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

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?

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?)

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.