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God Obsidian programmers are such shit.

DragoFireheart

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Apparently none of the weapons from the Gun Runners Arsenal will be affected by the Grunt perk from Honest Hearts.

Is it unpossible for them them make a script that checks for the DLC and then applies the perk? Ninja perk still broken? Gauss Rifle still glitched in VATS? God Obsidian hire some FUCKING PROGRAMMERS!
 

kingcomrade

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Micmu

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"Bethesda VS Obsidian programmers - which are shittier and why?"

I'd say betshitsda. At least obsidian can do their own stuff (even if it's utter shit), while betshisda cannot beyond endlessly patching morrowing engine.
 
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Something modders should be able to easily fix at least. No amateur fix on the horizon for rifles and shotguns clipping through your torso in third person camera.
 

roll-a-die

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Fun thing about the engine they are using, when you reference something from another mod in that mod, via script, or perk, it has to be included, or the mod itself has to be required. So, if they were to check for the grunt perk, they'd have to include the grunt perk a second time. Or they'd have to require a DLC for another DLC.

Happy to help explain things.
 

DraQ

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roll-a-die said:
Fun thing about the engine they are using, when you reference something from another mod in that mod, via script, or perk, it has to be included, or the mod itself has to be required. So, if they were to check for the grunt perk, they'd have to include the grunt perk a second time. Or they'd have to require a DLC for another DLC.

Happy to help explain things.
That's why it's good to have class hierarchy or at least of possible types of objects, so you can apply blanket treatment rather than listing shit explicitly.
 
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roll-a-die said:
Fun thing about the engine they are using, when you reference something from another mod in that mod, via script, or perk, it has to be included, or the mod itself has to be required. So, if they were to check for the grunt perk, they'd have to include the grunt perk a second time. Or they'd have to require a DLC for another DLC.

Happy to help explain things.

Or, have multiple versions of the DLC for each combination of mods. Which is what modders do now.
 

Xor

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roll-a-die said:
Fun thing about the engine they are using, when you reference something from another mod in that mod, via script, or perk, it has to be included, or the mod itself has to be required. So, if they were to check for the grunt perk, they'd have to include the grunt perk a second time. Or they'd have to require a DLC for another DLC.

Happy to help explain things.

So basically it's bethesda's fault for making a shit engine.
 

Xor

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Bethesda used gamebryo, sure, but the code for referencing objects through scripts, perks, or whatever was almost certainly written by Bethesda. Game engines like that don't come with that kind of stuff out of the box; they're often more like a framework for building off of with the hard shit already done (like 3D modeling and effects, input interfacing, sound, etc).

Bethesda's programmers cannot into basic things like ladders. I could easily see them taking some shortcut that resulted in this DLC referencing problem.
 

roll-a-die

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Xor said:
roll-a-die said:
Fun thing about the engine they are using, when you reference something from another mod in that mod, via script, or perk, it has to be included, or the mod itself has to be required. So, if they were to check for the grunt perk, they'd have to include the grunt perk a second time. Or they'd have to require a DLC for another DLC.

Happy to help explain things.

So basically it's bethesda's fault for making a shit engine.

Technicallly it's possibly Gamebryo's fault, but given that Gamebryo is just a file system, with a renderer, to attach middleware to, yes, it's probably bethesda's coders fault. Especially given that I doubt that Obsidian was given full source access.
 

deuxhero

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DraQ said:
Bethesda VS Obsidian programmers - which are shittier and why?

Discuss!!

Easy: Obsidian games are actually fairly stable and bugless on their final patch. Bethesda ones have game breaking issues on the main quest and constant crashes with 3 unofficial patches.
 

Metro

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God, how can people stand to keep playing New Vegas. Do it once to see how Obsidian somewhat salvaged the RPG elements but never again because of the terrible engine and overall lack of balance after level fifteen or so.
 

Exmit

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Don't worry, it will be fixed for GOTY edition which you will be able to buy for 40$ :smug:
 

J_C

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Ed123 said:
I was informed by reliable sources of a clandestine nature that DSIII is actually pretty unstable.
Your source is shit. I've played the game without a bug.
 

SuicideBunny

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DragoFireheart said:
Is it unpossible for them them make a script that checks for the DLC and then applies the perk?
pretty sure the way it works is that the list of the perk needs to be modified, not the weapons, which in turn means that they would have to make two versions, one with the patched list, one without, which would in turn quite possibly require two versions of each mod that modifies it, and mayhap break the game and all the good weapon mods for something pretty trivial which you can do yourself, by hand, in less than a few minutes, you fucking lazy twat.

or something like that.
 

OSK

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Ed123 said:
I tink the wee man explained it in more detail elsewhere but basikally:


J.E. Sawyer said:
QUESTION: WMX/E pulled off new mods a hell of a lot better than GRA did. Seriously, how hard is it to just make the old weapons moddable, rather than spamming a bunch of new ones that are EXACTLY THE SAME?

ANSWER: The engine used for Fallout: New Vegas handles load order for .esm/.esp files differently on each platform (PC, PS3, Xbox 360). For purposes of this discussion, let's talk about the three that are relevant: FalloutNV.esm (the master .esm for Fallout: New Vegas), Update.esm (the patch) and GunRunnersArsenal.esm.

When we modify a form that exists in the base FalloutNV.esm and save it off in a new .esm, the base ID remains the same between the two so the engine understands that they are fundamentally the same form. When the engine loads the game, it loads the forms in FalloutNV.esm FIRST. After FalloutNV.esm is done loading, it starts to load in the other .esms. In this case, it loads Update.esm and GunRunnersArsenal.esm. If one of these .esms contains a form with the same base ID as a form in FalloutNV.esm, that form is overridden.

However, the platforms load these data files in a different order, and not consistently. If both Update.esm and GunRunnersArsenal.esm contained a form with the same base ID (e.g. a weapon that was previously patched), the engine may load the one in Update.esm last or the one in GunRunnersArsenal.esm last. If it loaded the one in Update.esm, it wouldn't matter that there were mods associated with the form in GunRunnersArsenal.esm.

In the not-so-terrible case, you get weapons that seemingly haphazardly have old stats/old mods or new stats/new mods. In the worst case, data in one .esm that relies on data in another loads first, attempts to reference the other data, can't find anything (because it hasn't loaded) and hangs or crashes the game.

On PCs, this is not an issue because there's a single platform and users can manually adjust their load order. For Gun Runners' Arsenal, creating GRA versions of weapons was the safest way to add items without generating a huge list of load order issues on different platforms.

tl;dr: Blame the consoles.

There are mods that can fix these issues. I prefer the community patch: http://www.ravenmodding.terminal47.net/?p=768
 

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