Fallout London's project lead is not taking the surprise drop of Fallout 4's update well: 'That has, for a lack of a better term, screwed us over'
Fallout London's project lead is not taking the surprise drop of Fallout 4's update well: 'That has, for a lack of a better term, screwed us over'
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 just 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.
The modding scene is the only thing keeping Bethesda’s games relevant
The recent Fallout series is probably doing a good job.
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.
Still sold a bajillion copies though.
I think all they’ve really learned is that they can push out whatever game they want and it’ll sell.
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.
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