• finthechat@kbin.social
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    8 months ago

    Bethesda was under no obligation to talk to these mod devs beforehand. But it sure makes them look bad. As a recent comparable, Concerned Ape was open and communicative with all the mod devs before releasing his latest patch for Stardew Valley, a game that is just about as old as Fallout 4.

    Bethesda has become a literal laughingstock at this point in time and it’s just funny to point at them every time they rack up another L.

    • rtxn@lemmy.world
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      8 months ago

      They had no obligation, but there was no reason they couldn’t take the minimal effort and put out a blog post saying that the update would break mods. The modding scene is the only thing keeping Bethesda’s games relevant (except New Vegas, but that’s not really Bethesda’s achievement).

      • ABCDE@lemmy.world
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        8 months ago

        The modding scene is the only thing keeping Bethesda’s games relevant

        The recent Fallout series is probably doing a good job.

        • Azzu@lemm.ee
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          They’ve learned something. They learned that they can be as shitty as they want to be, and still the modders will bail them out. I trust this move now will also change nothing in that regard.

            • Butterpaderp@lemmy.world
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              8 months ago

              Still sold a bajillion copies though.

              I think all they’ve really learned is that they can push out whatever game they want, well-made or not, and it’ll sell.

              • vaultdweller013@sh.itjust.works
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                8 months ago

                Give it time studios rarely fall with one or two bad actions, opinions are turning on Bethesda and unless they get their shit together theyll fall apart. Id say they are at a crossroads of either reform or become modern bioware.

                • Azzu@lemm.ee
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                  8 months ago

                  I feel Blizzard should’ve been that already, but it seems like they’re still going strong after quite a bunch of really bad moves.

        • prole@sh.itjust.works
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          8 months ago

          If you don’t think they learned anything, then you’re paying attention to the wrong stuff.

      • Renacles@lemmy.world
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        8 months ago

        Every single update breaks mods that rely on a script extender because it changes the game’s binary.

        • rtxn@lemmy.world
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          8 months ago

          Those compatibility issues were always quickly rectified. The last time a script extender was borked to the point where the developer had to make an announcement was Skyrim AE.

          • AnyOldName3@lemmy.world
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            8 months ago

            If all they do is add more Creation Club content, all that happens is the functions people are hooking end up the same, but at different addresses. After the first few Creation Club updates, tools were made to automate mapping old addresses to new ones, and most script-extender-based mods could be made to work with just an Address Library update, which said which new addresses to use.

            This is not that kind of update. The compiler version and settings used have changed, so functions, even ones that do the same thing, end up with different machine code at different addresses. This means a lot of mods will need making from scratch, and a lot of mods will need lots of work tracking down which functions need hooking now and how to do it even if there’s still stuff that’s salvageable.

    • Coasting0942@reddthat.com
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      8 months ago

      Bethesda communicated beforehand for script extender Skyrim. Gave them an NDAA and allowed them to update the extender before the anniversary update release.

      Don’t know why they didn’t do the same for Fallout

    • Firestorm Druid@lemmy.zip
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      8 months ago

      I recently had to find out that a mod author of a couple mods I was happily using on my PS5 copy of Skyrim removed their mods entirely because of another batch of greedy monetisation efforts from Bethesda, trying to monetise mods even further. Just fuck those guys man

        • Firestorm Druid@lemmy.zip
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          8 months ago

          The console versions of Skyrim, minus Switch, have mod support. They are limited in scope because they don’t allow for external resources to be used for the mods - maybe Xbox does, I don’t know - but they still offer a bunch of QoL improvements, visual upgrades, quests, weapons, spells etc. Some well-known mods like the Unofficial Skyrim Special Edition Patch exist on console and some well-known mod authors like Elianora or Juliha also publish their mods on console. It’s pretty great actually. They can make your game look and feel really good.

          The mods I was referring to that were removed are Mysticism and Adamant by SimonMagus616 (at least their Reddit handle) that completely overhaul spells and perks in Skyrim. I understand their decision to remove them, but my playthrough feels a little less cool now as a result.

  • Snot Flickerman
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    8 months ago

    Fallout London is whinging but the real loser is the Fallout 4 Script Extender mod, upon which so many other mods relied.

    Fallout London release or no, this has broken a massive number of mods for Fallout 4 that relied on the Script Extender.

    That’s actually the bigger story here, that Bethesda declined to communicate with the modders who made the backbone of a lot of other mods.

