All I want to do Is download the save the dark brotherhood mod for Ps4, but when I try to add the mod from the nexus.com website to Vortex is tells me that I don't have the game. I obviously don't have the pc version to use a file, so what should I do?
PS4 mods and Xbox mods have to come through Bethesda.net via the in game mod menu. Not all Nexus mods are available on Bethesda.net. Some are impossible to install on any console and the PS4 in particular has strict restrictions on the type of mod you can install.
Welcome to the forums. If you're looking for a mod menu, you can pause the game and do the Konami code (up up down down left right left right B A start) and it'll give you access to the debug menu. Doing this though will disable achievements for your save file, but from that menu you can enable indestructible parts, infinite fuel, change the gravity, automatically be placed into orbits and on planets, and just other fun stuff.
In response to that, there are a lot of issues with this. Mods would have to fall under the category of 'official' downloadable content, which could cause licensing arguments between SQUAD and mod creators. Added to that, Microsoft and Sony are pretty tight on what kind of stuff can be installed on their consoles, because they don't want some user unwittingly unleashing a virus on their console because they downloaded an uncertified mod.
I'm not sure how heavily ksp mods rely on external assets, i imagine a lot of them do. And just as many that don't. What remains is wether it's worth the effort and wether those mod creaters wish to write those mods for ps4 and xbox again.
I sure love the idea, but to be fair, the ps4 section of skyrim mods is pretty disappointing precisely due to those limitations. Something like mechjeb or rss would be really cool to have on consoles but so would tweakscale and about every possible part someone ever made, if you're into that.
Plugins on KSP are unmanaged (and potentially malicious) code. KSP doesn't have an API, it just leaves a bunch of stuff publically accessible. The game does ABSOLUTELY NOTHING to stop a plugin from doing what it likes. If I REALLY wanted to (and you were stupid enough to give KSP administrator rights) I could wipe your entire hard drive.
I understand that they all use plugins and such like firespitter and fuel switch but I have noticed that there are some well two for sure I know of, expansion packs that have some new parts in the "History and Parts" pack that contains some mods that I've used and the "Breaking Ground" pack was released on the 30th of last month (but is still unavailable to PS4) actually contains Infernal Robotics one of my favorite mods. With the exception of say physics which could be modified through the debug menu if you fiddle with the settings (I don't know enough about it to say for certain lol) all I'm saying is that if we want the mods on console we as the ones who want them we should put in some effort instead of sitting on here saying it is imposible. I'm willing to help anyway I can. I don't know how to help but I want to. Theres got to be a way that this modding community (or those who want mods on console) as well as us (people who know diddly about modding) can work together, maybe compile a checklist or approved plugings that are acceptable. I know it's hard but I enjoy mods a lot I have KSP on PS4 and PC this modding community has been one of the most successful I've ever been apart of and if we can get past or differences I'm sure we can make this game more than even the developers could have dreamed of.
Not anywhere close to how good mods are on Xbox and not even in the same galaxy compared to pc. It's due to the fact that playstation mods are only allowed to use what's originally in the game. On xbox and pc you can add all kinds of extra crap. I think my install folder is close to 200gb on my pc.
I honestly don't see any reason why the PS4 mods wouldn't work on the PS5 version of the game as I'm fairly certain they're exactly the same game, but as @Empire pointed modding on the PS4 version of the game is limited compared to Xbox and even more so compared to PC.
The main difference is that the SKSE (Script Extender) does not work on the PlayStation because of some differences in how the PlayStation console launches the games. Without SKSE the only changes you can make are literally skin deep. Changing textures, moving assets around, that sorta stuff. So any mod that affects AI, game mechanics, quests, dialogue, progression or stats won't work properly because they require the SKSE in order to function.
On Xbox, while still limited compared to PC, will allow for modding of textures and sounds as well adding both. This means you have every mod Sony allows plus brand new guns, gear, companions, character models, voices, sounds, areas. etc etc.
The recent launch of mods in Fallout 4 allowed players to customise their adventure with graphical tweaks, new sound effects and even entire new missions, and with hundreds mods available from day one on Xbox One, expect similar healthy support for Skyrim upon release.
3. Start browsing and downloading mods. When you select a mod, you can read its description and in-game changes on the right, and its download size and ability to favourite, download and report on the left.
4. Once you have finished downloading mods - you can see everything you've installed in 'My Library' at the top of the page - go back to the Main Menu by pressing Back. The mod selection and data files will reload, and you can load a save with the mods installed.
After some initial back and forth between Bethesda and Sony, the PS4 version of Skyrim will feature mod support, but will only allow assets that already exist within the game - so don't expect anything like Thomas the Tank Engine Dragons on PS4.
As a result, there has been a large gulf between the number of mods available on both systems - 38 on PS4 versus 119 on Xbox One. Meanwhile, the storage space reserved for mods on each console is also different - 5GB on Xbox One, and 1GB on PS4.
As our story on the news mentions, mods should mostly consist of text changes that can be as small as 1MB, so expect creations like a level editor with new quests and dialogue, or changes to how the world behaves, than anything new and unusual.
Want more help with Skyrim? Find out how to join every guild and faction, how to earn Gold fast, learning about XP and levelling to 100, max Crafting skills, max Warrior skills, max Thief skills and max Mage skills, how to get married, where to buy a house, how to start Dawnguard, Hearthfire and Dragonborn DLC expansions. If you're on PC, we have a list of console commands and cheats, and you can learn about the remastered version and how to install mods with our Skyrim guide. Finally, with Switch owners, we have Skyrim amiibo support explained to help unlock special Zelda-themed items.
On PC, while you are able to use existing mods (found on destinations such as Nexus) in the new release, and it will also support those uploaded through Bethesda.net's own Creation Kit library, as mentioned with the steps above.
A small note on mods - while existing save files will work from original Skyrim to the Special Edition, it's advised that only original saves without mods be transferred, otherwise you'll get the warning "This save relies on content that is no longer present".
With the latest update installed, there should be a new option on Fallout 4's main menu titled 'Mods'. Hit X on it and you should be shown either a log in screen or a brief loading screen. If you're met with the former, you'll have to sign in using your Bethesda account. If you don't have one, you can create one over on bethesda.net.
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