Creation Kit and Bethesda.net mods are out

At this point, it is pretty clear that they don't give a flying fuck about the PC crowd anymore and gone full retard.
FTFY.

They even have their mods stuck in a directory called 'workshop', strikingly similar to Steams offering.... hmmm. You can't just download the mods like on Nexus either, you absolutely MUST install their bloated spyware downloader application. Fuck that, fuck you Beth you dirty whore.

Now I'm really not looking forward to what they are going to do to TESVI.
 
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And ZigzagPX4, I think you're being too cynical

No such thing on NMA! :razz:

Well, okay, I'm not this cynical outside this site, and yes, it does seem like a light-hearted poke at their own mistakes. But usually these kinds of jokes come after the fixes are implemented, no? At the moment, they're just making fun of something that they actually should have fixed.

It's like when writers have characters talk about how the adventure they are experiencing seems full of logical holes. Cute and all, but the writers could instead just put the time and effort into fixing those plot holes. Hey, I don't like ruining a good time, but pointing out your mistakes does not mean you get a free pass to ignore them from that point forward.
 
Could anyone walk me through the process of how this system Bethesda got in place works? (brain's rather slow atm)
 
So I need a separate account and then I need to download it through their service? Meaning I have to get a separate download/install program?
 
Yes. You need an account on Bethesda.not & you must install their downloader application to be able to download the mods, probably also need to link your fallout game to their data gathering system so they can be sure you're not a filthy child-killing pirate.

From what I can tell, that "Launcher" application is just a glorified web browser that allows you to download the Creation Kit. I think you might actually need the game installed to download mods from Bethesda.not from within the FO4 game menu. Seeing as though I deleted that pile of shit many months ago, someone else will have to reply to your question.

Still seems dodgy as fuck to me and a whole lot more trouble and headache over just going to the Nexus, download the mod you want, install it, done & playing it. And what's whit the two week long Beta testing period?? Seems kinda short.

I really hope all this backfires in ToddPetes face, I can see them/him/it being a homeless vagrant on the streets of Bethesda asking for a dollar here n there from passersby. Using up all of their available body energy just to stand up and trudge down to the local soup kitchen, recanting the glory days of "When we ran the most successful gaming development company on the planet" through a matted, dirty grey/black beard.
 
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Holy shite in a handbasket I was right in my prediction that the Kit would come out on April 26th. Not too keen on that BethesdaNet Launcher but if I want to change this stupid game I may need it.

To all those scared that this will stop people from using Nexus, it won't. The Nexus is pumping out mods at a steady pace again and NMM has been updated to handle the new system. Bethesda.net will be like Steam Workshop was for Skyrim, for the "new" mod users and console users.

The ingame mod browser I don't like one bit. Now granted I'm not entirely sure how it works, if you can activate mods ingame (which will cause so many issues you wouldn't believe) or if you can just download and activate later, it's probably the former because of the hotswap ability they introduced in Skyrim.

EDIT: So found this while browsing their new shitty forums.
General FAQ

Q: What is the size limit on mods?

A: There is no size limit!

Q: If I delete a mod from Bethesda.net, is it permanently removed from Bethesda.net?

A: Yes. However, any users who have downloaded the mod will still have a copy locally. If they delete it, they will be unable to download it again.

Q: What does the [M] or [Modded] mean in my saved games list?

A: If you run with Mods active, any saves created are specially flagged as a Modded saved game. We create a separate character filter, so users can easily find their modded vs non-modded characters and saved games.

Q: Can I access my local Mods in game if I'm not logged onto Bethesda.net?

A: No, but we are working on an update to allow this in future update.
Not sure how I feel about that last bullet point.
 
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I really hope all this backfires in ToddPetes face, I can see them/him/it being a homeless vagrant on the streets of Bethesda asking for a dollar here n there from passersby. Using up all of their available body energy just to stand up and trudge down to the local soup kitchen, recanting the glory days of "When we ran the most successful gaming development company on the planet" through a matted, dirty grey/black beard.

