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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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.