So...Bethesda's Closed Beta testing the Creation Kit.

I wouldn't say ESO is a failure, sure it didn't get the subscriptions it wanted to stay afloat but that doesn't mean it's a failure. It's a buy to play with the ingame store. I suspect the whales are keeping it in the black much like other free to play and buy to play games. Then they also have an optional subscription that gives you the DLC, some other cosmetic, and minor gameplay bonuses. From when I last played there were quite a few players still on the american megaserver.
 
ESO immediately turned me off of even a second glance when they pay walled the Imperial race, I mean wtf a lot of people like playing Imperials in TES you assholes.
 
It wasn't utterly disaster however it wasn't profitable enough as well. They tried monthly subscription model only to accept defeat and turn the game into F2P. It sold well but it didn't took the place of WoW as they hoped.

It was just SWTOR all over again.

It was Zenimax being cheap and stupid. To think just because Skyrim was a massive success people would leave World of Warcraft and start paying monthly for TESO (Typical AAA publisher logic that fails everytime)...

However i have to admit TESO is a good MMO and almost certainly better than WoW and SWTOR. Still it was a very greedy attempt and they barely salvaged the initial failure.
Does this speak of the arrogance of Bethesda?
They look at SWTOR, a freaking STAR WARS game! That tried the model and failed.
And they sat down and thought to themselves...
"hmmmm...."
"hmmMMMM!"
"hm..."
"We can prolly do it."
And then they failed.
Because they're not WoW.
 
Does this speak of the arrogance of Bethesda?
They look at SWTOR, a freaking STAR WARS game! That tried the model and failed.
And they sat down and thought to themselves...
"hmmmm...."
"hmmMMMM!"
"hm..."
"We can prolly do it."
And then they failed.
Because they're not WoW.

Pretty much, yep.
 
Risewild said that the Fallout 4 GECK was more or less the same as Skyrims CK, I think, though I think that was second hand information.

Yeah it is second hand information and I didn't try to ask anything more since the NDA is in place and I don't want to cause troubles for my friends :irked:.

I might ask some superficial info that doesn't break the agreement but to be honest I am not that interested in mod building for FO4 yet, maybe once the ultimate edition gets released if I can be bothered :wtf:

EDIT: I asked a few general questions and I got confirmed that the Fallout 4 GECK is pretty much like Skyrim's CK, when I asked why would it be in a close beta testing since none of the previous GECK or CK were, the answer I got was: "it's riddled with bugs".
 
Last edited:
It seems mods made with the GECK are starting to trickle out, this one in particular caught my eye. I follow the mod author on the nexus and this came up in my notifications. It seems to be a decent quest mod, not sure how the voiced character works out for it if there is any dialogue at all in the mod.
 
Another reason they shouldn't have used a VA, it completely fucks over the modders.
 
Yknow microsoft voice? The program that would robotically speak up the words you put into it? Maybe they got the voice actors to do that. It just works.
 
So @Risewild any speculation on BGS providing audio samples of the protagonists for mod authors to use or do you guys have to Frankenstein the shit out of it.
 
So @Risewild any speculation on BGS providing audio samples of the protagonists for mod authors to use or do you guys have to Frankenstein the shit out of it.
Didn't hear anything about it before, and I assume my friends would have mentioned something about that :confused: will ask them later when I talk to them.

If I am allowed to assume, I would say there is not much of a chance for that but who knows.
 
That's what I figured, guess all that "love" for the modding community only goes so far. I'm curious about that mod and seeing what Trainwhiz did, but the thought of having to fire up FO4 is just, yeah no.
 
I hope the community adopts the de facto standard of not having a voiced PC for quest mods. Time will be spent elsewhere on more interesting and useful things, and it would be a clear message to Beth that the voiced PC is not welcome.
 
I hope the community adopts the de facto standard of not having a voiced PC for quest mods. Time will be spent elsewhere on more interesting and useful things, and it would be a clear message to Beth that the voiced PC is not welcome.

I agree with you on that. Then again doing something like a fully voiced mod, or a at least partially takes a lot of effort.

Even after many years in Fallout NV there aren't that many well voiced mods, except the stuff by someguyseries and a couple of others.

They also don't have to worry about main protagonist having voice, all they have to do is record for NPCs.

In Farcryout 4 there are only a couple of solutions:

a)Splice the voice = tons of time and effort needed, not many people like voiced. It probably won't be popular.

b)Silent Protagonist. Easiest to make and one of the most popular, including NV mods. Will be a bit immersion breaking for many people, due to lack of voice in mod, while there is in the base game.

c)Custom voice actor that hopefully, sounds a bit better than a current voice actor. Look at point 1.

Basically, due to voiced protagonist of Fallout 4 the limitation is much greater than in Fallout NV. Honestly, at this point I hope that modders turn away from Farcryout 4 and that Bethesda screws themselves even more with paid mods, their bethesda.net etc.
 
I would rather mod authors not make any kind of voicing for the protag, just leave them silent because there will be people who use the character silencer (like myself) then you have that jarring effect where in that mod he speaks whether it is the same voice but spliced together or a completely new voice.

Bethesda did record quite a few lines of dialogue for the player so I would assume that a mod author could in theory just go through the sound folder and see if there is a good line anywhere, something like a "Yeah, I could do that" or some other line. This could also reduce quality dialogue in mods because they then have to rely on what bethesda made and that isn't always the best.
 
I would rather mod authors not make any kind of voicing for the protag, just leave them silent because there will be people who use the character silencer (like myself) then you have that jarring effect where in that mod he speaks whether it is the same voice but spliced together or a completely new voice.

Bethesda did record quite a few lines of dialogue for the player so I would assume that a mod author could in theory just go through the sound folder and see if there is a good line anywhere, something like a "Yeah, I could do that" or some other line. This could also reduce quality dialogue in mods because they then have to rely on what bethesda made and that isn't always the best.
basically happen in some npc in Pillars, wasteland 2 and divinity OS. where only the best line (such as speech) is voiced
 
Back
Top