• simple@lemm.eeOP
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    5 hours ago

    This is a weird take. Bethesda isn’t getting in the way of mods and actively supports them, it’s not like they pushed an update to screw over Fallout London, they’re not going to get permission from mod creators to work on their own franchise.

    If Bethesda does make their own remake, I fail to see how that hurts the people working on Skyblivion. It’s their franchise, they can do whatever they want.

    • Zahille7@lemmy.world
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      2 hours ago

      Exactly! I hate when people keep saying Bethesda “screwed over” mod devs, as if making a free mod takes precedence over someone who actually works for the game studio being told by their boss to make this update happen.

      There’s too much going on at the company for someone to try to track down mod authors to “get their permission”

      It would be like you offering me a place to stay and asking if I’m okay with you doing housework. Like I have no say, it’s your house, you need to do regular maintenance.

    • Lord Wiggle@lemmy.world
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      5 hours ago

      Combining oblivion, morrowind and Skyrim into one game mod: Bethesda broke it. Fallout London: Bethesda broke it. Both very soon after release by an update which was specifically designed to break the mod. Yeah, they do actively break mods to screw too enthusiastic modders who will create more and better content using their platforms, which will show their failure, laziness and not-caring-at-all-about-their-customers-at-all, because they only think of money and how to get as much as much as possible by screwing their customers over again and again. Todd is an asshole and Bethesda is a rotten company which still profits and milks their old successes from the time they weren’t rotten.

      • Schadrach@lemmy.sdf.org
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        26 minutes ago

        Both very soon after release by an update which was specifically designed to break the mod.

        I’m now curious about this from a technical perspective - how did the update specifically break their mod in particular? Were they doing a bunch of custom DLL hooks or something?

        I know with Skyrim SE modding it’s usually that any update breaks SKSE and a tiny handful of other mods that directly hook DLLs or the executable (these mods are usually scripting engine extensions and are a dependency for a variety of other mods), and depending on the update sometimes it takes longer than average to get a new version of those running (the AE update was one of those because they switched compiler version and that broke the method SKSE was using to find hooks). But in general that only breaks 1) mods using those (think SkyUI) until a new version comes out, after which most of those mods start working again without the individual mods needing an update and 2) mods that include their own plugin DLL, (think SkyClimb) which have to wait on an update and then compile a new version of the DLL for the new version of both the game and the other mod, because addresses and functions they are hooking may have changed. Mods not using SKSE or similar generally run just fine between versions of SSE (including AE).