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[-] simple@lemm.ee 61 points 1 year ago

It's really disappointing the game hasn't released with mod support. People are making do by editing a few scripts, but full mod support would've helped this game so much out of the gate.

[-] BlinkerFluid@lemmy.one 18 points 1 year ago

Yeah, modders could've filled it out into a full release by now.

[-] AngrilyEatingMuffins@kbin.social 22 points 1 year ago* (last edited 1 year ago)

it's definitely a full release. i'm like 20 hours in and just scratching the surface with no real bugs to speak of. it's just not mind-blowingly amazing and there are too many loading screens. it's fun enough to entertain me until phantom liberty drops.

[-] all-knight-party@kbin.cafe 9 points 1 year ago

Agreed. Holy fuck are there so many unique quests with full voicing (at about 20 hours in). I've heard people say they aren't getting that "losing yourself accidentally seeing five different POIs", but it's definitely still there in a different package.

I get that by going to do one quest, having to stop off at other planets along the way, where I'll poke my head in and talk to whatever named NPCs I see, who'll inevitably give me a few quests, some of which lead to other places where I'll pick up other quests.

It was especially apparent with some random side quest somebody gave me in New Atlantis where I just had to go get a dead drop package from some other planet, which turned out to be the site of the Red Mile which is its own sort of arena/quest that I then enjoyed in the middle of the other quest. I've just been ping ponging around like that picking up stuff and stopping now and again to knock a few out.

[-] PM_ME_FEET_PICS@sh.itjust.works 5 points 1 year ago

It's a certified Bethesda banger.

[-] dsemy@lemm.ee -3 points 1 year ago

Man people are really entitled these days…

The game is fine, and what most people who play Bethesda RPGs expected (or even better).

Also, if I’m not mistaken, previous Beth RPGs released without official mod support and had it added later as well. Almost no game by any company has released with official mod support; almost no game even has official mod support.

[-] bloopernova@programming.dev 36 points 1 year ago

Should've been there from the start.

[-] Kolanaki@yiffit.net 10 points 1 year ago

I don't even understand the delays. They have claimed that the tools they release are the same tools they use to build out their games. Shouldn't they already have working tools? And what really changes between the games that I can't just use Fallout 4's or Skyrim's creation kit? I've always found this to be odd.

[-] DrQuint@lemm.ee 10 points 1 year ago

When Bethesda launches mod support, they will do it as a Creation Platform. They don't want mods to merely exist, they want to control its presentation.

[-] Chailles@lemmy.world 9 points 1 year ago

The tools are usually stripped down versions of their internal kits. At least, that's what I've read on the topic. I don't actually know whether that's entirely true or to what extent if it is.

The other reason may also have to do with console modding. Getting that set up or whatever.

[-] Dirk_Darkly@sh.itjust.works -2 points 1 year ago

After playing their games for many years, I'm not convinced their tools are working.

[-] BradleyUffner@lemmy.world 28 points 1 year ago* (last edited 1 year ago)

By the time they release official mod support, we'll already have it all figured out on our own.

[-] H2207@lemmy.world 9 points 1 year ago* (last edited 1 year ago)

There's already a script extender that's gaining traction, so these tools will need to have some serious capabilities.

[-] Endorkend@kbin.social 25 points 1 year ago

He just wants to give modders more time to fix the mess of bugs Bethesda left unresolved, before giving them an easy method to create new content.

Ah, "official" mod support.

Because I'm running mods right now. PcMasterRace and all.

[-] dudewitbow@lemmy.ml 8 points 1 year ago

Its moreso creation kit. Without it, some mods are really hard to make.

[-] AllonzeeLV@lemmy.world 3 points 1 year ago

We literally have Stormtroopers 9 days in, I'm not worried

[-] dudewitbow@lemmy.ml 6 points 1 year ago* (last edited 1 year ago)

Full model replacements are typically not hard, especially if theyre being used as a replacment for already existing assets vs creating a new asset and item id for.

Its like the modding scene for both brawl and umvc3.

It only starts off with replacing already exiting assets, but it wont explode till you figure out how to add custom assets. Brawls point was when project m devs found how to add character slots, umvc3 was when they figured out similar + making fully custom models/animations without having to borrow existing ones.

You need the tools to exist to get to the blowup point.

[-] n3m37h@sh.itjust.works 4 points 1 year ago

Monetized mod support

[-] Kolanaki@yiffit.net 15 points 1 year ago* (last edited 1 year ago)

Jesus. That pattern someone recognized with the releases of the toolset for each game might have been right on the money. The last game it took 6 months. The previous game was 3. Before that it was under 2. Starfield's will come in a year 😩

[-] Dr_Cog@mander.xyz 4 points 1 year ago

Technically next year is in ~3.5 months. It could launch in January

[-] trash@lemm.ee 10 points 1 year ago

Laughs is 24fps on PC

[-] circuitfarmer@lemmy.sdf.org 5 points 1 year ago

The important shit is getting done already. The community isn't going to wait for a toolkit.

And the things that toolkit likely allow aren't really what modders want to change, anyway. I don't think anyone wants to add quests, but fixing broken things seems to be the goal of the current mods.

[-] thanevim@kbin.social 11 points 1 year ago

What makes you think modders aren't interested in making quests? Have you seen Fusion City Rising for Fallout 4?

[-] circuitfarmer@lemmy.sdf.org 3 points 1 year ago

I just meant that the game is really long as it is. I think QoL stuff is probably the focus before quests.

[-] Chailles@lemmy.world 7 points 1 year ago

Modders aren't single minded collectives. A modder who wants to make a quest mod will make a quest regardless of the inconveniences a QoL mod they could have made would have fixed.

[-] leftzero@lemmy.ml -2 points 1 year ago

Is he talking about trying the paid mod thing again..? Because the game's been moddable since day 1 (or -7, if you don't count the early access as day 1), and the nexus is already full of mods, including the script extender...

[-] Kolanaki@yiffit.net 7 points 1 year ago* (last edited 1 year ago)

I'm sure he's just talking about the Creation Kit toolset. We can do script related things and add models and textures; we can't add new locations or NPCs afaik without the toolset. Or at least, nowhere near as easily. If it can be done, I'd like to read up on that.

[-] Ser_Salty@feddit.de 3 points 1 year ago

He's talking about the Creation Kit, the proper mod tools to make more complicated stuff like quest mods

[-] leftzero@lemmy.ml -4 points 1 year ago

Eh, it's all the same 26 year old gamebryo engine, we can probably just use the Skyrim tools. Or the Morrowind ones. Hell, at this point modders have probably made their own better ones, like they made the script extender, and wrye bash, and whatnot. 🤷‍♂️

[-] Ser_Salty@feddit.de 2 points 1 year ago

That is not how that works.

[-] dudewitbow@lemmy.ml 1 points 1 year ago

The mods made by creation kit, and the mods made using script extenders arent the same kind of mods.

CK allows modding in custom NPCs, followers and more models, as well as modifying vanilla asset models in the game easier (part of the reason why the only thing you see in modding space are texture swaps and full model swaps) as well as quest mods. These are the types of mods you see like in skyrim that can be enabled by console as well.

Script extenders enable mods that rewrite how the game functions, be it physics, adding new interactions and such.

this post was submitted on 10 Sep 2023
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