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'

nanoUFO@sh.itjust.worksmod to Games@sh.itjust.works – 372 points –
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'
pcgamer.com
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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.

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).

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

The recent Fallout series is probably doing a good job.

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

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.

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.

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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

Stardew is such a good example given the community is similarly mod-centric

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

Wait...mods for ps5?

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.

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