This is because it's tapping into the Xbox One S legacy codepath, meaning 1080p resolution. The good news continues because Skyrim on Series S not only works with the same mod, but actually adheres more closely to 60 frames per second than Series X. Remember, the mod needs a reboot to engage - and it's the same when disabling it. However, this can be circumvented simply by disabling the mod and starting the game. Yes, Achievements are disabled because you're using a mod. In effect, the Uncap FPS mod removes the 30fps limit, while the back-compat features in Series X enforce v-sync, giving a mostly flawless presentation. Most of the game plays out locked at 60fps and the tearing brought about by the mod is completely gone. First of all, it's worth stressing that once installed, Skyrim needs to be shut down and rebooted for the mod to kick in - and the improvement is transformative.
The outlook is transformed on Series X thanks to the console's backwards compatibility features. Regardless, on its own, it's not particularly impressive.
I imagine it's used in combination with other mods designed to improve frame-rate to push overall output higher. On the intro cart ride, Xbox One X's locked 30fps becomes 33-43fps with a lot of judder and tearing. On last-gen hardware, its effects and its overall usefulness are limited. The way it works is to enable a higher frame-rate by disabling v-sync and removing the hard-set 30fps cap. The original mod - known as Uncap FPS by Smudgey5000 - seems to be very old, and was actually designed for the original Xbox One. The news of a working Skyrim 60fps mod first emerged on Reddit, courtesy of user annathetravelbanana, and looking into it, the story behind the mod doing what it does on Series X is intriguing.
Would the mod work on Xbox Series S? What about PlayStation 5? And as Fallout 4 also supports mods on consoles, I had to wonder whether there was any way to run the game at 60fps there, ahead of Microsoft's official patch set to do the same thing? The evidence looked compelling and I wanted to try it out - and once confirmed, I had a whole bunch of further questions I wanted answers to.
But any such moderation will now take place after the fact, without any pre-approval needed from Paradox or Microsoft.Word emerged last week that with a simple mod, owners of the Xbox Series X console were able to revisit The Elder Scrolls 5: Skyrim, and to play it at full 4K resolution at 60 frames per second. Mods uploaded to console players under the new Paradox Mods regime will still be subject to Paradox's published mod policy, which prohibits infringing, obscene, and otherwise inappropriate content. "It was incredibly limiting, and also very time-consuming and expensive for us to publish new mods." "The problem with that solution was that you could not submit any mods to us, because they were part of the validation that we had with Microsoft," Paradox Mods Product Owner Anders Törlind said in an interview with. Paradox itself followed with a similar modding program for the Xbox One version of Cities: Skylines early last year.īut the player-made mods made available on those and other console games in the past had one major distinction from their PC cousins: they had to be individually and manually approved by the platform holder and game publisher for potential content and security issues. Bethesda enabled Fallout 4 mods on Xbox One back in May 2016 and on PlayStation 4 months later.
Further Reading Fallout 4 mods are coming to PlayStation 4 after all This isn't the first time players have been able to add their own modified content to a console game.