Probably gonna use the Bethesda.net thing as a platform and share mods via that.
Official Fallout 4 and DLC Discussion Thread
#701
Posté 15 juin 2015 - 06:09
#702
Posté 15 juin 2015 - 06:13
How does it work? Do you use a thumb drive? Will certain mods be posted in the MS Store? DL direct from BethSoft? Or is the tool embedded in the game. I mean, we already know a certain part of that is true with the whole "City Builder" thing. But real modding will take an actual toolkit, unless I'm ignorant of some new mechanic.
As a GECK user, I'm entirely confused...which granted, isn't all that difficult in its own right. Perhaps I need to shift my own mental paradigm to a new sort of modding?
Something else entirely?
I think you are right with the thumb drive or tool within the game itself to access a "store" of console mods.
But no way possible you would actually be able to DO the modding on a console. It would have to be done on PC, exported into a console-friendly format, then transferred somehow to the console. That's how modding works today for consoles, at least.
#703
Posté 15 juin 2015 - 06:13
Probably gonna use the Bethesda.net thing as a platform and share mods via that.
Yep. And maybe even let the modders charge for them.
#704
Posté 15 juin 2015 - 06:14
How does it work? Do you use a thumb drive? Will certain mods be posted in the MS Store? DL direct from BethSoft? Or is the tool embedded in the game. I mean, we already know a certain part of that is true with the whole "City Builder" thing. But real modding will take an actual toolkit, unless I'm ignorant of some new mechanic.
As a GECK user, I'm entirely confused...which granted, isn't all that difficult in its own right. Perhaps I need to shift my own mental paradigm to a new sort of modding?
Something else entirely?
My guess is that you'll have to upload it to Bethesda and then only those mods will be available to Xbox One players.
It's the only way that I really see it working, which is worrisome. It's nice that console players can get access to mods, but on the other hand it's going to give control of the whole thing to Bethesda.
and they just tried to do the whole paid modding thing. I can easily see them trying it again in a modding community that hasn't been built up over the last 3 and a half years.
#705
Posté 15 juin 2015 - 06:20
Well atleast he said "For Free" at the press conference, gives me some faith. But i will use Nexusmods anyway, it won't die out over this. Fallout 4 will sell millions of copies on the PC and it will be freaking huge.
#706
Posté 15 juin 2015 - 06:24
Honestly, I still think the whole 'Steam Mod' fiasco has been blown out of proportion, despite supporting the anti-paid mod campaign myself.
I think people who would charge for 'small' mods like standard companions, armor mods (especially with all those people copy-pasting Witcher assets in their armor packs.), houses ETC are silly, but people who create something exceptional in those categories should have the option for a donate button.
Then there are people who add a much-beloved feature to a game or overhaul a game to the point it feels like a new game or truly is so (See: Killing Floor when it was a Half-Life 2 Mod.). While I don't think we'll be seeing entirely new games ever or expansion pack-worthy mods coming out in the next couple of years for Fallout 4, people who make something on that scale should be allowed to charge something if anything for the former.
Bethesda.Net will probably be used as their hub for Fallout 4 mods as it will be for DOOM mods/maps, and the former and possibly the later may/probably will have the option for paid mods. . .I just hope they have strict control over who can charge for a mod and what can be charged. Membership requirements, mod size, testing, mod amount requirement, and a 'test' period or something to ensure its something that can be deemed 'fit for sale'. . .who knows what that would mean in the end but I hope for the best and will otherwise keep turning to the Nexus.
#707
Posté 15 juin 2015 - 06:29
I donated for some mods, mostly quest mods that added 10 or more hours. It feels like paying for an expansion, and i wouldn't mind donating in the future if we get content like that for FO4. But that is the thing, donate. Just put a donate button on it, don't make people pay or having to enter their credit card information.
#708
Posté 15 juin 2015 - 06:30
Well atleast he said "For Free" at the press conference, gives me some faith. But i will use Nexusmods anyway, it won't die out over this. Fallout 4 will sell millions of copies on the PC and it will be freaking huge.
Yeah ...I don't have any console but using mods can be a tiny bit complicated...I'm curious to see how some mods will work on consoles.
There's the load order , mods conflicts , sometimes you have to download other mods /small softare to make the thing work ,sometimes you have to tweak games files , etc...
I'm thinking the small mods , adding a couple of weapons are going to be popular on console , everything easy to install.
The rest might be an headache for mod creator and users.
#709
Posté 15 juin 2015 - 06:33
Yeah ...I don't have any console but using mods can be a tiny bit complicated...I'm curious to see how some mods will work on consoles.
