• 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.