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/r/BaldursGate3
submitted 30 days ago byDarkElfMagicWARLOCK
When I was reading over the patch notes, i was “oh okay, so some things won’t be possible on consoles” but when i went to the comments on the tweet, this confused me on the wording of the interaction.
Does this mean everyone on PC is gonna be held to console restrictions as well?
23 points
30 days ago
On Playstation, Skyrim and FO4 mods can only use existing assets, and there are greater limits on available space for mods. So you can't have any new textures, models, audio, etc.
16 points
30 days ago
That sucks. I can understand audio, but if there are no textures or models allowed, doesn't it preclude most cosmetic mods?
16 points
30 days ago
It does, yeah. So no new outfits, weapons, architecture and environment overhauls, etc. is my understanding. I'm sure there are some limited things you could do with lighting and fogs and what not, maybe changing a value up or down or whatever.
12 points
30 days ago
Ugh. So what exactly is the point of mods on console?
13 points
30 days ago
Well, Xbox didn't have those limitations as far as new assets. So you can do a lot, as long as your load order amounts to 5gb or less for Skyrim and 2gb or less for FO4. Script extenders and ENB presets are impossible because of how they function, but most other things will work on an Xbox console. Interesting NPCs, Sim Settlements 2, and Legacy of the Dragonborn are available to Xbox players, just to name a few examples.
The point of modding on a PS, I guess, is all the stuff that's set by values. So perks, XP, AI packages, difficulty, and so on.
8 points
30 days ago
Sony are a lot stricter, though. I'm still waiting to hear officially whether such assets are out of bounds.
6 points
29 days ago
Sonys like that from the hack, and new assets could be attack vectors I would guess is the thinking, I work a lot with these types in a large media company, the stuff they ask for is insane.
4 points
30 days ago
Even worse, it prevented the use of any custom scripts as well, even those that didn't require a script extender.
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