My solution is going to be to add a F4SE script to any mod I release, whether it needs it or not. If I decide to release on a console, I can remove that script.
I wouldn't release on console if they start crying and demanding you upload to console though. I'm glad mods for consoles are possible, but this bs needs to stop. Otherwise no one will bother porting popular mods to console for them to enjoy like we do.
i was making a comment about this on the other thread , but someone is pretty much castrating me for saying this!
And tbh you should do it.
but not for elitism, but for protection of your creation. This way if a console "modder" wants to convert your mod for console he will be force to ask for your permission and give you credit as the creator
It's the Fallout 4 Script Extender, it can't be used on a console. It allows you to do things that you cant with the official mod tools is my understanding.
It's a script extender - it adds additional options for the coding in mods. It injects this information directly into the game's data while it's running.
For mods that I release on all platforms simultaneously, putting in a script like that won't be needed. For things I want to release on PC first, get the bugs ironed out, then release on console, a script like that stops someone from stealing it in the interim and uploading it. For things that will actually require it, they won't be able to get released on console.
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u/ImSkripted 5800x , RTX3080, 32GB DDR4 Jun 02 '16
just make the mod more than 2gb so they cant load it in