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Farming Simulator Confirms XB1/PS4 Mods

I don't "mods" were ever really the issue with the Bethesda games, the reports seem to suggest it's more to do with how Bethesda were wanting to handle those mods. I don't thinks mods will ever really be an issue but like everything else that releases on consoles there are certain that you agree to do when you choose to release games on that console.

As a publisher, if you're not prepared to do those things then you're always going to have issues.

Well yes. Mods have traditionally been the responsibility of the user even when the company officially supports them. The only exception is occasionally a mod will be so good the devs will endorse it and help work on it like some of the VtM:B work. But even then it is an additional download you are responsible for troubleshooting. Sony is basically going the opposite of pc norms. Which might not be a problem for some games but would be very different from Beth's usual protocol of letting users do whatever they want and only removing things do to user response.
 
No he is very wrong. The format of the mods weren't why Sony is giving them problems. There is some tech difficulties that could probably be corrected but why bother if Beth doesn't agree to the other terms for the mods. I am guessing either Sony added in the new requirements after the fact, Beth never asked about the possibility of QA work since it's a little insane, or Beth figured they could get it waived because of how important they are. Either way it's not a technical restriction causing all of the problems since they could just release mods that didn't involve new textures or sounds.

The guy I quoted was wrong in it being due to file format but this is just as much Bethesda's problem as it is Sony's. I love how Bethesda is just playing the blame game though to make themselves look better. We know it's not just a Sony problem preventing this.
 
Well yes. Mods have traditionally been the responsibility of the user even when the company officially supports them. The only exception is occasionally a mod will be so good the devs will endorse it and help work on it like some of the VtM:B work. But even then it is an additional download you are responsible for troubleshooting. Sony is basically going the opposite of pc norms. Which might not be a problem for some games but would be very different from Beth's usual protocol of letting users do whatever they want and only removing things do to user response.
We don't know that though do we? Although people keep commenting on what happened nobody on here actually knows what happened there but everybody is making their own versions up of the story.

One of the generalities that we do actually know is that a closed platform has certain guidelines that you must adhere to and if you don't, you're just not going to get your content on that platform. Whatever these unknown details are, that is something that hasn't happened with what Bethesda are wanting to do. Whether it is that isn't acceptable to get on that closed platform, they will clearly need to remedy those issues before they'll be able to move forwards.
 
Aren't these things (like LBP) just cosmetic addons that don't mess with the core of the game?, unlike the FO one's?

The Farming Simulator mods are often quite significant additions to the gameplay - things like Courseplay (setting up set routes for your equipment to travel with actions along the way), as well as new maps, crop types, equipment, activities (using multiple items to brew beer, for example). Just to name a few :)
 
I hope no one is legitimately comparing console mod support for Fallout 4/Skyrim to a game where you can change the color of your tractor.

Oh wait, I see people already are.
 
We don't know that though do we? Although people keep commenting on what happened nobody on here actually knows what happened there but everybody is making their own versions up of the story.

One of the generalities that we do actually know is that a closed platform has certain guidelines that you must adhere to and if you don't, you're just not going to get your content on that platform. Whatever these unknown details are, that is something that hasn't happened with what Bethesda are wanting to do. Whether it is that isn't acceptable to get on that closed platform, they will clearly need to remedy those issues before they'll be able to move forwards.

Bethesda's statement says that Sony is blocking the mods because they don't support them "the way they should work." This most likely means letting users be responsible for anything that happens to their system using them. That statement supports the text conversation that was put on here.
 
The guy I quoted was wrong in it being due to file format but this is just as much Bethesda's problem as it is Sony's.

How is it Bethesda's problem? If Sony actually asked them to QA every mod--a task which is *clearly* impossible--how can you pin *any* blame on them?

Sony asking Bethesda to QA all mods (including all possible combinations of mods that can be used together) is equivalent to them saying "we don't want mods." Sony isn't stupid; certainly someone there must know it's an impossible task.

If Farming Simulator's mods are simply cosmetic, or if there simply aren't very many of them, the task of screening all of them becomes possible.
 
I guess GIANTS Software has more money and resources than poor Bethesda to invest in QA.
Before starting with the sarcasm, are Farming Simulator mods in any way, shape or form comparable in scale and complexity to TES mods? Do they even contain executable code? Can they mutually interact?
 
How is it Bethesda's problem? If Sony actually asked them to QA every mod--a task which is *clearly* impossible--how can you pin *any* blame on them?

Sony asking Bethesda to QA all mods (including all possible combinations of mods that can be used together) is equivalent to them saying "we don't want mods." Sony isn't stupid; certainly someone there must know it's an impossible task.

If Farming Simulator's mods are simply cosmetic, or if there simply aren't very many of them, the task of screening all of them becomes possible.

I think it is more likely that Sony's idea of how mods should work is at odds with traditional PC standards.
 
Are you really comparing the amount of mods in a Bethesda game to Farming Simulator?

Farming Simulator 2017 isn't out so it has zero mods. Still, its developer is willing to meet Sony's requirements, whatever they ultimately are. Better than throwing your hands in the air and pointing fingers.
 
Bethesda's statement says that Sony is blocking the mods because they don't support them "the way they should work." This most likely means letting users be responsible for anything that happens to their system using them. That statement supports the text conversation that was put on here.
"Most likely" doesn't really carry any weight when to comes to what people on here actually know about it though, does it? "Most likely" is no more than conjecture.