You're just a bundle of sunshine aren't you?
 
It would be their undoing. If Nexus users aren't required to pay for their mods, many of which are more complex and/or require a script extender, it would be expected that console users woul feel wronged by that.
Console players didn't even felt wronged by the Wasteland Workshop DLC.
 
Alright so I spent a little time playing with the Creation Kit and the in game modding.

The Creation Kit is just as janky as it always is, throwing me tons of errors as usual. The hot load the game with the mod in progress is a helpful feature that is a few kits too late, it was put in by mod makers for the Construction Kit Extended for Oblivion and hasn't come back yet till now. The loading of cells is as god awful as loading in game. It does seem like the developers used more categories for the object window this time so that is always welcome. Overall it looks and feels exactly like Skyrims Creation Kit with a few added goodies.

The in game modding is weird to say the least. You have to log in to Bethesda.net from inside the game (always online DRM anyone?) and you can look at the pretty thumbnail pictures and names of the mods on that screen while you have the main moving video in the background. The interface for it isn't very informative, the main centerpiece is the pictures the mod author puts up with a tiny box that you have to scroll a lot through to learn what the mod is about. The mod downloads inside the game and has a very very minimalist load order tool that isn't very helpful actually. When ever you download a mod or rearrange the load order the game has to reset itself and that process can't be prevented. The mods are downloaded into a folder called mods inside the fallout4 folder but it doesn't seem to come in a format that is usual for most mods such as .zip or .win instead it is a .manifest. The esps and b2a archives seem to just be haphazardly thrown into the data folder so using a mod manager will be a nightmare if you want to use those two in tandem.

Overall, I wouldn't recommend the new in game modding system unless you know next to nothing about modding (console users) and do give two shits about screwing up your game.
 
I knew it. They're trying to consolidate mods to their site. (Looks like I stand corrected on how long it was going to take to bring this out, but it still came after the two stuff DLCs, which they told us wouldn't happen, so...)

EDIT: Just as well, it looks like there's been a massive drop-off of players since launch.

https://steamdb.info/app/377160/graphs/
Is that really surprising, though? It's a singleplayer RPG and it's been out for a few months. Consistent playership is not to be expected. Just like Skyrim did, it will resurge in popularity with the release of the DLCs and rise of the modding community.
 
I had to share this, since It was so naive. Some people will accept what Bethesda is doing and praise even when they take all the money (I also got 5 dislikes for that, oh the pain):

Him: "Soon, the mods will rise. Soon, Fallout 4 will be the greatest game for the next decade. Soon, consoles will get mods. Soon."

Me:"
HAHAHHA, I think you are delusional, if you think that it is going to change much. There is a reason consoles have never had a variety of mods. First of all, let's take New Vegas and one of the most popular mods: PROJECT NEVADA. IT requires script extending, which is not available in the base game or EVE.

I highly doubt that outside of some simpler mods like patches, weapons, armor and such will be available. Also the creation kit is currently available only through bethesda.net. To me it seems they want to lock up mods behind their site and take money from them, just like they tried with paid mods in skyrim.

Say whatever you want, it is not going to change the fact that Fallout 4 is not a good Fallout game.


Him:"First of all, it wasn't Bethesda that wanted to do paid mods, it was Valve. Second, while Fallout 4 is not a decent Fallout game, it is still a good game, despite being on an absolutely shitty engine. I have faith people will find ways to make the mods work on consoles."

I am really glad, that I can at least come here and have reasonable discussion.
 
I cannot fucking believe they have the balls to host a bugfix patch on their own website. They either lack self-awareness entirely or just feel contempt for their audience.

I don't think mod exclusivity will be a problem for now, I'm seeing a lot of mods on their website that are also on the nexus, some of which I presume were made with the CK.
 
The Creation Kit is just as janky as it always is
No shit, seems a few are more than displeased with it...

2zqy7vs.jpg
 
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