Fallout 4

Fallout 4

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I told people 10 years ago they wanted to break free mods
I warned people 10 years ago creation club was a plot to break free mods which pushes out the paid mods.

Everyone laughed at me.


Oh you think just wait for F4SE to update, nah because every modder has to manually update their mod too.

Every time bethesda adds a hat to the store it breaks the game.

They can easily design a modding system that doesn't break every single time they update the game.
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Showing 1-15 of 41 comments
I'm laughing now. FO4 works fine here after the update without mods. It works fine with texture replacement mods. It works fine with Load Accelerator.

What took a few hours is F4SE / Address Library. That mod breaks every time the FO4 binary is changed because the mod authors, not Bethesda, designed it to do so. Mods which depend on F4SE will take time to update and folks using them will either wait patiently or throw hissy fits, depending on their maturity or lack thereof.

If anyone cannot deal with game updates, then they should not use mods.
my 1.10.163 works also fine since years with over 400 mods. i do not deal with any update.
i will never forget the ng upate chaos. people suffered 18 month until they got their fix or downgraded!
It's surprising how people, who allegedly have 10 years experience with this game and modding, are struggling so amazingly to get their stuff set up in a way that updates wouldn't bother them anymore.

I'm a damn noob when it comes to all the technical background of modding.
And I am running a wildly disorganised 200+ load-order.

Though it didn't take me more than 5 minutes to have my game and all its mods running before, during and after any update Bethesda threw at us.
If you haven't learned the simple fact that updates do not break mods in the last decade, proselytizing over a non-existent conspiracy probably isn't something you want to be tooting your own horn about. The Script Extender breaks itself. This is not the fault of Bethesda's update, it's an in-built function of the Script Extender to disable itself on version change. I don't know how many other ways that can be stated before you people understand that none of these updates break mods. It's a very, very simple concept.

Look, here's an analogy:
Your car manufacturer issues a recall for its head gaskets.
You replaced your cylinder heads with after market parts.
Your new heads don't work with the OEM gaskets.
You blame the car manufacturer.
It's weird dude.
Originally posted by areyouserious:
my 1.10.163 works also fine since years with over 400 mods. i do not deal with any update.
i will never forget the ng upate chaos. people suffered 18 month until they got their fix or downgraded!

yeah but you can never add new mods either
Originally posted by kdodds:
This is not the fault of Bethesda's update, it's an in-built function of the Script Extender to disable itself on version change.

Considering bethesda can design a modding system that doesn't break with every single update, it is THEIR FAULT

they designed this garbage system that breaks whenever they add a hat to the paid mod store.

If it were possible for F4SE to not brick itself each update, the modders would have done that by now.


Come on now it has been 10+ years not counting the 20+ other decades bethesda has been making games with modding support. Design a modding system not run by spaghetti code.
No, it is your fault for using mods that you don't understand. F4SE has a checksum routine which confirms that it is being used with the correct FO4 binary, otherwise it disables itself.

That isn't Bethesda's code and it isn't their problem.

Anyone who mods a game is responsible for the results, and not the developer who is only responsible for the vanilla game. Also note that game devs have the option of preventing third-party mods from working at all by enforcing their own checksums and signing requirements or via mechanisms like Denuvo anti-tamper. If the modding scene becomes too much of a problem, well, such things can be added to a game at any time, even years after the original release.

For a specific example, refer to Hogwart's Legacy which once allowed third-party mods but received an update to block them after mods containing child porn attracted attention.
Originally posted by cswiger:
No, it is your fault for using mods that you don't understand. F4SE has a checksum routine which confirms that it is being used with the correct FO4 binary, otherwise it disables itself.

That isn't Bethesda's code and it isn't their problem.

Anyone who mods a game is responsible for the results, and not the developer who is only responsible for the vanilla game. Also note that game devs have the option of preventing third-party mods from working at all by enforcing their own checksums and signing requirements or via mechanisms like Denuvo anti-tamper. If the modding scene becomes too much of a problem, well, such things can be added to a game at any time, even years after the original release.