    From the Fallout 4 Script Extender home page:

    https://f4se.silverlock.org/

    The 2024-04-25 Fallout 4 update (1.10.980 and later) has broken F4SE and the rest of the native code modding scene similarly to Skyrim’s “Anniversary Edition” patch. I am working on an update and cannot currently offer a timeline for its availability, nor whether there will be any critical technical issues that would block an update. Do not email with questions.

    • AnyOldName3@lemmy.world
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      8 months ago

      Fixing the script extender itself won’t take that long as it doesn’t need to hook that many functions (although depending on how much free time people have and whether there are any surprises, it could still take longer than most people expect). Fixing all the mods that depend on it will take much longer, as between them, they hook lots more functions than the script extender itself, and with this update, it’s not just a case of most functions being the same, but at a slightly different address (as was typical with creation club updates, which tools could help with), but instead lots of functions have changed slightly due to using an updated compiler, and lots of functions have been inlined differently (so instead of just existing once, they get copied into every function that uses them, and then optimised differently in each place based on the surrounding code).

      • Zahille7@lemmy.world
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        8 months ago

        So what I’m understanding from reading everyone’s outrage and input on this, is that Fallout London may or may not come out because of this, but more importantly, just wait a little while after the update to try out mods, just like every other Bethesda game update?

        • VaultBoyNewVegas@lemmy.world
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          8 months ago

          Little while could be a long while for some mods and maybe never for others. I wouldn’t be surprised if some mod developers don’t go back and fix it if they had moved on to other projects. These mods will be years old and anything that uses the script extender will have advanced features to it so they’re not a 3 minute quest mod using only existing assets found in the game itself.

          • Coelacanth@feddit.nu
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            8 months ago

            Yeah this is the likely outcome. Happens all the time, tons of great old Cyberpunk mods broke with 2.0 and will probably never get updated for example.

        • AnyOldName3@lemmy.world
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          8 months ago

          This kind of mod is always a DLL of some kind, and typically, they’ll have you install the DLL to a location that the script extender will load DLLs from automatically (but sometimes they instead use the same name as a Windows DLL and go in the same directory as the game’s executable, as when the game tries to load the Windows DLL, it’ll try ones in its own directory before System32 and similar folders, then as long as the mod DLL in turn loads the real DLL, everything will still work). When the DLL’s loading, it’ll either overwrite bits of memory corresponding to functions with its own code, or if it needs to replace the whole function, will swap out the first few instructions with instructions to jump to a mod function instead.

    • AlexWIWA@lemmy.ml
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      8 months ago

      They did this to Skyrim too. Breaking mods in decade old games is ridiculous

      • RightHandOfIkaros@lemmy.world
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        8 months ago

        This isn’t a great take IMO.

        Why does Bethesda have to be obligated to ensure third party mods work on their game after an update? Isn’t that the job of the mod author to ensure their mod is compatible with the latest update? How is this any different from how any other game with mods has ever worked, ever?

        Would it be nice? I guess, but it would require Bethesda to get every mod for the previous version and test for compatibility with the new update before they release their update. That’s a ridiculous request.

        • CircuitSpells@lemmy.world
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          8 months ago

          The thing is, modders are Bethesda’s most die-hard fans, and Bethesda games have some of the largest modding communities in the world. Many of these modding projects have taken an extraordinary amount of effort from an extraordinary amount of people. For them to not communicate and work with the community at all is a big slap in the face because modders have given people a reason to continue purchasing their games and keeping their business relevant.

          Is Bethesda obligated to work with modders to try and help with backwards compatibility? Not legally, no. But their lack of effort is rightfully leaving a sour taste in many people’s mouths.

          To your last point, I’m sure you didn’t mean it intentionally but that is a straw man argument; nobody is claiming that every single mod needs to be compatible with Bethesda’s updates. However, if Bethesda at the very least communicated and worked with the community even a little bit, they could make the task of updating mods substantially easier. Instead, they chose not to, and now countless of hours of work will be wasted because so many people will not find it worthwhile to update their mods to be compatible with the new version. It’s extremely unfortunate.

        • AlexWIWA@lemmy.ml
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          8 months ago

          The game was complete a decade ago and modders are the ones that actually finish the game for them. Bethesda absolutely owes modders, specifically teams like the script extenders, some support and respect.