All developers will be aware of exactly what is required of them to release content on a closed platform such as the PS4, it's then their responsibility to ensure that they do that. The way that mods "should" work, for this game and any other that want to use them, will be specifically outlined in the documents that all developers need be intimately acquainted with.

Any "should" outside of that is nothing, it's air.

That's a part of their responsibility as developers on their chosen closed platform. If they can't adhere to that then the platform holder will always reserve the right to refuse entry.
 
Thing is... why would it be such a problem for Bethesda to provide a currated environment for Mods on consoles?
From the get go I thought it was going to be the case even on XB1, in spite of Howard saying that all mods on PC would be available on XB1. I mean... some of these mods are super graphic intensive and based on hardware vastly above the XB1 (or PS4), both in terms of CPU/ GPU power or amount of available RAM.

The problems with the "hands off" attitude chosen by Bethesda for this are well known and have already been reported on

https://www.pastemagazine.com/articles/2016/06/fallout-4-mods-pc-vs-console.html

... "Apart from the awkwardness in releasing a mod that simply doesn’t work (Bethesda showed my mod on their Twitch channel and it did not work at all), I rely heavily on console users to report back to me [...] It took a long time before I actually had enough information to realize what the problem was with my mods. The mod worked for me on PC, but I had [console] users report that it did not work, and other [console] users that reported that it did work,” he says.

It seems that like in (too) many cases on PC we have a Publisher who, instead of doing the extra work, relies on the community.

Now is Sony completely removed from any criticism? Probably not. They have a history of paranoia (external HDD) and proprietary formats for files and hardware which always meant that modding was going to be an issue.
But as shown by the FS17 update on mods, they are willing to work with their partners and whatever the development environment issue can be on PS4 it is hardly a new one as we are at least 4 years into the development environment for Bethesda and all the AAA houses.

So again, the QA on thousands of mods being obviously impossible, why not offer a currated list of the top 100 or so most popular mods instead? #shrug
 
Are you really comparing the amount of mods in a Bethesda game to Farming Simulator?

You'd be surprised.

There are hundreds, if not thousands of mods for the FS franchise. Everything from original maps, to licensed vehicles (John Deere), and scripts out the wazoo (Courseplay). The community is robust as hell.

A simple Google search will reveal dozens of websites dedicated to Farming Simulator modding. It gives the games incredible legs.
 
You'd be surprised.

There are hundreds, if not thousands of mods for the FS franchise. Everything from original maps, to licensed vehicles (John Deere), and scripts out the wazoo (Courseplay). The community is robust as hell.

A simple Google search will reveal dozens of websites dedicated to Farming Simulator modding. It gives the games incredible legs.

Do we know how many mods and what kind are planned to come over to console? Also can mods interact with each other?

I don't see a developer doing QA on hundreds of mods that can be used in any combination.
 
Do we know how many mods and what kind are planned to come over to console? Also can mods interact with each other?

I don't see a developer doing QA on hundreds of mods that can be used in any combination.

Good question.

I know on PC you can have dozens of mods running simultaneously side by side. But GIANTS doesn't curate them or test compatibility. That's on the Communities' shoulders.
 
You'd be surprised.

There are hundreds, if not thousands of mods for the FS franchise. Everything from original maps, to licensed vehicles (John Deere), and scripts out the wazoo (Courseplay). The community is robust as hell.

A simple Google search will reveal dozens of websites dedicated to Farming Simulator modding. It gives the games incredible legs.
The question obviously is how many of those will get approved over to console.
 
Good question.

I know on PC you can have dozens of mods running simultaneously side by side. But GIANTS doesn't curate them or test compatibility. That's on the Communities' shoulders.

Either they are severely gimp in the mod support on consoles or they didn't run into the same texture, sound, storage issues Bethesda has for Fallout.

I'm really curious how mods work on the game. For example when mods are published for the PS4, do molders have the option to use the PS4 texture format for example.
 
Are there any mods out there that make Fallout 4 less shitty? Like, entirely rewritten dialogue, quests, quest branch points, quest scenarios?

Because FO4's problem wasn't cosmetic. It was the lack of all the shit that made New Vegas so good.
 
Are there any mods out there that make Fallout 4 less shitty? Like, entirely rewritten dialogue, quests, quest branch points, quest scenarios?

Because FO4's problem wasn't cosmetic. It was the lack of all the shit that made New Vegas so good.
I don't know if there are many, but I'd think it'll take more time to get those created. There's a lot of work to do.
 
Sony wanted QA, bethesda wouldn't agree to do it because it's essentially impossible.

In this case FS is likely going to QA and/or curate their mods because they don't have 7000 mods to QA like a Bethesda game does.

how is it bethesdas fault then ? the other user is trying to paint a false picture then ...
 
So many folks seem to cling to "Mods" as a buzzword.

Perhaps take a look at what Mod Hub looks like and what PC player generally use that service for compared to the external ones - then take a look at what Fallout 4 / Skyrim Mods are, what they involve and compare between Bethesda.net and all the other external providers and the complexity going on outside of that
 
Are there any mods out there that make Fallout 4 less shitty? Like, entirely rewritten dialogue, quests, quest branch points, quest scenarios?

Because FO4's problem wasn't cosmetic. It was the lack of all the shit that made New Vegas so good.

You are asking for Fallout 5 , not a mod.
 
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