Here are some modders / modding teams in the Fallout / Bethesda ecosystem who I think could make great additions to work with Bethesda on Fallout 5 — plus what each might bring, and some thoughts on how Bethesda could integrate them. If you want, I can also try to list modders known specifically for open collaboration or mod tools (which tends to map well to working inside a studio).
Good Candidates & What They Bring
These are people/groups already doing high-quality mods, big scope work, or tools, who seem to have the experience & creativity to help with a full AAA production.
Modder / Team | What They're Known For / Their Strengths | What They Could Add to Bethesda / Fallout 5 |
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kinggath | Very well known for Sim Settlements etc. Strong in systems design, UI / UX, mod architecture. | Could help design more modular settlement systems, user-friendly mod-support tools, or dynamic systems that adapt to player behavior. |
ErikaEmber | Work on character & icon art (Companion Status Enhanced, etc.) plus UI works. (Nexus Mods) | Could contribute art/UI polish, good character/icon design, help in making companion systems more robust and visually polished. |
Ideki | Expands existing codebases, helping inject flexible, customizable systems (as in CSE). (Nexus Mods) | Might help with creating flexible, moddable HUDs, or flexible scripting/tools inside Fallout so it's more community friendly. |
registrator2000 / “Mod Configuration Menu” folks | Good at creating mod tools / utilities to manage configuration, improving mod usability. (Nexus Mods) | Might help Bethesda build better internal mod tools or expose tools that let users mod more safely / easily without breaking things. |
Arthmoor / The Unofficial Fallout 4 Patch Team | Very large bug-fixing patches, community feedback, improving stability using community input. (Nexus Mods) | They could help make sure Bethesda’s game is cleaner at launch, with more robust QA / community feedback loops for bugs / stability. |
Team FOLON (Fallout: London) | Massive total conversion mod, with high scope (map size similar to FO4, many hub areas, voice acting, etc.). (Wikipedia) | Good experience making big expansions, creating new worlds, handling voice work, story, large team-coordination, could bring design ideas for quests, world building, non-US settings, etc. |
Radian-Helix Media / Brandan Lee (Fallout: New California) | Excellent storytelling, quest design, maintaining Fallout lore, writing dialogue, branching choices. (Wikipedia) | Could help Bethesda with narrative design, quest breadth, scaling and integrating player choice, ensuring lore feels right. |
What Bethesda Would Need from That Collaboration
For modders to be useful in a full dev cycle, the working conditions / integration would matter a lot. Some considerations:
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Early access to engine/tools: Modders usually work with the existing tools, sometimes unofficial hacks. Giving them access to internal tools or early builds would let them contribute meaningfully.
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Clear modding API / architecture: To make their contributions sustainable, Bethesda would need to allow modular systems, clean interfaces, documentation.
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Credit & compensation: Modders are used to volunteering. If working on a paid game, having proper contracts, pay, recognition would be essential. Could help recruit more people.
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Scope management: Many mods get very ambitious but run into performance, QA, compatibility, and scope creep. A studio structure could help drag modders into more feasible constraints.
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Community involvement: Many mods are tested by users; incorporating community feedback loops (betas, modder input) could catch problems early.
Additional Modders / Teams to Watch
Here are a few more modders/mod teams beyond the ones listed above who might be especially strong contributions:
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Mod authors who do large overhaul mods (game balance, loot, AI, etc.). Their experience handling edge cases, optimizing performance, etc., is particularly relevant.
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Teams that have converted mods into standalone or large-scale “total conversion” content (so that experience of scale, voice acting, map building, etc).
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Mod tool creators — people who build editors, scripting frameworks, performance optimizers, UI tools.
If you like, I can try to put together a more complete list (say 10-15 modders) with short profiles, plus suggestions for Bethesda (or a modder team) to approach. Do you want me to do that?
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