‘Fallout 4’ And ‘Skyrim’: Latest Updates Both Restricts Mods On Console

By Danny Smith , Updated Feb 21, 2017 03:45 AM EST

The console version of "Fallout 4" and "Skyrim Special Edition: Elder Scrolls V" has always been a little bizarre, when it comes to the mod support. It seems like the torment is not yet over, as Bethesda has now mentioned even more restrictions on mods for both the console versions of "Fallout 4" and "Skyrim."

The then-forthcoming "Fallout 4" would support user-bent mods on both the Xbox One and PlayStation 4, as announced in 2015. For about seven months after "Fallout 4" launches, the game did get post-launch mod support on the Xbox One side of things. However, the post-launch mod support of the game is known to be more complex for PlayStation 4 users.

According to Destructoid, the number one factor that would enable mod support for "Fallout 4" on the PS4 is the patch. Before eventually being void complete, the patch was hit with several delays. After that said delays, Bethesda then confirmed that both the patch and the port of "Skyrim" for the PS4 would embrace the mod support, although with some hefty restrictions.

Regarding on what they could on Microsoft's home console, "Fallout 4" and "Skyrim" were not able to offer as much disk space to mods on the PS4. Prior to that, the number mods were not able to exploit any form of exterior assets.

A new boundary has been executed on the recent updates for the console versions of "Fallout 4" and the current-gen port of "Skyrim," to limit the quantities of mods that a player can activate at somewhat one time. The limitations also include the storage constraints and the several limitations that were instructed by Sony for the console mods to be well-suited with the PS4.

According to Gamespot, Bethesda's implementation of mod limits this week to "Fallout 4" and "Skyrim Special Edition" is to test its stability to the game. Players will not be able to grasp the full storage limit for mods because of the new caps. But, the extra storage volume will consent players to have larger mods that start within the 150/100 cap and it may be adjusted.

These caps limit the number of mods that can be dynamically running at a sole time. Players are free to improve more than this to their library, and from there they can disable and enable mods to fit beneath the limit.

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