Fallout 4 gets official mod support and in-game Creation Kit

Rejoice, Fallout 4 fans! Bethesda has an announcement for you today, and it's a doozy. The game is finally getting official support for mods, which players can create themselves using the in-game Creation Kit.

To get started with modding, players need to create a Bethesda.net account and download the Creation Kit, which the company says is very similar to the tools the game developers themselves used. Development is hardly ever done without documentation, so Bethesda has put up a Creation Kit Wiki that would-be designers and coders can and should read. The created mods should be available to console players soon, too—in May for the Xbox One, and June for the PlayStation 4.

Of course, you might just be interested in having mods in your game without having to make trips to the Nexus. Bethesda has made that particular task a lot easier now—the new beta version of Fallout 4 comes with an in-game mod browser which lets players install, rate, and bookmark their favorite modifications. PC players can check out the new update by going into their Steam Library, right-clicking on Fallout 4, clicking Properties, and selecting "beta – 1.5 update" under the Betas tab.

Bethesda didn't say anything about if and how it would validate a mod's technical execution. Incompatibility, load order, and plain ol' instability are concerns that every player adding mods to a game has to contend with, and the company didn't specify what steps it would take to ensure that their games remain stable despite the modifications.

In related news, a new version of the Unofficial Fallout 4 Patch was recently released. If you just want fixes for the base game itself, be sure to check it out. Gentlemen, start your Pip-Boys.

Comments closed
    • brucethemoose
    • 4 years ago

    [quote<] Bethesda didn't say anything about if and how it would validate a mod's technical execution. Incompatibility, load order, and plain ol' instability are concerns that every player adding mods to a game has to contend with, and the company didn't specify what steps it would take to ensure that their games remain stable despite the modifications. [/quote<] It's simple: they won't. Bethesda's "vanilla" modding systems have always targeted more casual modders/players, who only load a few mods at a time. Getting those epic 200+ mod setups to not catch your computer on fire has always been the burden of the community. Also, Bethesda RPGs are great mod bases because they're huge, detailed sandboxes with good stories + lots of issues (mechanics, textures, LOTS of bugs etc.) that the modding community can eventually handle. AFAIK (I haven't played it yet, as I'm waiting for mods), Fallout 4 kinda dropped the ball with the story part, which is something modders can't easily fix. That, combined with the Creation Kit delay, drove alot of modders back to Skyrim. As a consequence, Skyrim is in a 2nd mod Renaissance period right now... And I'm not sure how many modders will return to Fallout 4.

      • morphine
      • 4 years ago

      [quote<]Fallout 4 kinda dropped the ball with the story part[/quote<] Having played the game to the end, I disagree on this bit. While the story isn't good as New Vegas', it's pretty darn nice, with a couple very interesting twists.

        • bthylafh
        • 4 years ago

        If anything’s ball was dropped, it was the dialogue system.

        • Sargent Duck
        • 4 years ago

        Agreed. The story seemed to be plodding a long in a pretty boring linear fashion, then BAM! plot twist!

        I found the overall story of FO4 to be better than FO3.

          • I.S.T.
          • 4 years ago

          Being better than FO3’s main plot is not exactly a hard thing to do. I’ve played ****ing SNES games that are better written than FO3.

          • brucethemoose
          • 4 years ago

          That’s good to hear.

          I loved FO3, so I’ll probably be fine with whatever FO4 has to offer.

      • DataMeister
      • 4 years ago

      Where is the best place to find these 2nd Renaissance mods for Skyrim? (Disclaimer: I’ve never modded Skyrim the first time around).

        • brucethemoose
        • 4 years ago

        The sidebar on [url<]http://www.reddit.com/r/skyrimmods[/url<] is a good place to start. A lot of old mods have been revamped. When browsing the Nexus, be sure to check the last update date of a mod. 2015/2016 mods will generally be more stable/compatible than older ones. Other than that... Depends on how much free time you have to mod.

        • jessterman21
        • 4 years ago

        Make sure you get LOOT and SKSE as well.

        And check that the mods don’t require the Legendary version of Skyrim (incl. all DLC) because a lot of the newest updates to mods have set this requirement, unfortunately.

        And IMO, ENBs are not worth the performance hit… They also can cause a lot more graphical problems sometimes. I use Imaginator – some good functionality in that mod.

          • Crackhead Johny
          • 4 years ago

          I tried modding Skyrim for the first time last week.
          Even after removing the ENB I have smoke/mist filling the bottom half of the screen.
          I also can’t turn off the mist effect that seems to be the suggested fix for this. I set it to false in the ini and that did nothing. So it may be reinstall time.

    • DancinJack
    • 4 years ago

    FINNNNNNNNNNNNNNALLLLLLLLLY

    I only played ~20 percent of the game before I just shut it down until the CreationKit. yay!

      • derFunkenstein
      • 4 years ago

      A great reason to skip day-one purchases. Unless you got it bundled, then carry on.

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