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As Microsoft opens up to support and allow mods on console, will Bioware/EA continue in it's anti-mod direction?


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#1
Foxhound2121

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Antimod may be a harsh word, but the engine that EA choosing all games to develop on is hard to mod.

 

Microsoft has decided to allow mods on Xbox One as Windows 10 comes to the console. Fallout 4 is going to be able to bring any mod with almost no restriction to a console. I personally think this is a strong position for Microsoft. Xbox One players will definitely have an upper hand and sony will have to bring it as well.

 

Mods in general I think are going to become more desired with these turn of events for consoles and not just PC. Can Bioware embrace it once more?

 

 



#2
FKA_Servo

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Almost certainly. As you say, the issue is likely FB3. I still honestly don't understand everything about the situation that precludes them, so I happily defer to those who do.

 

With regards to restrictions... well, if what they're saying is true, it's actually going to be very restricted. The mods will be curated and approved by Bethesda which, in addition to no adult mods (if that's your jam), means that all sorts of fun copyright breaking mods won't cut it. In addition to all sorts of other fun stuff I can't even imagine right now, probably. The Bethesda modding scene on PC is surreal and beautiful, and frequently terrifying. But very inventive, nevertheless.

 

I think this scene will be a whole lot better when people are gaming with actual PCs in front of their TV as opposed to locked down, unalterable PCs.



#3
Cyonan

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It has nothing to do with BioWare since they have no control over what EA/DICE does with the Frostbite engine.

 

I'm wondering just how the approval process will go for Xbox One mods on Fallout 4. Anybody who has done extensive modding of a Bethesda game on PC knows just how unstable that can make the game, especially when Bethesda themselves are still supporting and patching the game.

 

That said, I suspect we will not see official modding support for ME:A.



#4
Dunmer of Redoran

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It has nothing to do with BioWare since they have no control over what EA/DICE does with the Frostbite engine.

 

I'm wondering just how the approval process will go for Xbox One mods on Fallout 4. Anybody who has done extensive modding of a Bethesda game on PC knows just how unstable that can make the game, especially when Bethesda themselves are still supporting and patching the game.

 

That said, I suspect we will not see official modding support for ME:A.

 

One of the other problems that I guarantee is going to happen is that without any console-specific load order tool or mod manager, consoles' mod setups will be rendered even less likely to work. Making mods available may be as simple as downloading the files on to a console, but running multiple mods will be a nightmare on anything other than a PC.


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#5
AresKeith

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It has nothing to do with BioWare since they have no control over what EA/DICE does with the Frostbite engine.

 

I'm wondering just how the approval process will go for Xbox One mods on Fallout 4. Anybody who has done extensive modding of a Bethesda game on PC knows just how unstable that can make the game, especially when Bethesda themselves are still supporting and patching the game.

 

That said, I suspect we will not see official modding support for ME:A.

 

I wouldn't surprised if there were a lot of crashes when it happens 



#6
FKA_Servo

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Well, not all games handle this stuff exactly the same. If I recall, it was much easier to get a large and stable loadout running in Oblivion and the Fallouts than with Skyrim, where everything has to be just so and a strong breeze will topple the whole thing.

 

If the thing is heavily moderated, then the stability issues can probably be minimized.

 

But where's the fun in that?

 

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#7
Foxhound2121

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One of the other problems that I guarantee is going to happen is that without any console-specific load order tool or mod manager, consoles' mod setups will be rendered even less likely to work. Making mods available may be as simple as downloading the files on to a console, but running multiple mods will be a nightmare on anything other than a PC.

 

It will be a trial and error for sure without LOOT but with windows 10 integration maybe LOOT could come to a console near you someday.



#8
Hrungr

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Apparently there are also some challenges with "integrated, yet external, pieces" that make it harder to bring a toolset to the community... I'm still holding out (faint, okay very faint) hope that they will somehow, someway get a toolset together somewhere down the line.

 

 

User

I just wished bioware would be more supportive towards the modding community. come out with a sdk even like Beth.

 

Mike Laidlaw @Mike_Laidlaw

We would like to do that at some point, but there are some intense technical hurdles before we can.

 

User

worthy target. modding turned skyrim from a ok open world into a game still relevant 3+ years later. I want that for biogames

 

Mike Laidlaw @Mike_Laidlaw

Origins had a similar mod platform, but Frostbite is a much different beast. Many integrated, yet external, pieces.



#9
Dunmer of Redoran

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It will be a trial and error for sure without LOOT but with windows 10 integration maybe LOOT could come to a console near you someday.

 

If people on console even know how to use LOOT correctly.

 

I'd guess that the vast majority of people who mod Bethesda games on PC still don't know anything about using mod managers beyond "press the green Nexus download button" and know next to nothing about LOOT. That's not even going into the programs like TES5Edit and Wrye Bash which are often necessary as well.  Modding takes a certain amount of work and tech savvy, especially with a hefty load of files. How are the console gamers with little to no modding experience supposed to know all of these things and take care of them?