For a specific example, refer to Hogwart's Legacy which once allowed third-party mods but received an update to block them after mods containing child porn attracted attention.
Yes slophesda should absolutely kill their modding scene. I agree. They do not deserve a massive community effort carrying their games since morrowind. They should start making properly functioning games without million bugs and incomplete quests and systems themselves.
Originally posted by Overlord Tony:
Every time bethesda adds a hat to the store it breaks the game.
Utter rubbish. Creations are routinely added without requiring any update to the game's core framework.
Tony, are you non-technical? cause this is a common complaint of those that don't understand. look, for all intents, F4SE is a trojan. sure it's a nice, friendly, helpful trojan, but it literally hooks into a running process and injects it's own code, and opens the door for others to add their own code, too.

how? how could anyone "help" this situation? it's not like they could write an auto-detection scanner routine, it's compiled code! the strings or array of bytes you use for your anchor point will change too, with every recompilation. and hey, maybe it could be done, but it will be incredibly complex and require more work than the entire Script Extender project takes!

and Bethesda helping? what are you smoking? I'm thinking again, you're a non-technical. if, IF, Bethesda put in a way, let's say a header that advertised where these wanted important hook points are, and someone used this to make something malicious, to ruin people's games... Bethesda AND Microsoft, both very well known companies, and one being the richest software company in the history of the planet... you think this might open them up to litigious action? and more than one person is gonna be fired, definitely.

so neither are going to happen, ever. and this? this is nothing, it's simply what happens when someone recompiles code that isn't yours, and you have to adapt to this change.

if you don't like it, you have a few options. block updates, or move a copy of the game somewhere that Steam doesn't know about, but your mod manager does. other than that? stay with mods that require no .dll prerequisite mods, and these updates won't phase you at all.

to imply there's some malice here, some Bethesda marketing person rubbing their hands together like Mr. Burns... "excellent... every time we break their mods, another 1% gives up and uses Creations...." dude, that's just insane.

it's about consoles, not us. anything we got is a side effect, like the 4x increase in open archive file handles? (to quote another FG character, "woohoo!") this one was about finally bringing "real" modding (as in, mods no longer need to use only base & DLC assets) to the Sony Playstation crowd.

it's also about the consoles, because console users are used to paying for add-ons and mods. I mean the operators pack for CoD, so you can play as Nicki Minaj or Snoop costs, what, $20usd real actual money? for some skins?! yeah Bethesda PC gamers are instead off to their favourite free mod site.

it's got very little to do with us. just a side-effect of homogenized platform releases.
And you was wrong 10 years ago OP. Ten years later proves it, as there are still many free mods which work fine. All of the free ones I got from Creations still work as intended after this update.
Originally posted by DouglasGrave:
Originally posted by Overlord Tony:
Every time bethesda adds a hat to the store it breaks the game.
Utter rubbish. Creations are routinely added without requiring any update to the game's core framework.

Well maybe they changed that because at the start it bricked the mods each time.

They still adding pointless updates to brick mods
Bethesda adds a tiny bug fix patch (which modders probably fixed ages ago) and it bricks the entire modding support.

Steam workshop doesn't brick mods unless a game has a HUGE update but tiny updates like bug fixing is fine.


So why can't Bethesda design a system that doesn't brick mods with these stupid tiny updates?
Originally posted by Overlord Tony:
Originally posted by areyouserious:
my 1.10.163 works also fine since years with over 400 mods. i do not deal with any update.
i will never forget the ng upate chaos. people suffered 18 month until they got their fix or downgraded!

yeah but you can never add new mods either
this mod https://www.nexusmods.com/fallout4/mods/81859 allows you to use any mod that uses the new BA2 file created/updated for new gen and later on version 1.10.163.
Originally posted by Overlord Tony:
Originally posted by DouglasGrave:
Utter rubbish. Creations are routinely added without requiring any update to the game's core framework.
Well maybe they changed that because at the start it bricked the mods each time.

They still adding pointless updates to brick mods
Here are the update notes. Which particular parts do you consider pointless?
https://store.steampowered.com/news/app/377160/view/679632688090450740?l=english
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