Why are people still making mods for this game?

So Fo4 needs expensive propietary software for animations? Why do they suck so much then?
Expensive software doesn't replace talented animators, I guess. Garbage in, garbage out.
Using that format was definitely not a good move by Bethesda as it limits a huge area of modding.
 
Beacuse it's the artist that makes the tools, not the tools the artist ;).

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SLNodshaslüdvnaaarhbh, you always post before me! Stop stalking me! :p
 
Beacuse it's the artist that makes the tools, not the tools the artist ;).

*Edit
SLNodshaslüdvnaaarhbh, you always post before me! Stop stalking me! :p
Eh, it's not like Walpknut didn't know that, anyway :D
 
I wonder whether Someguy2000 will even bother to mod F4. He did post on Nexus some thoughts about his plans and F4, mentioning the voiced PC in particular as a restriction.

Regarding other restrictions, the four options limit could be circumvented (only partially) by having the fourth response be a pointer to the previous or next chain of three responses, and that works, but it's blatantly jury-rigged and shows the limitation of having only four options at any instance. Another method involves using notification windows for the dialogue interface, allowing for no limit to the number of responses at any instance, so I'd take that any day over the vanilla one. The character system doesn't fare any better, given the rigid perk ranks replacing skills, which makes acknowledgement of character builds always more limited. Adding new perks must be done outside of the perk chart using something such as an aid item in the Pip Boy, which is also jury-rigged. The more people try to compensate, the more apparent these restrictions are.

I would advise him to not even bother, given the state of the character system, primarily. If it weren't for it being what it is in F4, there could still be potential for quest mods with the same or similar degree of role playing.
 
Bethesda went full apple, require expensive propietary software to deliver an inferior product.
 
I don't know how much we will get out of rehashing old ruminations about this non-game. It's a Fallout-themed sandbox/sim tech and art asset demo sold as a game with content and a story, but lacks entirely beyond props available. To me I can see why people would mod it, the game itself is mostly unrewarding busywork with poor unfinished design you try to get around. The first release of the game had the console fully enabled, and the settlement system is just mod/dev tools crudely rebranded as game features because they at cursory glance resemble other things sold as games like Minecraft. They did this in lieu of adding actual game content to these in-game areas.

It's a sandbox, people are going to mod it. Some well, most poorly. Will it make a game? Maybe a survival sim if you're lucky. Who cares? Fallout 4/GECK's become a front for remastering the corny sword and shield game Skyrim anyway, which had much more of a following and people will leave and flock to that, anyway. It's over. Shrug and leave. You still have New Vegas.

(And yeah, that proprietary animation bit further destroys any possibility of anything worth sticking around for unless something else can be implemented and I'm guessing not.)
 
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Someguy did mod Skyrim, in The Forgotten City mod, but whilst the game wasn't as good, the core mechanics were still there, so he did a great job without having to give up too much of his style.
But now... Dunno, i'd have to see how much he has to cut from his idea to know how much Quest Mods have to stop doing.
 
Favorite mod so far is the mod that lets you uninstall the game from the Steam user interface. That's technically a mod right?

I regrettably have all the DLC and still couldn't be bothered to wait for Nuka World and all the other crap. If I can't even like the base game enough to keep it installed then why would I want to use mods for it?

Bethesda has reversed their role in all of this. They were supposed to make a Fallout game that modders would later add to. Instead, their DLC and base game is a giant crafting mod stuck to an offline MMO quest system, and now people are hoping the modders will make an actual Fallout game to fix that.
 
What I am curious though, what do Skyrim modders think about it? I mean you could see Fallout 4 as some kind of warning. Correct me as I don't know it., but as far as I know you can not modd on the console, you need a PC for that right? Who's going to stop the entitled brats to throw the same garbage at Skyrimodders as they did to some of the Fallout 4 ones? Heh I really was glad to see console users geting some of the modds, but I never expected THAT kind of entitlement ... and that Beth would pretty much do nothing about it.
I'm not a mod maker myself, but from what I understand, you don't need a particularly powerful PC to run the Creation Kit. Any halfway decent machine that an XBox player can use to steal mods from the Nexus should be able to run it.

