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Xbox one mod support


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Hi There. I know it  Has been asked before but its not like there arent games on xbox one that have mod support already. As an example fallout 4 has a great ingame Mainframe for mods from the community. So Microsoft can allow this. Its just a matter how mods are getting handled ingame. External mods wont be allowed but if it is in a ingame database than this is another matter. In fallout 4 you can select every mod that was Made for PC and they are updated nearly on every Day. 

So my question is could such an ingame mod Mainframe be Coded for kerbal? So that the Console community can have as much content as the PC community?

 

Best regards Patrick (Silver84) 

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For Fallout 4 I think there were special agreements made between MS and Bethesda to allow external content to be added to the XBone game. I don't really see this happening for KSP: Squad is far from being as important as Bethesda is from MS' pov.

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  • 2 weeks later...
19 minutes ago, chimpbone said:

Farming Simulator 17 will support mods on console on Xbox One and PS4 when it releases. Don't know why everyone keeps saying how impossible it is. 

Different kind of mods. The Farming Simulator mods are 99% models, and a couple of scripts. KSP plugins are basically computer programs in their own right (there is a technical term for it, I'm forgetting what it is though, something like "unmanaged code").

Basically, if I really wanted to (and you were stupid enough to give KSP root/admin access), I could write a plugin that would delete your OS drive, or at least significant parts of it. Sony/MS are not going to let you install those sort of mods. (Exaggerating a little for hyperbole, but you get the idea)

Edited by severedsolo
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25 minutes ago, severedsolo said:

Different kind of mods. The Farming Simulator mods are 99% models, and a couple of scripts. KSP plugins are basically computer programs in their own right (there is a technical term for it, I'm forgetting what it is though, something like "unmanaged code").

Basically, if I really wanted to (and you were stupid enough to give KSP root/admin access), I could write a plugin that would delete your OS drive, or at least significant parts of it. Sony/MS are not going to let you install those sort of mods. (Exaggerating a little for hyperbole, but you get the idea)

Microsoft and Sony would never allow unregulated mods on their console, for obvious reasons like the one you mentioned. That doesn't mean that they don't allow mods. Malicious mods are nothing new, and they would never be allowed to get anywhere near a console. Mods for KSP on console would just require approval from Squad, Microsoft and/or Sony, and the mod maker. Hell, the mod makers could/should even be compensated. 

I am aware that not every KSP mod would work well on console, but that doesn't mean that console shouldn't see any mods. If there was enough demand and support to bring mods to Farming Simulator on console, I really don't see why KSP shouldn't have mods on console. 

 

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10 minutes ago, chimpbone said:

I am aware that not every KSP mod would work well on console, but that doesn't mean that console shouldn't see any mods. If there was enough demand and support to bring mods to Farming Simulator on console, I really don't see why KSP shouldn't have mods on console. 

I'm not saying it shouldn't. In fact, I rather wish they would (I'd buy KSP for my PS4 if that were the case). I just don't think it's likely.

Problem is, nearly every (non parts) mod in KSP is an "unregulated mod" as you put it.

I'll just quote @Alshain here because he pretty much said what I wanna say here (pruned a bit, as some parts were irrelevant):

Quote

Fallout 4 has scripting mods and that capability was explicitly added by the game developers.  No explicit modding capability has been added to any version of KSP, ever.  They just leave the access to it's members public so mods can access it, something a console will not allow you to do.

The good news is, they just hired the developers of two mods that add an explicit scripting ability (Module Manager and Contract Configurator).  We don't know that means they will be adding that function to the game, but it is very suspicious at the least.

 

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@severedsolo, thanks for the reply. In all honesty, I do not think it is likely either. Just here letting them know we want it. There is a lot to be desired in the console version of KSP, and mods would certainly help fill the void. With all of the issues that KSP is having on console though, I really don't think it's going to happen.

Version 1.2 will add some new features, a comm network, and we might see clouds on Kerbin in 1.3. I know they plan on adding new parts as well, but as of right now, stock KSP on console is seriously lacking content, and we have no idea when we will actually see 1.2 on console, let alone 1.3. 

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  • 2 months later...

It would help a lot if a deta~v calculator was added to the base game, allowing people with weaker math skills enjoy the game better without constantly having to put the controllor down. I own both a PC and Xbox copy, I'll tell you, it makes the Xbox copy almost unenjoyable. One feature, if I could ask for any one of them, would be to add a delta~v readout in the building complexes please.

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I have to say as a first time player on console that I don't miss what I've never had.  Getting anywhere is trial and error.  I actually think the game would lose something if I knew exactly how much delta V I had in any given stage.

The one mod I would want most is what would probably not be possible - give the other planets some personality and better graphics.  My one big let down with this game is it feels like such an accomplishment to make it to a new planet, and such a disappointment to see how plain some of them are.  Eeloo is a completely boring dirty snow ball.  I waited so long to get there just to see that?  Enjoy eternity there Jeb, cuz I can't unlock enough of the tech tree to ever bring you back!

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  • 4 weeks later...
On 30/08/2016 at 0:15 AM, Silver84 said:

Hi There. I know it  Has been asked before but its not like there arent games on xbox one that have mod support already. As an example fallout 4 has a great ingame Mainframe for mods from the community. So Microsoft can allow this. Its just a matter how mods are getting handled ingame. External mods wont be allowed but if it is in a ingame database than this is another matter. In fallout 4 you can select every mod that was Made for PC and they are updated nearly on every Day. 

So my question is could such an ingame mod Mainframe be Coded for kerbal? So that the Console community can have as much content as the PC community?

 

Best regards Patrick (Silver84) 

heres how i think it should be done, develop something like ckan but for xbox one that lets you pick and install mods on demand. then we can set something up like fallout 4 has ease of use included, and microsoft can have control over it like they so desperately want to, but you know what as long as dark multiplayer gets to be allowed, im fine with that

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  • 1 year later...
On 8/30/2016 at 2:15 AM, Silver84 said:

Hi There. I know it  Has been asked before but its not like there arent games on xbox one that have mod support already. As an example fallout 4 has a great ingame Mainframe for mods from the community. So Microsoft can allow this. Its just a matter how mods are getting handled ingame. External mods wont be allowed but if it is in a ingame database than this is another matter. In fallout 4 you can select every mod that was Made for PC and they are updated nearly on every Day. 

So my question is could such an ingame mod Mainframe be Coded for kerbal? So that the Console community can have as much content as the PC community?

 

Best regards Patrick (Silver84) 

When will it be avalible to the public soon i hope

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