar like Steam Workshop

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Zurab347



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PostSubject: Re: Xbox one fallout 4 mods?   Sat Aug 08, 2015 7:47 pm

I just want a cheat terminals. Like Platypus said, copyrighted material would not be allowed. Which kind of scares me, firearm mods might not be allowed if they are based on real guns. This depends on how we actually put the mods on the console though. If lets say we go to a specific site and just download them to a USB it might not be a problem. If we have to do it through a in game menu then we get the restrictions and such. I just can't wait for this feature though. Hopefully more devs start integrating this. If R* didn't hate modders we could see mods in GTA.

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Ganerumo



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PostSubject: Re: Xbox one fallout 4 mods?   Sat Aug 08, 2015 8:45 pm

My guess is that you'll have an option to export mods from the creation kit directly to bethesda.net in the same fashion as exporting mods directly to the workshop with Skyrim's CK, complete with the same restrictions and limitations.

Mods are bound to be relatively limited however since there will be no Script Extender compatibility and the mods will have to be entirely self sufficient. There may be additional limitations based on whether or not Battle.net will allow for copyrighted content to be used for mods.

It's still going to be nice for any simple mods like additional armor, weapons and locations however, and patches/fixes/gameplay alterations will work just fine as long as they don't involve script extenders.

What I am curious about is how exactly the mods will be managed. It's unlikely that it would all be done via an ingame menu since that's not how mod loading works in gamebryo/creation kit games, so it's probably going to be an additional application people can download on their XBONE/PS4 which will give them access to Bethesda.NET and allow them to manage mods.
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Indyclone77



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PostSubject: Re: Xbox one fallout 4 mods?   Sat Aug 08, 2015 10:28 pm

Should be good for some basic Quest or even Bugfix mods.
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patrikfroman



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PostSubject: Re: Xbox one fallout 4 mods?   Sat Aug 08, 2015 11:48 pm

As I said last time, I think it'll only be ESP mods, no big stuff like texture replacers or big mods with ESM files and stuff.

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ProvingJester



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PostSubject: Re: Xbox one fallout 4 mods?   Sun Aug 09, 2015 4:49 am

I love being able to use the console, not only for cheating of course but in case you get yourself into a pickle. Like being stuck in a wall or being overencumbered while walking through a extremely radiated area and you have like ten seconds before you die of radiation poisoning. So in a sense I hope that certain commands are able to be issued on the consoles if nothing else.
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Demiurge13



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PostSubject: Re: Xbox one fallout 4 mods?   Fri Aug 14, 2015 9:20 am

this is news to me, I thought they meant using that in-game building tool. Was I wrong?
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