this post was submitted on 16 May 2024
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[–] aaaa 56 points 6 months ago* (last edited 6 months ago) (2 children)

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

[–] [email protected] 62 points 6 months ago* (last edited 6 months ago) (2 children)

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.

[–] [email protected] 18 points 6 months ago (1 children)

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

[–] [email protected] 7 points 6 months ago (1 children)

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

[–] [email protected] 1 points 6 months ago (1 children)

i was in 5th grade i think when skyrim released

ive been out of school for nearly 5 years now

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[–] [email protected] 1 points 6 months ago (1 children)

Tell me more about Stellaris

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[–] [email protected] 14 points 6 months ago (1 children)

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

[–] aaaa 20 points 6 months ago* (last edited 6 months ago) (2 children)

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.

[–] [email protected] 8 points 6 months ago* (last edited 6 months ago) (2 children)

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.

[–] [email protected] 7 points 6 months ago* (last edited 6 months ago) (1 children)

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 6 points 6 months ago (1 children)

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

[–] [email protected] 1 points 6 months ago (2 children)

You mean things that mods had fixed almost a decade ago?

[–] Maalus 3 points 6 months ago (5 children)

Yeah, but let's be real - modding isn't for everyone. The show was a mainstream hit, so a lot of eyes were on the game again. Adding native improvements like that are a benefit to the game overall and to the people who don't know how to mod or care enough to do it. It's a damned if you do, damned if you don't situation. But at the end of the day, hooking to a binary is just a hotfix away from being broken till someone fixes it again.

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[–] [email protected] 7 points 6 months ago (1 children)

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.

[–] [email protected] 2 points 6 months ago (4 children)

Because Bethesda games are exclusively single player and offer absolutely no way to decline updates. If they had the old version available as a "beta" or (even better) if Valve stopped dying on the "every game must be updated before launching it even single player games because fuck you" hill there wouldn't be any outrage.

[–] [email protected] 3 points 6 months ago* (last edited 6 months ago)

No way to decline update

Turn automatic updating off for the game in question in Steam, and then set the download rate for Steam to 0 so it can't update when you start up the game.

[–] [email protected] 3 points 6 months ago (1 children)

People have whined about this for twenty years. Yawn

[–] [email protected] 2 points 6 months ago (2 children)

Then perhaps it is an issue that should be remedied?

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[–] aaaa 2 points 6 months ago

Right, that's really more of a Steam issue than a Bethesda issue. I get why Valve and Bethesda don't want to provide customer support for old versions, but they don't have to. People have been figuring out their own problems when using obsolete systems or software for a long time.

I have no issue with Steam pushing the updates and encouraging you to take them, but giving no way to decline is a pretty poor user experience. Especially when we already know they keep old versions on their servers, as people have made guides on how to downgrade with Steam

[–] [email protected] 2 points 6 months ago (1 children)

So you say that you want the gog.com version of the game then?

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[–] [email protected] 1 points 6 months ago (2 children)

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.

[–] [email protected] 2 points 6 months ago (1 children)

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.

[–] [email protected] 2 points 6 months ago

Oh this is the "next gen" update? That would explain things.

Oh well...

[–] [email protected] 1 points 6 months ago* (last edited 6 months ago)

They actually do fuck up the memory registers. It's essentially the same problem DFHack has whenever Dwarf Fortress gets an update.

[–] [email protected] 31 points 6 months ago (1 children)

Yes...core game updates typically do break mods. This is nothing new

[–] [email protected] 38 points 6 months ago (11 children)

It's mostly about the timing that is infuriating people. Fallout regained popularity with the TV show and they dropped a mod breaking release days later. Now they keep updating it with shit nobody asked for and breaking mods.

[–] [email protected] 3 points 6 months ago

Ahh I see. Timing is key. Thx

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[–] [email protected] 20 points 6 months ago (1 children)

I hope all the newbies already learned to turn off auto updates

[–] [email protected] 2 points 6 months ago (7 children)

Can't you revert to different versions on Steam?

[–] [email protected] 14 points 6 months ago

only if the dev/publisher/whoever-responsible offers the different versions as available branches in the game's properties. Some do, most don't.

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[–] [email protected] 15 points 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 11 points 6 months ago* (last edited 6 months ago) (4 children)

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.

[–] [email protected] 7 points 6 months ago (1 children)

Isn't it good practice for news to report on things?

[–] [email protected] 5 points 6 months ago

Sure, but things like this are implied.

Imagine if the weather reporter started explaining how it'll begin raining next week, causing puddles, wet clothes and slippery surfaces.

Yeah, we know, that tends to happen when it rains.

[–] [email protected] 3 points 6 months ago (5 children)

Controversy drives engagement

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[–] [email protected] 2 points 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).

[–] Zahille7 2 points 6 months ago

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

[–] [email protected] 9 points 6 months ago (1 children)

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

[–] [email protected] 6 points 6 months ago

I believe creation club dlc does keep working, feel free to assume the worst.

[–] [email protected] 8 points 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.

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