My thinking? Yeah, a lot of the older mod makers are likely to quit over the next few months or so, either moving on to other games, announcing they're only going to work on mods for older Bethesa games, or just finding a new hobby. They'll be replaced with a newer group of mod makers focused on mods for the XBox, and working within its limitations.
ETA - it kind of goes without saying that the quality of the mods that we've grown accustomed to using is going to go down the tubes, but for console players who never experienced the work of a Someguy2000, they'll never know what they missed.

And I wouldn't be surprised if Bethesda is just fine with that, or at least indifferent to it. I look at their actions since FO4 was announced and I ask myself, "If Bethesda deliberately set out to piss off and alienate their existing older game fan base and modding community, what would they be doing differently from what they're doing now?"

Answer- not much.
 
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Well, as someone who really enjoyed mods in the past a lot, I even bought sometimes games simply based on the mods that might come out for it, I find it incredibly sad and stupid to see how more and more games and companies limit the possibilities of modding. At least this was one thing with Bethesda games that was exceptional. But it looks like they want to restrict it in order to capitalize on it, they have gone full console now ...
 
When Bethesda treated mods like just something their simplistic engine allowed people to make the tools were more flexible, once mods entered the mainstream conscience and Bethesda made them a marketing point on the box and trailers everything went to crap. First they caused a shitstorm in the mod community with their paid mods scheme, now they just made it more boring by the core design of the game alone.
 
"Why yes, I'd love to spend weeks and months making a very deep and entertaining mod for Fallout 4 that will then promptly be stolen and monetized on consoles by thieves asking for donations. Then I'd love to be yelled at by obnoxious ultra casuals. That sounds like a lovely way to spend my time..."

It's no wonder why modders would rather make $99 Deathclaw balls DLC for Bethesda's paid mod garbage than make decent mods like with New Vegas or Fallout 3.
 
Did you know that FO4 is so shitly made that if a mod adds an item to the player inventory automaticslly (like with Nevada Skies config aid item) and it loads on a file before character creation the game craps itself and gets stuck loading?
 
Did you know that FO4 is so shitly made that if a mod adds an item to the player inventory automaticslly (like with Nevada Skies config aid item) and it loads on a file before character creation the game craps itself and gets stuck loading?
And when that happens, the ultra casuals who are using the stolen Fallout 4 mod spam the original mod developer with threats lol.

Bethesda made this game for obnoxious ultra casuals that don't even like RPGs, alienating every single Fallout fan including the modders in the process. The fact that Mr. Hines implied Morrowind can't be remastered because it has too much reading and dialogue for Skyrim fans leads me to believe the developers are just as ultra casual as the Fallout 4 fanbase.
 
Hines directly said people modding the game without their tools are hackers and not modders. How is that guy not out of a job?
 
I don't think the issue here is that either Todd or Emil don't understand what RPGs are, what they should contain and how they work, well maybe Pete, but he doesn't struck me as the smartest kind of guy anyway. Or like someone who does what he does just for the paychecks. The point is, Todd made it several times clear, in interviews, how much he loved and adored Fallout 1 - which was probably just marketing talk anyway - but he was not tired to also mention how much he hated it that players could cut them self out of content by what he called the wrong choice. I mean imagine that! The player is pissing off the quest giver and the quest giver attacks the player, who has now to kill the quest giver, well, making it impossible to get the quest! Actuall choices! That matter! What a horroible thought! Todd is intelligent enough to grasp the implication of this. He just willfully decided not make his games that way. Either for his own amusement, but most probably because he knows that he will reach a lot more people that way, and thus sell a lot more copies. Which in turn will make his bosses super happy ...
So in the end, it boils down to money.
 
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