• Ms. ArmoredThirteen
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    1 month ago

    Sure but that still leaves a lot of unnecessarily broken mods. I don’t know how backwards compatible a lot of the main mods are but doesn’t this risk forcing players to either upgrade and uninstall some old mods, downgrade and uninstall some new/updated mods, or downgrade and play the guessing game of which versions of which mods are compatible where? And after the backlash of the first update Bethesda went ahead and did it again so clearly they don’t care about steamrolling modders’ work and they might do it again. Modders going to give up eventually and go back to New Vegas lol

    • Aa!@lemmy.world
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      1 month ago

      The mods that weren’t backwards compatible were primarily the ones that depended on the script extender. This was an unsupported executable that expanded on the commands available to the scripts in the mods.

      Not to say unsupported is bad, but everyone was well aware that if they depended on the script extender, they would break if the game updated at all. The biggest mods avoided that dependency for exactly this reason, and really didn’t have any trouble. (Sim Settlements still worked the entire time, for example)

      And like usual, the community stepped up and updated their unsupported extension quickly, ready for this outcome.

      If you made a mod that depends on the script extender and then quit playing the game or supporting your mod, that was a choice you made as a modder. Meanwhile there’s mods that haven’t seen an update in 8 years that continue to work without issue.

      • TachyonTele@lemm.ee
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        1 month ago

        People act like mods breaking after an update is new. Bethesda (and every other dev team) has been doing it since Morrowind (and long before that) The MWSE and everything else were fine back then, too.

        • DarkMetatron@feddit.de
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          1 month ago

          Yeah, Minecraft updates break mods all the time but there it is just something the community accepts as normal and lives with. The huge update rage is something I only see with Bethesda game modding.

        • ClaraBecker@threads.net@sh.itjust.works
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          1 month ago

          I mean, the issue is that the updates fix nothing of value and break mods in this decade old game. Passable update for console, “why did you even try?” on pc.

          • Maalus@lemmy.world
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            1 month ago

            They add plenty of value, people just haven’t really read into it. I.e. widescreen support, performance optimization, etc.

      • xan1242@lemmy.dbzer0.com
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        1 month ago

        Technical question - does the script extender use signature/pattern scanning at all?

        It sounds to me that it may have broken because it doesn’t use it.

        You could say “oh they recompiled it so the registers changed” but I highly doubt they changed the code that much or touched optimization flags.

        • DarkMetatron@feddit.de
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          1 month ago

          The next gen update used a completely different compiler, and that created a highly different executable, that’s why the update for script extender took so long and that’s why the script extender for next gen edition is unable to load “old” script extender mods.

          It is the same that happened with Skyrim Anniversary Edition.