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a SHOCKER(not)-Bethesda will use an upgraded version of the Creation Engine for TES VI and Starfield

ADL

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Enough with the fake news out of your asses, people...

Extenders are needed because some mods want to modify stuff that weren't made to be modified by the contruction kit of Bethesda. AKA to modify the engine itself.
Name me one series of games that needs script extender functionality to match the ambition of the modding community. You'd think after 15 years of script extenders that they'd integrate some of those functions natively so modders could get to work out of the gate.... But nope.
 

Deleted Member 16721

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Again, if Beth changes the engine (after their coders have gotten used to it after a decade or more) you're not going to find an engine that can fit as much data in a scene as a Beth game does. Every NPC has a unique inventory, every barrel has loot, every item on a market counter can be picked up or thrown or stolen. Everything is interactable. If you can find an engine with that amount of data that still looks good as Skyrim did, then they would have changed by now. There's a reason they stick with their engine.
 

McPlusle

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you're not going to find an engine that can fit as much data in a scene as a Beth game does. Every NPC has a unique inventory, every barrel has loot, every item on a market counter can be picked up or thrown or stolen. Everything is interactable
How long have you been playing video games?
 

Funposter

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Extenders are needed because some mods want to modify stuff that weren't made to be modified by the contruction kit of Bethesda. AKA to modify the engine itself.
Have you ever tried to mod an Elder Scrolls game? Even some incredibly basic things are unachievable using the games' native scripting language. Yes the extenders are modifying things which "weren't meant to be", but for the most part it's done in order to fix the fucking horrendous job that Bethesda did in the first place.
 

tritosine2k

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Only Gamebryo is so good , instead of enemies using their familiar walls or ceiling to launch suprise attacks / set up traps the player can use objects interactively *many ways* anywhere /sarcasm
 
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ADL

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Have you ever tried to mod an Elder Scrolls game? Even some incredibly basic things are unachievable using the games' native scripting language. Yes the extenders are modifying things which "weren't meant to be", but for the most part it's done in order to fix the fucking horrendous job that Bethesda did in the first place.
Most egregious is the fact that those things that "weren't meant to be" often are things that not only should've been in the fucking game from the start, it should've been a top priority.
 

sser

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This wouldn't have happened if more of you bought Two Worlds II and Kingdoms of Amular to give Bethesda some proper competition.
 

Sceptic

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Divinity: Original Sin
Most egregious is the fact that those things that "weren't meant to be" often are things that not only should've been in the fucking game from the start, it should've been a top priority.
Sometimes they're even things that were in previous games but then got removed because Bethesda. I remember installing a Toggle Quantity Prompt mod for Oblivion (IIRC it even required the script extender) then wondering why I had to do this with a mod in the first place, since it was a native functionality that didn't require a mod back in Morrowind.
 
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No one is saying that Beth is flawless or that they haven't casualised the shit out of their games. Instead people acknowledge that while gamebryo is antiquated, there really is no comparable engine out there and making one would result in Gamebryo 2 : electric Boogaloo. Most games are not moddable at all or allow only texture replacers, do keep that in mind.( Inb4 some 2d roguelike that can be modded.)

That's why they should just wait until the next console generation or/and not be afraid to saw the areas into smaller pieces. If we got what was promised, no one would mind another imperial city type corridored city with separate cells. If TES6 has smaller cities or the cities of the size of unmodded Skyrim, I'm out from modding and playing beth games for good. It's a disgrace how stripped down their new games are, considering what potential they do have.
 

Funposter

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Lighting can be improved with enbs...
No
This is a point worth examining. Lighting can be improved by ENBs, and they can also provide much-needed colour correction since the game by default is very washed out. Lighting mods and ENBs are often the part of a load order that does 90% of the work in improving the game's visuals, since they improve things like ambient occlusion or allow more things to act as true dynamic light sources. However, an ENB cannot get past the game's hardcoded amount of dyanmic light sources allowed on screen at any one time, which iirc is six. You can easily test this by loading up an ENB with whichever visual mods you want, and going to anywhere (Dragonsreach for instance) with several dyanmic light sources in a close vicinity. You will see that as you move the camera about, some of them will stop casting shadows, and other will begin casting them. This wouldn't be an enormous problem, if not for the fact that the game has A LOT of areas which have many light sources clumped together like this. Even walking around inside Dragonsreach you can see this occur. It's quite distracting. The world was built under the assumption that many objects would simply emit 'fake' light.
 

tritosine2k

Erudite
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Dec 29, 2010
Messages
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Per pixel shading is stupid and you'll get dropped frames guaranteed and thats at 60hz. Its good for gpu manufacturers though. No amount of enb gives you advanced tech like texel shading or virtual texturing.
 
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