Comment on Fallout 4: Anniversary Edition - Reveal Trailer
vateso5074@lemmy.world 1 day agoThose that use the script extended are at greater risk of breaking, but most mods made only with the creation kit should work without issue.
Comment on Fallout 4: Anniversary Edition - Reveal Trailer
vateso5074@lemmy.world 1 day agoThose that use the script extended are at greater risk of breaking, but most mods made only with the creation kit should work without issue.
NuXCOM_90Percent@lemmy.zip 1 day ago
Yeah. Its one of those things that increasingly annoy me.
People (rightfully) shit on Bethesda for never fixing known bugs. They ALSO shit on Bethesda because any patch potentially breaks mods that use unofficial tools.
I understand that the majority of people online aren’t developers (or are hobbyist/student at best) but… that is development. I actively dread when a major MR is pulled in because that means my merge conflicts are going to be hell. MOST of them are just eyeballing the changed file and saying “that looks right” but there will inevitably be a changed interface that involves very extensive tweaking before I can even think about running my test suite again to find the rest.
But for major forks? There is a reason that so many of them end up using a somewhat dangerously outdated base. Okay, part of that is the nature of a fork and WHY it forked. But it is also because pulling upsteram changes is a REALLY big undertaking.
Venus_Ziegenfalle@feddit.org 1 day ago
I don’t think any Bethesda patch that released +5 years after the respective game has ever actually fixed anything. They’re mostly related to creation club content aka squeezing more money out of players. They could also be handled in more predictable or compatible ways but Bethesda doesn’t give a fuck about modders since they put up with everything anyway. That’s why people are pissed about the patches.
NuXCOM_90Percent@lemmy.zip 1 day ago
I don’t have a particularly large stake in this as I am increasingly on the “wouldn’t it be crazy if I replayed Morrowind again” train but going by (obligatory: Fuck fandom)
fallout.fandom.com/wiki/Fallout_4_next_gen_patch#…
Looks like a somewhat decent amount of scripting and placement changes that would definitely cause merge conflict level issues with mods. And enough code changes that it would break the script extender.
You can make the argument that you actively don’t want those fixes but… considering the shitshow that the “unofficial patches” have become, being able to play more “vanilla” holds a lot of appeal to people.