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Question about mods, updates, and DLC


Tyrany42

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I'm relatively new to modding, a statement I'm sure everyone is sick of, but it is what it is. I only started modding Skyrim long after the release of Dragonborn, so by the time I began recklessly shoving mods into Skyrim it was already in a "completed" state. Now Fallout 4 is out, and after many trial and errors with Skyrim I feel I'm a bit more mod savvy than before (not by much, mind you). I waited a couple weeks before I began carefully picking Fallout 4 mods to install, due to some kind of mass hysteria involving TESVsnip, esps, and Fallout4edit, none of which I understand but is apparently significant.

 

So since I didn't get to experience the process of Skyrim's growth, I would like to know what I should expect as Fallout 4 gets updated and DLC'd, and especially what will happen when the GECK is released. Will updates and DLC completely mess with installed mods, will GECK mods render old mods obsolete? What will the process be like?

 

Thanks in advance!

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I'm relatively new to modding, a statement I'm sure everyone is sick of, but it is what it is. I only started modding Skyrim long after the release of Dragonborn, so by the time I began recklessly shoving mods into Skyrim it was already in a "completed" state. Now Fallout 4 is out, and after many trial and errors with Skyrim I feel I'm a bit more mod savvy than before (not by much, mind you). I waited a couple weeks before I began carefully picking Fallout 4 mods to install, due to some kind of mass hysteria involving TESVsnip, esps, and Fallout4edit, none of which I understand but is apparently significant.

 

So since I didn't get to experience the process of Skyrim's growth, I would like to know what I should expect as Fallout 4 gets updated and DLC'd, and especially what will happen when the GECK is released. Will updates and DLC completely mess with installed mods, will GECK mods render old mods obsolete? What will the process be like?

 

Thanks in advance!

 

The way it seems now, the mods made with the current community tools should work without much trouble since they'll still be used for some things after its release. As for DLC, they shouldn't change a whole lot, as they tend to add content that doesn't significantly effect the main game.

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Ok here is a link to a good explanation regarding the Snip/Edit stuff that is pretty easy to understand for those like myself that aren't as tech savvy as we would like. The post is the one by Sharlikran.

 

http://forums.bethsoft.com/topic/1548366-fyi-to-potential-mod-users-tesvsnip-mods-on-the-nexus/page-5?do=findComment&comment=24618602

 

As for mods made with Snip-All of them will need redone for the reasons stated in the above posts. If you wish to use them know you will prob need to abandon your saves. I am using some but I am well aware of the issues and plan to chuck them all and consider now just a playful playthrough if you will.

 

Edit is much more stable but as they say it is still experimental as they simply do not have access to all the necessary info without the GECK. However updating mods made with Edit seems to be, in most cases, fairly likely an easy thing. Not all maybe will need to be but some will. If the author doesn't it could cause save issues.

 

Mods made with the GECK are usually less likely to need updated though some are that maybe have scripts or things...So updates CAN cause some rare mods to break. It sucks but it isn't Beth's job to make patches work with mods, it is the other way around.

 

DLC issues---well we know how Beth is....usually mods made don't need anything done due to DLCs but there is a rare occasion and sometimes patches come after DLC are released also. Many mods do get made that use DLC content and if you don't have the DLC you are out of luck. DLC go on sale all the time and modders are poor also. By the time modders are using all the DLC its after there have been sales so everyone can enjoy.

 

Modding is complex and not for the faint of heart. Make lots of saves before mods are added. Put only single mods in then test and always read the documentation on mods.

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Thanks for the responses! And yeah, after several disasters with Skyrim I'm definitely more careful with mods. I have a backup of Fallout 4 itself and the game itself seems to make stacks of saves for me this time. I have no doubt that I may screw something up somewhere down the road, but I never play a Bethesda RPG with the intention of having one playthrough. I am curious what modding programs might get made for Fallout 4 ... as far as I know LOOT doesn't work with it yet, and I wonder if animation mods will require something similar to FNIS.

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