There's the load order , mods conflicts , sometimes you have to download other mods /small softare to make the thing work ,sometimes you have to tweak games files , etc...
I'm thinking the small mods , adding a couple of weapons are going to be popular on console , everything easy to install.
The rest might be an headache for mod creator and users.
Yeah you can't do animations and the like as it will probably require a 3rd party program like FNIS. Also gameplay overhauls like Skyre which used the Java Application to change stats etc.
#710
Posté 15 juin 2015 - 06:38
Honestly, I still think the whole 'Steam Mod' fiasco has been blown out of proportion, despite supporting the anti-paid mod campaign myself.
Are you aware that during the situation Steam removed the donation links from people that weren't selling mods?
Paying for mods isn't a novel idea, The Sims community had people selling for a decade, but Steam/Beth wanted to earn dosh and not reward innovation or talent. The percentage of payment made it quite clear.
- Sekrev et Ozzy aiment ceci
#711
Posté 15 juin 2015 - 06:40
I donated for some mods, mostly quest mods that added 10 or more hours. It feels like paying for an expansion, and i wouldn't mind donating in the future if we get content like that for FO4. But that is the thing, donate. Just put a donate button on it, don't make people pay or having to enter their credit card information.
Donating does nothing to encourage modding. It generates so little revenue that even as a hobby activity, it's peanuts.
Wouldn't it be worth it to have some of the most talented modders able to devote their full time to projects and actually make it their full time job? Wouldn't it be great if there were groups of talented people who pooled their resources and time to build small companies that made high quality mods and made enough money to sustain themselves on it? Wouldn't it be amazing if the developers saw enough profit from endorsing such activities that it would be stupid of them to NOT give support and tools to the modding community?
Either developers can see modding as a "nice thing to do" and only have the smallest minority offer the tools (like Bethesda and CDPR), or they can actively work to prevent any sort of modding (like DICE). That's the move the industry is making - mod tools or support are becoming more rare by the year.
Why not find a way to make modders money and encourage every developer to let players pop the hood of the games they like? If they can overcome the administrative difficulties of copying other modders work and work on a better pay rate for the modders, I don't see why this is a bad thing. Certainly much better than donations, which probably don't generate even $10K worth of revenue for the modder (and certainly none for the developer).
#712
Posté 15 juin 2015 - 06:46
It has some promising features;
The crafting system looks in-depth and very cool. Reminds me of Dead Space 3's, which was the best part of that game. Also, custom made Power Armors including classic Enclave designs? Sign me up.
Building settlements was fun in FO3's mods, sould be fun here, hopefully the attacks aren't too frequent so it doesn't become an annoyance.
Ain't no Fallout without a dog companion.
Turning the combat into a straight up FPS might do it some good, to be honest. The gunplay in FO3/NV was abysmal.
As for the rest, however, I'm none too thrilled. The world seems like another FO3-esque theme park with loads of ''cool stuff'' with little sense between them. Mass Effect-ish conversation system doesn't fit Fallout. There seems to be no Skills either,just stats and perks. Graphics are nothing special.
I'm completely expecting a FO3+1 game here. Which will please lots of folks, no doubt, and I'll amuse myself in the world too trying out all the cool stuff, but like Skyrim the lack of coherent world building, depth in mechanics and very probably mediocre writing will mean it won't go much farther, I think. We'll see on release, but I'm not hyped.
- Cypher0020 et Sekrev aiment ceci
#713
Posté 15 juin 2015 - 06:56
I see a lot of hype everywhere, but I can't say the same for myself. Some of this looks great yeah, they had a really good look at the modding community. Modding weapons is taken straight from one of the most popular mods around, the UI looks dreadful but it does seem to be a bit better than it was, there'll still be mods for that very soon I reckon, to make things easier for PC users.
But to be honest I wasn't that impressed by the visuals. They're not bad, but they're not great either. A modded Skyrim for instance looks miles better. And compared to Doom earlier in the conference, lol, FO4 was completely blown away by that. (unrelated, I know, but that map/game mode editor that comes with Doom looked amazing). Then there's Bethesda's trademark awful animations. Running didn't look good to me, facial expressions were terrible, mouth movements looked off, especially in the Vault-tec guy that showed up at the door.
Combat seems virtually unchanged from FO3. The AI, I hope we see more of it to judge it better, but I mostly saw them walking around quite awkwardly when getting shot at, or running into each other. Slowmo vats looked smooth, animal animations look miles better than human, so I did like that.