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#10
mopotter

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If people on console even know how to use LOOT correctly.

 

I'd guess that the vast majority of people who mod Bethesda games on PC still don't know anything about using mod managers beyond "press the green Nexus download button" and know next to nothing about LOOT. That's not even going into the programs like TES5Edit and Wrye Bash which are often necessary as well.  Modding takes a certain amount of work and tech savvy, especially with a hefty load of files. How are the console gamers with little to no modding experience supposed to know all of these things and take care of them?

 

Detailed instructions, and I need simple words with an occasional picture.   :)

 

I would be so happy if they did this.    

 

I used to add other peoples mods to games before Nexus ad Loot so as long as I have detailed directions, I could do it if it were something super special.   I probably wouldn't use nearly as many as I do now with that great magic button, but if it was important I'd learn.

 

But, yeah, I do like pushing the button or an application, the ME3 ending mod is great with the installer right with the mod.  The magic just happens.  Magic is good.  



#11
Panda

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I think the problem with DAI not being easily moddable was, because the frostbite engine is hard to mod and Bioware couldn't release modtools, because they would have included third party stuff. Wasn't that at least Bioware's stance on issue.



#12
Dunmer of Redoran

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Detailed instructions, and I need simple words with an occasional picture.   :)

 

I would be so happy if they did this.    

 

I used to add other peoples mods to games before Nexus ad Loot so as long as I have detailed directions, I could do it if it were something super special.   I probably wouldn't use nearly as many as I do now with that great magic button, but if it was important I'd learn.

 

But, yeah, I do like pushing the button or an application, the ME3 ending mod is great with the installer right with the mod.  The magic just happens.  Magic is good.  

 

There's a wide selection of good modding tutorials and guides for Skyrim at the very least. But Skyrim is an outlier--one of the biggest PC releases of all time, with one of the most enduring player bases. You won't have good modding resources without a good modding community, but you won't have a good modding community without modding resources. If Bioware ever wants to have a large community of modders, they'd need to release a comprehensive mod development tool like the Construction Set, GECK or Creation Kit. Only then do you give skilled mod authors the impetus to make mods, and once that happens, other modders are sure to follow.



#13
JeffZero

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Wow, if this clicks properly re: Fallout 4, I'll be rather bummed to have to purchase the PS4 version. :P It would definitely be interesting to see this sort of support in future console games from BioWare, but EA/Frostbite is indeed the greater hurdle.



#14
dfjdejulio

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Wow, if this clicks properly re: Fallout 4, I'll be rather bummed to have to purchase the PS4 version.

 

If this clicks properly re: Fallout 4, you can bet your tuchus that Sony will scramble to catch up as fast as they can.



#15
Grieving Natashina

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BioWare/EA is not anti-modding.  I keep hearing this and it isn't true.  What they are is anti-cheating.  There is no cheat commands for the Frostbite console (like "god" or "givexp 1000".)  However, BioWare nor EA care if players mod their single player games.  EA has plenty of support for player-created content for the Sims, and BioWare and EA have both said that if a player can mod Frostbite, more power to them as long as they don't use it to gain an unfair advantage in multiplayer.

 

If EA suddenly became fully anti-modding, they would probably lose a nice chunk of cash with the Sims crowd.  A lot of the lifespan of that series is greatly increased by player supported content.  EA has a custom installer for TS just for player created content.  

 

Finally, Fallout 4 is on a completely different game engine than DA:I.  They are actually using the same engine as Skyrim.  So even if MS/Sony allows for modding some games, building mods for the FB engine is not the same as building mods for the Creation engine.  



#16
In Exile

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FB3 (and many engines really) use expensive middleware. Unless you're willing to pay 200$+ for the base game don't count on mod tools. That's ignoring the cost of creating them.

#17
PinkysPain

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They probably use Granny ... such a nice name for one of the worst things to happen to PC gaming.



#18
Vespervin

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EA and mod support in the same sentence?

 

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#19
Sylvius the Mad

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FB3 (and many engines really) use expensive middleware. Unless you're willing to pay 200$+ for the base game don't count on mod tools. That's ignoring the cost of creating them.

For a game like Inquisition with mod support, I would pay that.

The only thing that's really getting in the way of modding is how FB packs the data files. They must use some third-party tool to do that. Otherwise, basic modding (like editing mechanics or swapping out textures or meshes) would totally be possible.

#20
LPPrince

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From what I'm understanding of the Xbox One Fallout 4 mods is that the mods themselves are made and hosted on PC and then curated by Bethesda for use on the console.

 

Its early work, but I'm happy that mods will make their way to consoles. Baby steps.