    • x4740N@lemmy.world
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      8 months ago

      And I was just considering acquiring f04 to play around with mods

      Oh well

  • Default_Defect@midwest.social
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    8 months ago

    Every single time this happens, people act like its the first time. Game updates -> Script Extender breaks -> Mods reliant on it break too. Every. Single. Time.

    • businessfish
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      8 months ago

      but this is a game that basically lives and dies by its mods, and this is an update that (arguably) changed nothing anyone who is still playing the game cares about after years of stability. why fix what isn’t broken?

      • PM_Your_Nudes_Please@lemmy.world
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        8 months ago

        Supposedly, the biggest change was simply removing the launcher. Because in order to be steam deck verified, it can’t have the intermediary launcher that interrupts the game booting.

        But removing that apparently broke a lot of other things for a lot of people. Supposedly, doing a fresh install helps. Apparently the update fucks some stuff, but a completely fresh install will be buttery smooth. At least, that’s the scuttlebutt. But that doesn’t include mods which have been broken, (and many which aren’t being actively updated anymore, because why bother updating a mod for a game that hasn’t had an update in years?)

    • mocheeze@lemmy.world
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      8 months ago

      I used to run a popular mod that made an indie beta game even more popular. Guess who almost all of the final testers were before release? My whole team. We were clearly the most devoted people to the game and knew best how to break it. It was nice to get a head-start on our new mod (which we pivoted to be the equivalent of Steam Workshop or an app store before those existed). Of course, the creator became a dickwad years later and we all ended the mod and the game is dead.

  • DeathbringerThoctar@lemmy.world
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    8 months ago

    “This thing they announced for last year, then pushed back to this year and released to coincide with a massively hyped TV show was a complete surprise to us.” Is that really FO:London’s stance? I mean, I feel for them that it sucks, but to call it a surprise feels straight up disingenuous.

    • ColonelPanic@lemm.ee
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      8 months ago

      How do you prepare for an update when Bethesda don’t tell you what is changing? It says in the article they had literally no correspondence from Bethesda until the update dropped, so the only thing they could do was keep developing and hope not too much broke in the process.

      That being said, from what I understand is that the script extender broke, so they’re just waiting for an undefined time until that gets fixed for the latest update.

  • Blackmist@feddit.uk
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    8 months ago

    For a company that relies 100% on modders for their games, you’d think they’d have an actual modding API built into their games by now.

    • AnyOldName3@lemmy.world
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      There’s a pretty extensive API, capable of more than most games that advertise modding support, but it can’t do literally everything anyone could think of, so people reverse engineer the game engine to make it possible to do even more things (hence it being called a script extender rather than the modding API). It’s the mod reliant on reverse engineering the executable that break, not the ones using the modding API.

    • AMillionNames@sh.itjust.works
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      8 months ago

      Imagine if Bethesda actually really listened to and catered to their modding community instead of just trying to monetize them. They would be legend right now.

    • BigBananaDealer@lemm.ee
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      8 months ago

      if bethesda relied 100% on modders then fo3 and new vegas and morrowind and oblivion and skyrim would have completely failed on console. did they?

  • Corroded@leminal.space
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    8 months ago

    I’ll have to watch the BBC interview. The way the article is worded makes it sounds like they’ve been in communication with Bethesda while creating Fallout London.

    • Timecircleline@sh.itjust.works
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      8 months ago

      There’s actually a comment to the effect that they had zero communication with Bethesda, but still wish they had been given earlier notice.

      • Annoyed_🦀 @monyet.cc
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        8 months ago

        That’s the kicker lol. They didn’t communicate with Bethesda but expect Bethesda to communicate with them.

        • eltimablo@kbin.social
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          Yeah but what expectation could they have had that they’d need to communicate with Bethesda in the first place? The game’s been “complete” for several years at this point, and IIRC Skyrim Special Edition (the Skyrim version of what happened here) was both announced in advance and released as a separate game, so mods that weren’t getting updates could still function. In light of that, it seems reasonable for the developer to expect advance warning at least in the form of a press release prior to the update being made available. Should they have reached out every week asking whether Bethesda had any plans to update a 10-year-old game?

          • Annoyed_🦀 @monyet.cc
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            8 months ago

            In light of that, it seems reasonable for the developer to expect advance warning at least in the form of a press release prior to the update being made available.

