Beths top 10 mods bundle for consoles ?

Post » Sun Jun 10, 2012 3:58 am

You're all completely missing the point. Whether or not Bethesda/Microsoft/Sony work out a deal is irrelevant. Due to customizability and hardware constraints, mods wouldn't work. Ever!
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Nicole Elocin
 
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Post » Sun Jun 10, 2012 3:58 pm

How about a pc, ps3, and Xbox have a threesome? That way it's offspring can be capable of having mods yet maintain its console form.

You know, for SCIENCE!
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Laura Shipley
 
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Post » Sun Jun 10, 2012 4:33 am

Don't take this the wrong way.

Consoles are a cheap casual way of playing games, its a buy once play games kind of deal so hardware limitations make the line of what they can do. Having a PC you have to update your hard ware every so often to keep up the the game requirements which dont tend to be so high since all games are made to play on console requirements, the consoles cant handle most of mods out, the only game modifications consoles will get are DLC. The creation kit is a very demanding tool which will not work on the consoles unless they get an actual operating system and is in no way compatible with a xbox controller.. or ps3 thingy.. Mods will generally stay on pc only i doubt in the foreseeable future there will be mods for consoles unless gamesas makes their own TES gaming console...
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Cagla Cali
 
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Post » Sun Jun 10, 2012 4:15 pm

It's an incredibly popular suggestion and Beth is probably well aware of it, but I doubt it'll happen any time soon if ever. There are limitations of all sorts, consoles are different beasts than PCs which can be much more powerful, and they have to get cooperation from the companies that make them, unlike with PCs.

It is getting very close to the point at which the only pros of consoles will be exclusive titles and ease of use anyway, you'll likely be able to build a more powerful PC than next gen consoles for equal to or less than the cost of those consoles. So that's maybe good news at least?
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Crystal Clear
 
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Post » Sun Jun 10, 2012 1:15 pm

How about a pc, ps3, and Xbox have a threesome? That way it's offspring can be capable of having mods yet maintain its console form.

You know, for SCIENCE!

To be fair, consoles are essentially the mutant children of PCs. Inbreeding would only make matters worse.
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Ashley Tamen
 
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Post » Sun Jun 10, 2012 2:54 am

Just noticed nobody is even bringing this up..even IF it were possible to have mods on consoles ( and we all know it's not! )
there would be so many conflicts, how would you control the game breaking issues and create a load order? how would you use mods that would require Script Extender, Wyre Bash, BOSS, NMM? other mod managers like the Morrowind/Oblivion/Fallout 3/New vegas/Dragon Age 1/2????

People don't think about that stuff..mostly because it's the console people who know nothing about it and what we have to go through to get our 200++ mods to work silky smooth all at once..

Now considering what i said, just think of that for all those games i just listed ( and add Witcher 1 and Witcher 2 into the mix ) that's ALOT OF WORK!!!
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Angus Poole
 
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Post » Sun Jun 10, 2012 12:12 pm

For gods sake if you want mods get a PC it is that simply.A decent gaming PC is not that dare,here is a idea SAVE SOME MONEY if people did not buy consoles the gaming industry would be so much better.I have said it before and i will say it again the sooner these outdated relics are scraqed the better it is going to be for everyone.
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no_excuse
 
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Post » Sun Jun 10, 2012 6:32 am

For gods sake if you want mods get a PC it is that simply.A decent gaming PC is not that dare,here is a idea SAVE SOME MONEY if people did not buy consoles the gaming industry would be so much better.I have said it before and i will say it again the sooner these outdated relics are scraqed the better it is going to be for everyone.

^ that sums it all up.. maybe if consoles stop existing we might get an actual rpg..
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Lisa
 
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Post » Sun Jun 10, 2012 10:43 am

No not the have to agree part. There should be a "if this mod is successful then Bethesda will contact the user and ASK if they can use their mod for distribution to consoles" thing. Just taking their work is wrong.
The CK's EULA already covers this. In short, they don't have to ask, we already agreed to it.


