• Aa!@lemmy.world
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    6 months ago

    The mods that updated for the first update were already updated within 24 hours of the next one.

    The only mods that are still broken now are mods that were made and maintained by people who have stopped playing the game some time ago.

    And even most of those still work, if they didn’t rely on the script extender

    • AlexWIWA
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      6 months ago

      The game is a decade old. I get the feeling that most mods will never be updated.

      Downvoters should go check out the Stellaris mod graveyard. So many good mods gone forever.

      • icesentry@lemmy.ca
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        6 months ago

        Damn, you’re right, it’s almost been a decade already. I honestly thought it was younger than that.

        • AlexWIWA
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          6 months ago

          I don’t like thinking about that, lol. Skyrim being 13 really makes me feel old

        • AlexWIWA
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          6 months ago

          Basically the issue is that every six months they break all mods. Many projects over the years got abandoned after an update, or they were just never able to make progress because every six months they’d have to spend weeks patching.

          There are some big mods still, but they’re mostly just content additions. Anything that does overhauls, or has lots of overlapping systems, is doomed to failure unless they want to target a specific version of the game and never update. There was a big story mod awhile ago that decided to lock the game version that they supported, but it died when some dependencies updated to the new game version.

          Modders work in their free time, so they can only make real progress when they have a stable base for a long long time.

    • Ms. ArmoredThirteen
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      6 months 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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        6 months 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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          6 months 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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            6 months 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.

            • Maalus@lemmy.world
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              6 months 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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          6 months 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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            6 months 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.

  • herrcaptain@lemmy.ca
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    6 months ago

    Graham Wagner even reminisced about a bug he came across while playing The Elder Scrolls 2: Daggerfall, stating that adding ‘glitches’ into a then-hypothetical second season of the show was “definitely on [his] mind as a concept”.

    Now I’m seriously hoping there’s a scene in season 2 where a character walks into a room and every object on every surface just sorta freaks out and clatters around, a la the traditional Bethesda physics engine insanity.

  • RightHandOfIkaros@lemmy.world
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    6 months ago

    Really need those clicks, huh Eurogamer?

    They’re really making an article about mods breaking when the game is updated, an event that nearly always happens when any game is updated. Incredible.

      • Dandroid@sh.itjust.works
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        6 months ago

        Exhibit A: All of Lemmy. Seriously, this entire place, especially this community it just controversy and outrage. It’s so boring.

          • Dandroid@sh.itjust.works
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            6 months ago

            Thanks, I’m considering not. People here are very unwelcoming and elitist. Even more so than reddit, which is impressive.

            • Zahille7@lemmy.world
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              6 months ago

              I’m honestly getting the same feeling. Some posts, the comments will be fairly normal. Posts like this one, though, are when the entitled shits start popping out their heads and and going “ackshually” about how mods work, and how the company is doing this on purpose just to spite them playing with mods.

              Like, no dip shit, the company isn’t doing this on purpose just to spite you. They’ve already had this planned and have been working on it for some time, they’re not just gonna stop their work if the modders are okay with it.

    • Zahille7@lemmy.world
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      6 months ago

      I mean it’s working. Have you read some of the entitled bullshit people are posting in the comments?

    • Turd Ferg@sh.itjust.works
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      6 months ago

      I read the headline and thought “well yea, no shit. Thats what happens”. It must be a slow news day (you can only report the “new” release date for gta so many times).

  • Captain@sh.itjust.works
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    6 months ago

    Why even share this? (Or more accurately why even make this article) Everyone knows every update will break mods, nobody is surprised and nobody needs to read an article about it Everytime a moldable Bethesda game updates.

  • mihnt@lemmy.ca
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    6 months ago

    Uh, I was just thinking and I don’t think I’ve seen it mentioned. Have these updates broken the creation club mods?

  • OnlyTakesLs@sh.itjust.works
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    6 months ago

    Yeah, we know. And its always a shit update too, nothing worth breaking mods for. Just break steam updates and move on.