            They did…

            The modder said it themselves. It will take time for them to check the 4 years of work to see if it still function. At this point, no matter when Bethesda drop the update, they will complaint that it break their mod. This has been going on since the launch of FO4 where every time bethesda update the game, it break the mod, people complain about it, some straight out announce they won’t fix it until the final update. It’s nothing new.

        • CaptainEffort@sh.itjust.works
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          8 months ago

          It wouldn’t be the first time, the SKSE team for Skyrim was in contact with Bethesda before Special Edition came out.

    • rar@discuss.online
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      8 months ago

      It was surreal watching BBC report on a game mod. I saw the thumbnail ‘Fallout London Delay’ with the BBC logo and thought there was a terrorist attack or something.

      • Mkengine@feddit.de
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        8 months ago

        I have no idea how modding works, but how would they get ready for a patch without having the files in advance?

    • hswolf@lemmy.world
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      8 months ago

      you’re missing out hundreds and thousands of awesome fan made content, there’s even entire fan made dlcs

      • Billiam@lemmy.world
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        8 months ago

        Don’t forget the hundred-hour-long minigame of “Which order do these mods need to load in so they don’t break again?”

      • DragonTypeWyvern@literature.cafe
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        8 months ago

        That automated settlement mod for FO4 single handedly rekindled my interest in the game.

        I’m not building one more goddamn water purifier for you lazy bastards 😤

        … Unless I see you have a slight shortage in your build plan

    • Lowpast@lemmy.world
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      8 months ago

      Agree with whay the other person said. Mods for these games are incredible, often better than the core game. Definitely do it

      • TrickDacy@lemmy.world
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        8 months ago

        Not a flex, just find it astounding to know how good the original games were and for people to say they suck without mods. I see that a lot.

    • Kedly@lemm.ee
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      8 months ago

      I mean you do you, but Beth games are modding playgrounds, the only other games I can think of really is Rimworld. So for me, playing a Bethesda game modless is like eating a sandwhich of white bread and mayo

  • ParkedInReverse@lemmy.world
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    8 months ago

    I made sure to download my copy of FO4 from GOG since it hasnt updated yet. Shame London won’t release on GOG (who will be hosting it) still while they work on fixing it for the new version.

    • SkabySkalywag@lemmy.world
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      8 months ago

      Yep, I had to grit my teeth and fork over those $10 in GoG for the 1.10.163. I think I will be buying from them first before Steam from now on. Glad they have auto updates disabled options too.

  • Kedly@lemm.ee
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    8 months ago

    Why do they need to release for the newest version? If they were going to release soon anyways, just release for the old version of Fallout.

    • starman2112@sh.itjust.works
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      I’m picturing the number of messages they’d receive the day the update hit. People suck. Most will understand that they need to hold off on updating if they want to play the mod, some will seek support when it breaks. Some of those will say “that makes sense” and disappointedly wait for the mod to update, some of those will get angry. I certainly wouldn’t want an inevitable flood of angry emails a few days after the big release.

      • Corroded@leminal.space
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        8 months ago

        Yeah it doesn’t help that the Steam version would likely try to auto-update and I don’t believe there is an easy way to downgrade.

        I could be wrong about that latter point. There might be an option in the properties menu similar to how you can opt into betas.

        • Telstarado@lemmy.world
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          8 months ago

          Yup, if you use mods, it’s a good idea to set the game to update on launch through the game’s properties menu in its steam library listing.

          Since a F4SE nodded game is going to launch through the script extender’s launcher, that keeps the game from updating automatically when starting a play session.

          I also like to make a copy of my game folder and save it off in another drive so I have a backup.

        • Shadowedcross@lemmy.world
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          8 months ago

          I know it’s been possible to downgrade Skyrim after updates, but not through any official means, might be the same with FO4, not sure though.

      • Grass@sh.itjust.works
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        8 months ago

        This is untrue. Without the boner points to nearest valuable loot mod the game is unplayable.

      • Muscar@discuss.online
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        8 months ago

        I’ve had it for a couple of years but just never got around to playing it. Was excited to do that now after watching the show but after the update it just instantly crashes after clicking “play” on the launcher (completely fresh install, all drivers etc updated). This seems to be very common too, tons of posts about it on the steam discussions. Sadly not super surprised, it’s Bethesda after all.

    • dellish@lemmy.world
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      8 months ago

      I was disappointed in myself for buying it when it first came out. I hope there has been a LOT of patching, because at release it was boring AF. Especially coming from FO3 where dialog options and story branching actually mattered. In FO4 I remember purposely choosing the dumbest dialog options and the game just led me where it wanted me to go anyway.

