![]() ![]() I see Fallout 4 as another stage in the evolution of Bethesda modding. Modders would have found it easier to start and finish quest mods back in the early Elder Scrolls instalments where there was little to no voice acting and later releases such as Oblivion may have intimidated prominent modders of the earlier games into abandoning their mod projects due to the voice acting they would now have to record in order to see a mod project function fluidly and not seem odd in comparison to the main game content. ![]() I can see why it may seem a lot less straight-forward when comparing it to previous instalments which didn't suffer from the challenges that plague Fallout 4 modding. Starting a massive large-scale project using a game that does everything in it's power to stop that project from functioning fluidly is a very daunting task. Most of the previously mentioned projects have been working together by my knowledge to try and overcome these dilemmas. It's mostly due to the fact that modders had to overcome various issues like the voiced dialogue framework, the perk system and other annoyances that came with the game, not that there has been a dry spot in the community which is only just being revitalized. ![]()
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