I really wonder how the dialogue will turn out now that it's all voiced. I'm into the female VO (Jack ftw) but the male sounds a bit stiff. In FO3/NV you had a lot of dialogue options and I hope they don't become less now that it's voiced. Dialogue wheels.. I don't know how fitting that is with a Bethesda game, but we'll see, it might turn out good.
All in all I expected more. I'm not really feeling the atmosphere, nor am I really impressed by gameplay so far. Also skills seem to be gone which is a waste.
It's funny to see how obvious it is where they got their inspiration. Building stuff is popping up all over games, but I gotta say it looked sweet and it's very appropriate to build in a Fallout game. They obviously looked at Bioware games for dialogue and some camera work. But with Bethesda writing idk if they'll get it right. Kinda like Bioware didn't quite get their open world right, I'm expecting a similar no-quite-there-yet experience with Fallout's dialogue.
#714
Posté 15 juin 2015 - 07:19
I am leaning towards getting a PS4 soon as I am also super excited for Persona 5, but the inclusion of mods for Fallout 4 on Xbox has appealed to me. I hope that Sony incorporates this too!
#716
Posté 15 juin 2015 - 07:35
My guess is that you'll have to upload it to Bethesda and then only those mods will be available to Xbox One players.
It's the only way that I really see it working, which is worrisome. It's nice that console players can get access to mods, but on the other hand it's going to give control of the whole thing to Bethesda.
and they just tried to do the whole paid modding thing. I can easily see them trying it again in a modding community that hasn't been built up over the last 3 and a half years.
They're absolutely going to do it for paid modding. In fact I'm sure they'll have a process in place to convert those mods to monetize it.
#717
Posté 15 juin 2015 - 07:55
They're absolutely going to do it for paid modding. In fact I'm sure they'll have a process in place to convert those mods to monetize it.
You say that like its a bad thing.
#718
Posté 15 juin 2015 - 07:58
Here is the gameplay from the Microsoft press event, if anyone wants to watch it. It looks really choppy on the framerate though.
Wow, despite the framerate, this looks excelent. This is what I call an power armor. It feels like you're an unstopable frontline soldier.
Wonder if we have to leave the power armor behind in order to unequip it, or if we can carry on our inventory.
#719
Posté 15 juin 2015 - 08:01
Todd Howard will be on the youtube stream right after EA press event! So if you are interested in seeing an interview with the man, check out the stream.
#720
Posté 15 juin 2015 - 08:02
You say that like its a bad thing.
It's very easy for it to become a bad thing.
Given that we have already seen how Bethesda originally planned to deal with paid mods, I don't think it's unreasonable to be worried about it.
#721
Posté 15 juin 2015 - 08:09
Here is the gameplay from the Microsoft press event, if anyone wants to watch it. It looks really choppy on the framerate though.
OK, I focused on the VATS engagement with the Deathclaw primarily...time dilation is much less than it was in previous games (which is good)...interesting to see as the body moves, body part hit chance boxes move right along with it. Something new in a FO game. We'll see how hit chance is handled, because I can't tell what level the PC is in the scene or how he's perked. Perhaps he's mid level (?) since he's able to step into power armor and use it. Or is he a newb character and PA training is no longer required. Either way, I saw the highest hit chance at 74% (body shot). Hopefully, they'll maintain the perk system upgrading for VATS, and if Matty's video is any indicator, many of those perks are carrying over.
I don't think there were frame rate issues as much as video issues. But, I suppose we'll see.
#722
Posté 15 juin 2015 - 08:12
Wow, despite the framerate, this looks excelent. This is what I call an power armor. It feels like you're an unstopable frontline soldier.
Wonder if we have to leave the power armor behind in order to unequip it, or if we can carry on our inventory.
I am under the assumption that the vertibirds will be used to pick it up, and drop it to the players location.
#723
Posté 15 juin 2015 - 08:14
It's very easy for it to become a bad thing.
Given that we have already seen how Bethesda originally planned to deal with paid mods, I don't think it's unreasonable to be worried about it.
Implementing it after three years of existing mods was mammothly incompetent. Doing it from inception has a much better chance of things adapting and being applied more logically. Plus, with Steam out of the way as a middle man, it could result in higher pay offs for modders.
They just need to make sure Bethesda.net can handle the bandwidth of tens of millions of users come release day in November.
#724
Posté 15 juin 2015 - 08:15
- Cypher0020 aime ceci
#725
Posté 15 juin 2015 - 08:19
Also, like the way the barrel turns red on the minigun.





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