Skyrim VR Will Not Feature Mod Support At Launch

by David Jagneaux • November 1st, 2017

Earlier this week at a private PlayStation press event in San Francisco, CA we got the chance to go hands-on with a full, updated build of The Elder Scrolls V: Skyrim VR for PlayStation VR (PSVR) and came away impressed. Previous demos were teleportation movement only and now they’ve added full, smooth locomotion features with both Dualshock 4 and PS Move controllers.

When Skyrim VR releases for PSVR later this month it will include not only the full base game, but all three expansions (Hearthfire, Dawnguard, and Dragonborn) will be included in the package as well. For those unaware, a reasonable estimate for the amount of time it’d take to complete all of that content is easily upwards of over 100 hours. One big question though on everyone’s minds is: Will Skyrim VR have mod support?

Mods have been a huge part of The Elder Scrolls series for years on PC and with the release of Skyrim Special Edition on PS4 and Xbox One, console players finally got a taste of the magic that is tweaking and modifying games to your heart’s content. Want more spells? No problem. Want a few dozen more swords or new dungeons to explore? Go for it. Modding Skyrim made an already nearly limitless game truly endless. Unfortunately, it doesn’t look like that support will make its way to the VR iteration.

In a gameplay livestream with GameSpot Bethesda’s Assistant Community Director, Matt Grandstaff, addressed the topic:

“Presently there is no mod support in the game. If it’s something we can figure out as a possibility we’ll let everybody know, but right now [Skyrim VR is] everything that’s in the base game plus all the DLC content.”

It’s a bummer for fans that may have held out hope that mod support would come to the PSVR version since the PS4 version has it, but the absence makes sense. Many of the visuals are downgraded in the PSVR edition and use different assets, so it isn’t exactly as easy as just porting over the same mods. Plus, many of the game files and interaction designs on the backend will be different to accommodate motion controls and head tracking.

What do you think of this news? Do you plan on picking up Skyrim VR on PSVR when it releases November 17th to re-explore the land of Tamriel? Let us know down in the comments below!

h/t: @StikeGamer

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  • Nightfiree

    Hell yah i do, planin 3, 12 hour streams on launch. Cant wait to sink SO MANY HOURS into this game.

  • mpisc192

    I’m interested once it comes to SteamVR!

  • drd7of14

    It stinks that there’s no plans for mod support, but it makes sense. I wasn’t expecting all the currents mods to port over, but I sure hope they work on some sort of VR supported MODS in the near future.

  • cirby

    They’ll have mods. That’s a given – the mod scene took a big, popular game and gave it an extra few years of active life. Bethesda’s not stupid. They just know that they have some time to get the add-on structure debugged and working right before the current (and near-future) VR game market gets tired of Skyrim’s “official” content.

    The PC/Vive/Rift version will come out next year, and you can bet we’ll see add-on support by July-September at the latest, if not with the PC version launch.

  • RandomLetters27

    i GUESS i can handle just the mere several-hundred hours of the base game content plus official DLCs. 😀

  • Patrick Bradley

    I can see it supporting creation club fast though :/. I think I’ll skip this one.

  • MaeseDude

    It’s a bummer, as I would really love a few gameplay-related mods. The core inventory weight limits etc. of the game are very annoying. Or how quickly some traders in the game run out of money to sell them stuff etc. Or even one that just made horses behave better and run quicker, so that they are actually more useful than running on foot. I do hope they add support for that kind of mods later on.

  • Fumunda Cheeze

    Well I guess I’ll just have to play the game as God intended. Damn you all to Hades. Lol *sarcasm