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fallout:london and the upcoming issue with mod compatibility


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So London isn't going to have much of any mod compatibility at first and eventually when it does it'll be a struggle to even figure out which mods will be compatible

so I'm suggesting London either gets its game category or a tag is made for fo4's category "London compatible" (something along those lines)

secondly, if we go the route of a tag, we'd need a secondary tag for mods specially built for London

 

London needs some form of special treatment to make sure it's modding community isn't snubbed out as soon as it's released

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Posted (edited)
6 minutes ago, 363rdChemicalCompany said:

This is just me speculating but unless FO london cant handle F4SE (which I cant imagine) most of cour mods shoudl still work.

Of course not location or quest mods, but cheat console , showlooksmenu presets, and the like should be just fine

The way I understand how the mod works (reading messages in the discord from its devs) is it borrows a lot of assets, scraps even more and replaces many systems

while yes a lot will work, even more wont

I'm sure the devs are just covering their bases, but they warn users that even texture mods *could* cause issues

and while I'm fine with testing my packs, a lot of users are far more casual and would like some level of certainty on whether a mod will work/won't f*#@ with the main game at large

Edited by A1British1Lass
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4 hours ago, A1British1Lass said:

even texture mods *could* cause issues

Interesting. So it needs to be installed over a vanilla game? For me it's about 8 or 9 years too late for that (as I have hundreds of mods I'll never uninstall, including extensive changes to NPCs and factions). But it's possible there are people who have never played Fallout 4 who would be willing to try Fallout London 🙂

I'm kind of surprised they didn't do the approach where you take a train to new lands and then have self-contained lands inside a full Fallout 4 game.  But I don't judge them as they obviously made the mods for themselves and are kind enough to share their work which makes them perfect modders 🙂

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I disagree. FO London is a total conversion in the same way Skywind is and even though they are not official they should be treated just like New Vegas as a base game of it's own. Mods can certainly be converted from FO4 to work in the TC but the default approach should be to make mods for it from scratch as if it were a new game.

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25 minutes ago, worm82075 said:

they should be treated just like New Vegas as a base game of it's own

But it's not a base game. It's a mod. They didn't write their own game. They modded Fallout 4. I don't know what Skywind is, but if it's like Fallout London, then it's not its own game and doesn't deserve to be treated that way.

As much as I love mods like Nuka RIde, for instance, they're still gigantic quest mods inside Fallout 4 (larger than all the vanilla DLCs put together).

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Skywind is remaking TES 3 Morrowind in the TES 5 Skyrim Engine. It is a total conversion that completely removes the Skyrim world space and all of it's objects and quests which is what defines it as Skyrim. Same engine with completely different game data = different game. It's no different for fallout London as there will be nothing left of the Fallout 4 game data for which 90% of mods are directly based. Same engine, different game.

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Just now, worm82075 said:

It's no different for fallout London as there will be nothing left of the Fallout 4 game data for which 90% of mods are directly based. Same engine, different game.

It's still a mod, not a game. They didn't write a new game. They modded someone else' game.

I'm going to name three gigantic and amazing quest mods for Fallout 4 which are larger than vanilla DLCs and far, far better:

  • Nuka Ride (by JB.)
  • Commonwealth Slavers (by JB.)
  • Problems of Survivor (by DSHV)

There are other mods which do the same but on a smaller scale, of course. What these mods all have in common is they integrate themselves not only with Fallout 4 but allow for other large scale mods to work concurrently with them. For instance, Nuka Ride and Commonwealth Slavers block most vanilla quests (and factions and more) until you finish their gigantic story lines, and then they reactivate the quests. Problems of Survivor not only adds a zillion quests and encounters and mini-stories but adds extensions to vanilla questlines.

More importantly than that, each of them work with a community of modders to add features taking advantage of mods by other people. These quest mods are not only large in scale and by design compatible but are intended to be part of a community of modders and mods.

With regard to textures, while the mods are native to Fusion Girl and Body Talk, for instance, there are all sorts of easily accessible ways to use those mods with other body types such as CBBE, A-Body and whatever people want to use.

With regard to faction compatibilities, the modders of the quest mods listen to conflict reports and build in compatibility themselves or, if that's not feasible, write a list of specifically incompatible mods with reasons they're incompatible.

Just because the makers of Fallout London decided not to allow the vanilla game to be played at all including after you finish London's story, and just because the writers of the London mod decided not to work with the general community of Fallout 4 modders does not make Fallout London its own game.

The game belongs to Bethesda. Everything inside Fallout 4 is a mod.

 

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Semantics. We are not talking about how these individuals are credited for their work and you being salty about their development choices has little to do with the issue of how best this site should handle file distribution for what will undoubtedly be an extremely popular mod. It would be better for everyone involved if this TC has a branching data file version separate from that of the Fallout 4 base game and Vortex treated them as different games. That is my humble opinion and a tentative prediction: If Nexus doesn't get ahead of this if a few years with so many TC coming up on release the Skyrim SE and Fallout 4 pages are going to be complete cluster f****.

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Well, that's up to Nexus Mods. I don't sympathize with Fallout London's decision to make the vanilla game unplayable let alone to not allow other mods to coexist with it. But it's not even about right and wrong. It's about what the owner and staff of Nexus Mods wants to do with their site that counts.

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