PC Custom asset Mods for console?

Arez

Well-known member
Ok so I know custom code mods are out of the question and XML only mods are the ones to be implemented if console mods ever happen.

But what if there was an automated checking system for mods that use custom models and textures? Official guidelines could be laid out for the modders to follow and some kind of program would evaluate if the mods meet the technical criteria.  

And then maybe add some community led approval systems?

So the idea is, an official TFP mod storefront website. All mods can be uploaded to it and ones that aren't using custom code can be checked to see if they are appropriate for console. The ones that pass can be migrated to the official console mod storefront and be DLC. 

Would that take a lot of work? Are original (non 3rd party IP) custom asset mods uploaded a lot on a weekly basis?

 
I don't _know_, but I assume consoles are not keen on mods for plenty of reasons; performance, ratings, IP issues.. xml-only could mostly hit performance depending on what the xml allows, but custom assets might be NSFW or just infringing copyright; they'd need stricter watch and a process / manpower to enforce. Dunno if that's an actual issue, but it would fit the walled garden problems...

 
Ok so I know custom code mods are out of the question and XML only mods are the ones to be implemented if console mods ever happen.

But what if there was an automated checking system for mods that use custom models and textures? Official guidelines could be laid out for the modders to follow and some kind of program would evaluate if the mods meet the technical criteria.  

And then maybe add some community led approval systems?

So the idea is, an official TFP mod storefront website. All mods can be uploaded to it and ones that aren't using custom code can be checked to see if they are appropriate for console. The ones that pass can be migrated to the official console mod storefront and be DLC. 

Would that take a lot of work? Are original (non 3rd party IP) custom asset mods uploaded a lot on a weekly basis?
Any console mod decisions are not up to TFP and are controlled by Sony and Microsoft.  They generally don't allow mods that are not created by the developer directly, so this would not likely be allowed by them.

 
Any console mod decisions are not up to TFP and are controlled by Sony and Microsoft.  They generally don't allow mods that are not created by the developer directly, so this would not likely be allowed by them.


I know TFP has avoided to improve this game, but, Starfield has implemented a fanmade/dev made mod store.

 
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Given that the console barely has the hardware to support the game currently, I really doubt you are going to see mods allowed on a level of adding extra assets and mechanics. Overhauls like Darkness Falls are almost certainly never going to come to console.

TFP has plans for modding support for the game. The only question is how much is capable/allowed on the console side of things. Once Cross-platform play is supported, consoles will almost certainly have access to join PC hosted servers that have server-side xml mods installed. Custom prefabs, assets, and other things are not likely going to be in the console future either.

 
Just so people know Sony & Microsoft do allow console mods Fallout 4 & Elder Scrolls Skyrim is proof of that if I remember correctly they allow any mod that does not use any custom assets only mods that call things that are already in the game itself is allowed but anything that requires custom assets is a no go. I know that consoles are limited in comparison to a PC performance but can we not knock down the PS5 like it's running on PS2 hardware & can barely run anything? There's games with a lot more detail, volumetric godrays, better lighting, & more functionality then 7dtd on console that run just fine it all comes down to the effort put into optimization for consoles.

I understand optimizing for consoles is very different but it's not an impossible challenge & the company TFP can get help with this if they reach out to sources to get assistance with optimizing on the engine the games running on which I believe is Unity. There's also online education courses & more in optimization specifically for consoles. When working with new technology even if it's been around for a few years it may be similar but to newcomers it's foreign until you get the hang of working with it by experimentation.

 
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