Bethesda is already prepping to screw them over. Like with the Fallout London guys. Fuck Bethesda. Leaning heavily on the community to fix their issues but ready to fuck them over when they come with a large project by quickly releasing their own shitty remake or updating the game, breaking the mod. Better pirate their games or don’t play them at all, they do not deserve our money.
I don’t see Bethesda has doing anything about this project.
Like TESNexus did take down my Morroblivion main quest implementation back in 2010 (although someone else had already uploaded a half done version which was allowed to stay up? maybe they had sucked Arthmoor off or something.) I just moved to the Morroblivion forums after, nbd.
But you’ve been able to complete basically all of Morrowind in Oblivion for more than ten years, and I don’t think Bethesda has done anything. I think they threatened/scared the French guy who made the executable that converted everything, but backed off and never really bothered again.
Tbh, I could see them giving Morrowind away for free at some point - just like Daggerfall and Arena.
The way they might fuck people over is the endless Skyrim and Fallout updates I guess that break fucking everything. But not legally I don’t think. This gets people to buy more copies of Skyrim (and we know the modern gamer isn’t patient enough for Morrowind proper)
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.
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.
Personal beliefs and the laws to which you are upheld are two different things. I didn’t say I agree with the law. Why are you assuming my personal beliefs?
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.
WTF are you smoking? It was not “specifically designed to break the mod”. It was specifically designed to coincide with the Fallout TV series on Amazon prime.
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).
So basically what happened with the AE release for Skyrim SE where Bethesda switched to a new compiler version and the tool the script extender team was using to find the correct offsets couldn’t handle it so they had to track down the offsets manually like before they’d written the tool, leading to a longer than usual time for the script extender to update than usual?
Which if it’s anything like SSE means that mods that didn’t use F4SE were basically unaffected, mods that use F4SE had to wait for it to update which took longer than usual after which they would mostly work unmodified, and mods that involved a plugin DLL for F4SE had to at the very least be recompiled against the new versions of the game and F4SE. Nothing about that specifically targets Fallout: London though from what it sounds like.
I mean, it would suck for any mod using F4SE. The answer for what to do is the same as every other update - recommend people not update until F4SE is updated.
Did they have their own plugin DLL or were they just using F4SE as is? If the former that would make it suck for them even worse since they’d potentially need to find some new hook addresses of their own and wait for the new F4SE and then reconcile their DLL.against that and then test it all again to make sure nothing broke.
Yeah, that’s what Fallout Londond creators advised - delay the update. A lot of folk got already hit with it by this time tho, so a lot of people were pissed.
And they DID insert their own IIRC, may be wrong on that one.
I honestly don’t know - I have no evidence one way or the other.
However, FO:London was in development for a long time (years?), and Bethesda decided to release a (edit:) mod-breaking patch right before its release, b/c the TV show got popular and they wanted to say the game was still in development?
Maybe it wasn’t specifically to “screw over some mod devs,” but it didn’t help the community one bit.
With Bethesda you can never really tell if it is deliberate malice or simply their typical blistering incompetence. But the end result is the same either way.
Bethesda is already prepping to screw them over. Like with the Fallout London guys. Fuck Bethesda. Leaning heavily on the community to fix their issues but ready to fuck them over when they come with a large project by quickly releasing their own shitty remake or updating the game, breaking the mod. Better pirate their games or don’t play them at all, they do not deserve our money.
How do you know if Bethesda is ready to pull the level for the falling hatch Skyblivion stands on?
I don’t see Bethesda has doing anything about this project.
Like TESNexus did take down my Morroblivion main quest implementation back in 2010 (although someone else had already uploaded a half done version which was allowed to stay up? maybe they had sucked Arthmoor off or something.) I just moved to the Morroblivion forums after, nbd.
But you’ve been able to complete basically all of Morrowind in Oblivion for more than ten years, and I don’t think Bethesda has done anything. I think they threatened/scared the French guy who made the executable that converted everything, but backed off and never really bothered again.
Tbh, I could see them giving Morrowind away for free at some point - just like Daggerfall and Arena.
The way they might fuck people over is the endless Skyrim and Fallout updates I guess that break fucking everything. But not legally I don’t think. This gets people to buy more copies of Skyrim (and we know the modern gamer isn’t patient enough for Morrowind proper)
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.
Perhaps he heard the same thing I did - Bethesda announced a soon to be released refresh of the game.
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.
I disagree with the fundamental assertion that work is more important when it’s paid.
Don’t get me wrong, fuck Bethesda, but they’re the owners of the IP…whatever they say is more important is more important, paid or not…
I disagree with the fundamental assertion that software can be owned
And that’s completely valid. However, under the current legal framework, that simply isn’t the case.
Why are you using a state’s laws to determine your own sense of morality?
Personal beliefs and the laws to which you are upheld are two different things. I didn’t say I agree with the law. Why are you assuming my personal beliefs?
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.
WTF are you smoking? It was not “specifically designed to break the mod”. It was specifically designed to coincide with the Fallout TV series on Amazon prime.
[Citation Needed]
How are you even getting upvoted? You’re clearly just talking out of your ass.
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).
Full recompilation of exec from scratch - memory positions changed and basically f4se became extremely borked.
So basically what happened with the AE release for Skyrim SE where Bethesda switched to a new compiler version and the tool the script extender team was using to find the correct offsets couldn’t handle it so they had to track down the offsets manually like before they’d written the tool, leading to a longer than usual time for the script extender to update than usual?
Which if it’s anything like SSE means that mods that didn’t use F4SE were basically unaffected, mods that use F4SE had to wait for it to update which took longer than usual after which they would mostly work unmodified, and mods that involved a plugin DLL for F4SE had to at the very least be recompiled against the new versions of the game and F4SE. Nothing about that specifically targets Fallout: London though from what it sounds like.
Exactly, nothing target mod specifically, it’s just dramatic people being dramatic. It DOES suck for Fallout London creators, but whatchu gonna do.
I mean, it would suck for any mod using F4SE. The answer for what to do is the same as every other update - recommend people not update until F4SE is updated.
Did they have their own plugin DLL or were they just using F4SE as is? If the former that would make it suck for them even worse since they’d potentially need to find some new hook addresses of their own and wait for the new F4SE and then reconcile their DLL.against that and then test it all again to make sure nothing broke.
Yeah, that’s what Fallout Londond creators advised - delay the update. A lot of folk got already hit with it by this time tho, so a lot of people were pissed.
And they DID insert their own IIRC, may be wrong on that one.
How did they screw over Fallout London devs?
Bethesda released (announced, maybe?) a mod-beeaking patch 24 hours before the mod was to be released.
You think they intentionally released a patch just to screw over some mod devs?
I honestly don’t know - I have no evidence one way or the other.
However, FO:London was in development for a long time (years?), and Bethesda decided to release a (edit:) mod-breaking patch right before its release, b/c the TV show got popular and they wanted to say the game was still in development?
Maybe it wasn’t specifically to “screw over some mod devs,” but it didn’t help the community one bit.
With Bethesda you can never really tell if it is deliberate malice or simply their typical blistering incompetence. But the end result is the same either way.
This is why people censor the word “G*mer”
Why do people censor the word gamer?
How breaking was it? I guess that’s more important context
As far as I know, they basically recompiled the main executable from scratch - to which modders inject code…thus jumbling it all up.
Also def. not intentionally - it just coincided with the fallout series and Bethesda, like every company, wanted to get more cake. Dumb move, but eh.
It broke the mod to where it took FOLON (the mod creators) weeks to fix before they could release it.
It was a considerable setback.