      This disappointment was compounded by me also buying Just Cause 3 at the same time… Holy shit what a garbage weekend that was. That was the day I vowed to never buy a game on presale again.

        • EdibleFriend@lemmy.world
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          8 months ago

          I get that but when it comes to Bethesda games the vast majority of people do. And it really sucked what they’ve done to us.

          • kinkles@sh.itjust.works
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            8 months ago

            I’m just confused why people are downvoting the person for giving their observation of the update. Should they have lied and said the graphics look worse? Lemmy is so shitty sometimes.

            • EdibleFriend@lemmy.world
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              8 months ago

              Eh yeah true. That should not have happened. This place is just as toxic as reddit ever was when it comes to shit like this lol. hell look at that weird ass dude calling me entitled for wanting a functioning product to stay that way.

            • RightHandOfIkaros@lemmy.world
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              8 months ago

              I have found Lemmy to vote more toxic than Reddit ever did. Perhaps it is because of the smaller userbase, or perhaps it is the userbase itself. Who knows.

              • Trainguyrom@reddthat.com
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                8 months ago

                Yeah I’ve seen some obvious brigading where some group of people just comes in and down votes everything in a thread for whatever reason. Makes me glad to be on an instance with only up votes since I can only see scores of zero and strange scores of 1-2 on top comments

            • nyctre@lemmy.world
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              8 months ago

              Because this thread is not about the update, it’s about a mod that got fucked over by the update. There’s a thread about the update itself Here

          • Zahille7@lemmy.world
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            8 months ago

            “what they’ve done to us”

            Goddamn the entitlement is dripping off this comment.

            • VaultBoyNewVegas@lemmy.world
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              Hardly. They’re using us to refer to modders which are thousands of players. How the fuck would you write a sentence that includes a group and mention that they’ve done something that negatively impacted said group?

              I really fucking hate how quickly some people on lemmy call others entitled.

  • SkabySkalywag@lemmy.world
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    8 months ago

    Pretty sure this was fully intended. You’re getting a bunch of band new buyers from the TV show. This can be a way to direct them towards their CC and away from free mods.

    • Corroded@leminal.space
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      I doubt it. Most people seem to regard Creation Club content as something different than regular mods. You can check out the content that’s available here but a majority of it is closer to the paid skins found in online games than what people typically associate with modding and meaningfully altering a game.

      I think Bethesda knows this and most people looking to mod Fallout 4 are probably going to continue working with what’s available.

    • Billiam@lemmy.world
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      8 months ago

      why does a mod need to care about a release date?

      It’s in the article, dude:

      The Fallout 4 script extender will be what breaks after the next-gen update, so the Fallout London team will have to just wait and see what happens and then change the framework before making everything compatible. These problems are why Fallout London’s release date got pushed back indefinitely.

      They can’t release the mod until the Fallout 4 script extender gets updated to work with the update, since (like most mods) they rely on F4SE to add additional capabilities to the game.

  • BolexForSoup@kbin.social
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    8 months ago

    I get this project is a big deal for some folks but having a hard time accepting the argument that I shouldn’t get a better visual/overall game experience because of a mod I’ll never play and their apparent lack of communication with Bethesda. They just expected to be that high of priority? Am I reading this wrong?

    Edit: reading through comments I’m a little more sympathetic to modders writ large than I am this team specifically but I get the frustration. Bethesda could’ve done everyone a solid and given a little heads up. Still, it sounds like this project has been massive in scope and basically any changes were going to cause them issues so that’s worth considering here too.

    • CaptainEffort@sh.itjust.works
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      8 months ago

      Considering mods, whether you like it or not, are a massive reasons for these games’ lasting appeal, yeah I’d consider it a big deal. You may not use mods, and hey good for you, but the billions of downloads from Nexus mods solely for these games in particular shows that many others do.

      Regardless, ignoring all of that, the Skyrim Script Extender Team was in contact with Bethesda before Special Edition released, giving them time to work on an SE version for when the day came. So it was perfectly reasonable for the Fallout Script Extender Team to expect the same.

    • andrew_bidlaw@sh.itjust.works
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      8 months ago

      accepting the argument that I shouldn’t get a better visual/overall game experience because of a mod I’ll never play

      I’d be surprised if they’d do something substantial. They only do that to keep paid DLCs and mods afloat.