Regardless of the testing and refining Bethesda would have to do of any mods, I really doubt they would play favorites with the modding community. Yes, some mods are amazing and better then others, but that doesn't discredit the work of other, less talented modders. I don't think Bethesda will play favorites , ever.
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Amiee Kent
 
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Post » Sun Jun 10, 2012 2:17 am

:facepalm:

Just noticed nobody is even bringing this up..even IF it were possible to have mods on consoles ( and we all know it's not! )
there would be so many conflicts, how would you control the game breaking issues and create a load order? how would you use mods that would require Script Extender, Wyre Bash, BOSS, NMM? other mod managers like the Morrowind/Oblivion/Fallout 3/New vegas/Dragon Age 1/2????

People don't think about that stuff..mostly because it's the console people who know nothing about it and what we have to go through to get our 200++ mods to work silky smooth all at once..

Now considering what i said, just think of that for all those games i just listed ( and add Witcher 1 and Witcher 2 into the mix ) that's ALOT OF WORK!!!


This. This is the trillionth time this thread has come up - not just for Skyrim, but for Morrowind, Oblivion, Fallout 3 and NV as well. Mods on a console would not work.The modder would need to stay within the consoles hardware limitations whilst optimizing the mod, not to mention the inevitable incompatibilities, no way to update the mods, lack of access to file structure, and the general closed nature of the consoles. It's critical to have full access to the files whilst modding, as well as full control over whether or not the .esms/.esps are active or not. This way, if something becomes corrupt or broken (which it does) it's very easy to deactivate the mod until a solution can be worked out. There is no way you could ever do something like this on a console.

The only way this would work would be if Bethesda tested each mod as if it were official, gave the modders strict guidelines to stay within console limitations, and most importantly came up with a way to manage the mods' load order. Again, the latter will not/could not happen for the reasons stated above, and thus, mods on the consoles wouldn't work.
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James Rhead
 
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Post » Sun Jun 10, 2012 12:10 pm

Console could probably handle a horse armor mod lmao.
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SWagg KId
 
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Post » Sun Jun 10, 2012 5:26 pm

Console could probably handle a horse armor mod lmao.

No it would cause conflicts with the wall climbing horses feature...
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sally coker
 
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Post » Sun Jun 10, 2012 10:32 am



No it would cause conflicts with the wall climbing horses feature...

Lol get outa here! Away with you!
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Shannon Marie Jones
 
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Post » Sun Jun 10, 2012 1:28 pm

Bethesda may like the idea, but:

I'm significantly more likely to use SKSE to mod than simply the CK. If, by some extreme chance, my mods were to be part of Bethesda's top 10, they *may not* theoretically run on a 360 or PS3 *at all*. Why? because SKSE works in a way that is 100% NOT going to fly with Sony and MS.

Insurmountable? no. But it's something you need to consider when you go "just the 10 best" or something. Example, the #1 mod for most people on PC is probably SkyUI... which uses SKSE... see the problem here? :)

It's a perpetual problem of "ten thousand modders will always out-imagine the limits of Bethesda's scripting", although it looks as if Bethesda's worked hard to close that gap a bit.
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jesse villaneda
 
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Post » Sun Jun 10, 2012 6:29 am

Bethesda may like the idea, but:

I'm significantly more likely to use SKSE to mod than simply the CK. If, by some extreme chance, my mods were to be part of Bethesda's top 10, they *may not* theoretically run on a 360 or PS3 *at all*. Why? because SKSE works in a way that is 100% NOT going to fly with Sony and MS.

Insurmountable? no. But it's something you need to consider when you go "just the 10 best" or something. Example, the #1 mod for most people on PC is probably SkyUI... which uses SKSE... see the problem here? :)

It's a perpetual problem of "ten thousand modders will always out-imagine the limits of Bethesda's scripting", although it looks as if Bethesda's worked hard to close that gap a bit.

