Fallout 4 Mod Beta has Begun on Xbox One

ffronw

I am a meat popsicle
Oct 24, 2013
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Fallout 4 Mod Beta has Begun on Xbox One

//cdn.themis-media.com/media/global/images/library/deriv/1324/1324362.jpgMods are coming to Xbox One, and the beta has already begun.

Everyone knows that said yesterday [http://www.escapistmagazine.com/news/view/167394-Fallout-4-Mods-Coming-to-Xbox-One-in-Upcoming-Closed-Beta] that invites were going out for the beta, and you might just have one.

This news comes after Bethesda Bethesda.net [http://www.escapistmagazine.com/news/view/167495-New-Update-Preps-Fallout-4-on-Xbox-One-for-Mod-Support target=].

There's no word yet on how long the beta will last, or if Bethesda plans to send out more invites later in the process. I'd expect that unless there's a major issue that pops up in the course of the beta, it won't be much longer until everyone is playing mods on their Xbox One.


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Denamic

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Aug 19, 2009
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I'm not sure how mod troubleshooting will work on consoles. There gon b conflicts, or shit's going to be limited to simple shit.
 

pookie101

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probably be the same as PC if there are conflicts.. crashes, freezes, corrupted saves, quests you cant complete, power armour that reverts to t45 when stored in sanctuary some where.

that said one of the only mods i would recommend for immersion is the beantown interior project. its by a modder with experience opening up the closed off buildings in FO3 and NV and so far hes opened up 12 buildings in concord. very lore friendly with interesting little stories
 

Darth Rosenberg

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Denamic said:
I'm not sure how mod troubleshooting will work on consoles. There gon b conflicts, or shit's going to be limited to simple shit.
Hey, as long as Bethesda's anti-immersion HUD's can be fixed, I'm fine...

Just because all mods can't be used on console doesn't mean it's not worth doing - some mods are obviously better than none. Conflicts need to be resolved, sure, but I doubt Bethesda or MS want a set of mods which barely work to make the list. Hasn't Todd Howard been asking for mod support on consoles since Morrowind? I believe so, ergo you'd hope they can make whatever's available work pretty well.

Just looked through a few pages of XB1 mods, and I see no HUD fix yet, which may not bode well, at least for the notion of me getting F4.
 

ffronw

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Oct 24, 2013
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Darth Rosenberg said:
Just looked through a few pages of XB1 mods, and I see no HUD fix yet, which may not bode well, at least for the notion of me getting F4.
I feel like there's a good chance that more mods will make the move once everything comes out of beta. I have to think that UI mods are near the top of everyone's priority list.
 

Chefsbrian

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Jun 25, 2012
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This is good for consoles. They'll not be able to hit the sheer level that PC modding can though. Look at the Skyrim Script Extender and the New Vegas Script Extender. Some incredible mods, especially UI overhauls, rely on them, and I don't think it'd be possible to run them on consoles unfortunately. And I guess since Bethesda is distributing them, copyrighted content will be a much bigger concern.

Still, pretty nice stuff. Glad to see consoles slowly climbing up to PC level :p
 
Apr 5, 2008
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A lot of the settlement mods will cause trouble I suspect. Mods and dev console commands can increase settlement size and placement limits, limits which presumably are in place because of limited memory on console hardware. So I would presume these settlement mods will slow down consoles a lot.

Will CBBE make its way there? A LOT of armours will be made for it...if it's anything like Skyrim probably > 75% of content will involve pretty female characters and clothing for them (body mods, armours, clothing, ~infinite custom companions). There's no reason they shouldn't work, just model/texture replacers, but without graphics settings adding higher poly models may cause lower FPS.

The safest mods will be weapons, armours and bugfixes that are standalone. The next safest will be mods that alter values like damage, health, perks and the like which should be okay if used sparingly and are used with attention. Some care should be taken with model/texture replacers and better if all mods are bsa format, instead of loose files.

One thing console users can get excited for is some random convenient/cheaty mods that would allow a level of manipulation not otherwise available. Like spawning many enemies/NPCs, teleporting, spawning gear, adding/removing perks or manipulating companions. It will allow a massive amount of power to create/role play unique characters, have fun with the companion system and settlements and so on.

Impressed overall. PC will remain the superlative platform and thanks to Bethesda for continuing to support their games and community with a toolset (unlike other developers, like BioWare who no longer give a damn about their own games or community and will never release a toolset to their games again). It's a huge step, allowing FREE UGC (user-generated content) on consoles...I wonder if it will have ramifications down the line, perhaps with other games. It will make the console version of the game prone to freeze, crash and run at lower FPS, without the option to tweak graphics settings, but still, it's a good thing!
 
Apr 5, 2008
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I must say, after a look around Bethesda.net, it's actually not bad. It's annoying that I can't read a full title or even a full description without going to the individual mod page. I don't know how it interacts with the console game, tho I presume one must link an XBL/PSN account with the site and "subscribe" to a mod which will sync with the player's console somehow.

At the time of writing, the site reports 580 XB1 mods. On the basis that they are seperate (and that I've seen the same mod with different versions) I'm guessing the toolset has different options to export one's mod. There are some interesting ones too, such as:

- Increases Sanctuary buildable area (to cover Vault 111 entrance f.ex) as well as build height AND placement limit. That thing I mentioned being restricted for a reason above. That will be an interesting one to see how it works and what kind of expanded settlements XB1 players make now :)
- New weapons, modded weapons, modded crafting stations (eg. new recipes and craftables added)
- The ability to romance a previously unromanceable companion
- Create your own vault at certain settlements. Create a whole new living area underneath, linked by elevator and fill it with furniture.
- Combat rebalance mod
- Bigger boobs mod (it shouldn't be a surprise)
- A handful of texture replacers and enhancers.
- Many of the usual gameplay tweaks one would find for any Bethesda game

Very impressed. It's got a full suite of mods, tho not a great many. Still it's only early days so it's looking very good for what XB1 gamers at least can expect in the future. They're varied and touch on every aspect of the game you find in PC mods. The site itself isn't great...mostly just the lack of full titles/descriptions.
 

DrunkOnEstus

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May 11, 2012
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I'm quite surprised that this is really going through the way it is, it's uncharacteristically ambitious and generous from Microsoft and quite tenacious of Bethesda. If the mods are acquirable without money, the way a PC user can then much kudos. Microsoft traditionally charges exorbitant fees to even patch a game; we can look to Valve abandoning TF2 on 360 because it would cost them too much money to patch alongside PC and provide new content that wasn't paid DLC. Also there was the issue with Phil Fish having to come up with something like $10,000+ just to patch the live arcade version of some game breaking bugs. This is a major shift from that kind of mindset.

I definitely understand why it's in beta, and it may be in beta for some time due to the intricacies involved here:

Some mods rely on other mods in order to function, and I'm assuming that submitting modders may have signed a EULA allowing their mod to be automatically installed if a different mod depended on it or something to that effect to avoid issues.

My understanding is that the X1 version has some trouble meeting the 30 fps target, particularly in the Far Harbor DLC. Mods that expand existing areas, add additional NPCs, increase the alpha effects of laser weapons or any number of hardware-intensive purposes would make this even worse, maybe even unplayable. I wonder if Bethesda has a big optimization patch at the ready, or will offer a "switch to 720p" option to allow the usage of such mods, because the X1 as it is now doesn't let the user sacrifice graphical settings in order to enjoy such mods the way PC users can.

Then there's the issue of Fallout 4 not being "finished". Some of the best modding that's been done on Morrowind all the way through Skyrim was after the final patch was released by Bethesda and all of the DLC had been released, and most mods for those games require that one has the latest version and all or some of the DLCs. There's still more DLC coming, and of course more patches to accompany them; the problem being that even a single patch can completely break a mod or corrupt a save using certain mods on the old patch.

My question after all of this: What is the incentive? For Bethesda, for the modders, and for Microsoft? I imagine that X1 modders are going to have (possibly strict) standards upon them, where they need to update their mod in advance of a patch or such situations. They also have to work within the X1's limitations which is extra work, on PC modders can attempt any insane change and basically say "it might be pretty demanding, make sure you have a beefy rig for this one" which isn't an option here. In the back of my mind, I'm thinking money has to be involved, especially after the attempt to monetize Skyrim mods on Steam. Maybe a monthly fee to have access to all the mods, otherwise you've just got amateur and potentially buggier "horse armor" not even made by Bethesda, on top of a $50 season pass for a $60 game. And why would Microsoft offer their servers and bandwidth for free to allow the free downloading of content? So that they can say they're the only console game in town offering this? Regardless, I'm eager to see this play out because it's a game changer, and can have ramifications for modding as a whole and could be a sign of what to expect from Bethesda's mysterious "the next game totally isn't Elder Scrolls VI but a bunch of different stuff" plan. All that said, however it turns out and whatever the motivations are, congrats to X1 owners here. They may have the weaker hardware and lower install base, but they're getting to experience one of the great benefits of owning a more open gaming machine regardless. Hopefully they don't have to pay even more than $110 to have it, and that it improves the experience of an already enjoyable game. And please, if it's one of the mods available, the one that changes your dialog options into the actual fucking sentences that your character is going to say is essential.
 

Gatlank

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Aug 26, 2014
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Denamic said:
I'm not sure how mod troubleshooting will work on consoles. There gon b conflicts, or shit's going to be limited to simple shit.
There are already some "conflicts" with modders. Disregarding the constant begging in the forums some console players can't understand that it isn't possible to make every mod available when some pc's even struggle with them.

KingsGambit said:
A lot of the settlement mods will cause trouble I suspect. Mods and dev console commands can increase settlement size and placement limits, limits which presumably are in place because of limited memory on console hardware. So I would presume these settlement mods will slow down consoles a lot.
I'm worried that besides framerate issues it could kill the console since they aren't designed in mind to deal with the workload such mods bring.
 
Apr 5, 2008
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Gatlank said:
I'm worried that besides framerate issues it could kill the console since they aren't designed in mind to deal with the workload such mods bring.
I suspect Bethesda scaled back so far on the limits that likely there would be *some* room for improvement/expansion without significant performance issues (out of curiosity, does anyone know if the console version is capped at 30fps?).

Saying that, the consoles *are* the baseline against which the limits are set so we'll have to see how gamers find it. To be honest, the main benefit of modding that console gamers will get from this isn't the greater limits or different textures, but the customisability to mod the game *their* way. It's about altering the game the way the player wants and hopefully there will be enough mods released in time to suit most players :)

At least until it goes the way of Skyrim where probably > 80% of the mods are female followers/sex dolls, body textures and slutty armours/clothing. (If you think I'm joking, Skyrim Nexus at this exact moment has 5 out of 6 "Hot Files" matching what I just said, 3 of which are female followers).

I think the settlement altering mods will be the biggest drain. Granted my experience with them has been on PC and pre-toolkit, but the way the game loads cells, spawns objects and stores their information and treats instances of things is quite complex. I think Sanctuary is more complex even still with it's role in the story, two versions of it.

Do we have any Escapists who have FO4 on the Xbone AND are in the beta?