Consoles don't need SkyUI however...but I see your point. Many top mods use SKSE you say.
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naana
 
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Post » Sun Jun 10, 2012 2:47 am

:facepalm:

Haha i didn't see that, too much reading going on right now >.<
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Roy Harris
 
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Post » Sun Jun 10, 2012 4:51 am

Bethesda may like the idea, but:

I'm significantly more likely to use SKSE to mod than simply the CK. If, by some extreme chance, my mods were to be part of Bethesda's top 10, they *may not* theoretically run on a 360 or PS3 *at all*. Why? because SKSE works in a way that is 100% NOT going to fly with Sony and MS.

Insurmountable? no. But it's something you need to consider when you go "just the 10 best" or something. Example, the #1 mod for most people on PC is probably SkyUI... which uses SKSE... see the problem here? :smile:

It's a perpetual problem of "ten thousand modders will always out-imagine the limits of Bethesda's scripting", although it looks as if Bethesda's worked hard to close that gap a bit.

Sorry for double posting but oh well :P

Anyways, you are correct actually, SkyUI is #1 on the top 100 list, and deserves it :D
http://skyrim.nexusmods.com/downloads/top/alltime.php
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FirDaus LOVe farhana
 
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Post » Sun Jun 10, 2012 6:48 am

I guess "mods" to us console gamers will just be the dlc. You know, new weapons, quests, areas, ect.








Ahem...spaceships ;)
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Philip Rua
 
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Post » Sun Jun 10, 2012 7:06 am

Consoles don't need SkyUI however...but I see your point. Many top mods use SKSE you say.

Not many in the top 20 YET, but numerouse popular mods use ScriptDragon, SKSE or high quality textures that consoles would have serious issues with.
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Dale Johnson
 
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Post » Sun Jun 10, 2012 2:46 am

what about a patch for the ps3 and xbox that creates the option on the main title screen that takes you to a part of the creation kit website where mods meet specific specs and limits the amount you can use on the consoles. I take it when a pc user dls a mod they have instal specific programs for them to run?
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Robyn Howlett
 
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Post » Sun Jun 10, 2012 5:59 pm

what about a patch for the ps3 and xbox that creates the option on the main title screen that takes you to a part of the creation kit website where mods meet specific specs and limits the amount you can use on the consoles. I take it when a pc user dls a mod they have instal specific programs for them to run?

:facepalm:

Nope nope nope can't and won't happen. Impossible.

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My blood
 
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Post » Sun Jun 10, 2012 3:46 am

what about a patch for the ps3 and xbox that creates the option on the main title screen that takes you to a part of the creation kit website where mods meet specific specs and limits the amount you can use on the consoles. I take it when a pc user dls a mod they have instal specific programs for them to run?


Yes and no.
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Ymani Hood
 
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Post » Sun Jun 10, 2012 9:31 am

Instead of mods for console, how about some game changes? I see no harm in game changes such as player only killable npcs who are currently essential( and shouldn't be), multiple followers, labeled and assorted containers, ect.
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Ricky Rayner
 
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Post » Sun Jun 10, 2012 5:58 am

Instead of mods for console, how about some game changes? I see no harm in game changes such as player only killable npcs who are currently essential( and shouldn't be), multiple followers, labeled and assorted containers, ect.


sure

but only if you sing the Imagination song long enough lol.
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Gavin Roberts
 
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Post » Sun Jun 10, 2012 12:26 pm

Yeah forgot about SKSE,bugger.

What if they released a ck for the consoles for the modding community?think about it,it would be a stripped down set of tools and of course it wouldn't run on the consoles but you could upload to xbl,if some bright sparks wrote a few progs that would test trial them within the limitations of the tech then it could be offered to the public with a stringent "Play at your own risk to the box".

I bet beth will offer the console community a few small dlc's instead of a big hit once.
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tegan fiamengo
 
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