Putting the 'role' back in role-playing games since 2002.
Donate to Codex
Good Old Games
  • Welcome to rpgcodex.net, a site dedicated to discussing computer based role-playing games in a free and open fashion. We're less strict than other forums, but please refer to the rules.

    "This message is awaiting moderator approval": All new users must pass through our moderation queue before they will be able to post normally. Until your account has "passed" your posts will only be visible to yourself (and moderators) until they are approved. Give us a week to get around to approving / deleting / ignoring your mundane opinion on crap before hassling us about it. Once you have passed the moderation period (think of it as a test), you will be able to post normally, just like all the other retards.

Eternity Avowed - Obsidian's first person action-RPG in the Pillars of Eternity setting - coming February 18th

Butter

Arcane
Patron
Joined
Oct 1, 2018
Messages
8,610
It's intentional, as it allows the interior to be larger than the exterior. Plus, it's good for containing certain people in an area where they're safe from some random events. The loading is really non-issue in an SSD era. My heavily modded Skyrim loading screens are so fast that I can maybe read 3 words from the lore screen, and I'm a fast reader.
Fallout 4 load times are atrocious, even with an SSD. There are multiple mods designed to address this specifically.
 

Gargaune

Arcane
Joined
Mar 12, 2020
Messages
3,623
There is no problem to have a moddable Unreal engine game. The problems will be the learning curve for modding this engine, and of course the license for releasing the tools.
Yes, technical solution aside, the learning curve would be the major issue in the modding scene because it would deprecate the existing knowledge base and disincentivise migration to the new title. Already Fallout 4 had a noticeably less productive mod scene, plenty of modders just carried on with Skyrim, and that's just over habit and the flavour of fiction. You tell those guys they gotta go back to square one (Morrowind square one, to be precise) for TES VI and they'll nope right out.

It's tough to speculate what would happen to TES VI if it's released without modding support. I think if the stakes are like either you sell millions of copies or tens of millions, Bethesda will have to find a solution for making it moddable. By the time TES VI releases, TES V will be largely forgotten (by the tens of millions audience), so it's difficult to ride on past reputation. My feeling is that if it's not moddable word of mouth will destroy sales.
It's not particularly tough to speculate since Bethesda games have always been released without modding support - on consoles, where the majority of sales for Bethesda games occur. A lot of people who play Bethesda games on PC also don't use mods, as hard as that may be too believe.
I guess it's time to beat this drum again - the modding scene provides staying power, a minority of the initial customer base keep talking about the game long after release, maintaining its public profile and attracting continued sales, regardless of whether those new customers are interested in mods themselves.
 

Readher

Savant
Joined
Nov 11, 2018
Messages
704
Location
Poland
It's intentional, as it allows the interior to be larger than the exterior. Plus, it's good for containing certain people in an area where they're safe from some random events. The loading is really non-issue in an SSD era. My heavily modded Skyrim loading screens are so fast that I can maybe read 3 words from the lore screen, and I'm a fast reader.
Fallout 4 load times are atrocious, even with an SSD. There are multiple mods designed to address this specifically.
You just probably have capped framerate. With unlocked framerate they're almost instant. It's true that you de facto need mods to do this, since unlocking framerate itself will cause physics to go haywire and the game logic will run faster (which mods fix). They already fixed that engine issue in FO76 though, so Starfield shouldn't have that problem.
 

Delterius

Arcane
Joined
Dec 12, 2012
Messages
15,956
Location
Entre a serra e o mar.
It's intentional, as it allows the interior to be larger than the exterior. Plus, it's good for containing certain people in an area where they're safe from some random events. The loading is really non-issue in an SSD era. My heavily modded Skyrim loading screens are so fast that I can maybe read 3 words from the lore screen, and I'm a fast reader.
Fallout 4 load times are atrocious, even with an SSD. There are multiple mods designed to address this specifically.
You just probably have capped framerate. With unlocked framerate they're almost instant.
what
 

Butter

Arcane
Patron
Joined
Oct 1, 2018
Messages
8,610
It's intentional, as it allows the interior to be larger than the exterior. Plus, it's good for containing certain people in an area where they're safe from some random events. The loading is really non-issue in an SSD era. My heavily modded Skyrim loading screens are so fast that I can maybe read 3 words from the lore screen, and I'm a fast reader.
Fallout 4 load times are atrocious, even with an SSD. There are multiple mods designed to address this specifically.
You just probably have capped framerate. With unlocked framerate they're almost instant.
what
It's true. Bethesda's engine is so fucked that increasing the frame rate speeds up loading. But then that would fuck up the physics.
 

Perkel

Arcane
Joined
Mar 28, 2014
Messages
16,258
There is no problem to have a moddable Unreal engine game. The problems will be the learning curve for modding this engine, and of course the license for releasing the tools. For someone as big as Bethesda, I wouldn't rule out the possibility that Epic release a cut down version of their toolset specifically for modders. :It is a mystery:

There is actually a problem.
UE5 has a lot of third party tools and parts that are integrated and don't allow developers to create mod tools if they want to use those parts of engine.

This is the same reason why CDPR RED engine doesn't allow to modify game map at all as it was made with separate tool which CDPR can't distribute to modders.

UE5 is like that times 10. Hell if you want to use it in any proper way you have to use Houdini with it's own $$$.
 

Orud

Scholar
Patron
Joined
May 2, 2021
Messages
1,130
Strap Yourselves In Codex Year of the Donut Codex+ Now Streaming!
It's true. Bethesda's engine is so fucked that increasing the frame rate speeds up loading. But then that would fuck up the physics.
Because there is no incentive to fix that as long as consoles can't run any game decently above 30 fps (which is still the baseline). The second more horse power is added to consoles, AAA gamedevs immediately throttle it by more fancy graphics.
 

Cryomancer

Arcane
Glory to Ukraine
Joined
Jul 11, 2019
Messages
17,007
Location
Frostfell
I don't think that reducing the scope is a bad thing. Quality > Quantity. In Gothic 2, there is a total of ONE main city, very memorable, full of interesting stuff. In Skyrim, there are many "major cities", all boring and uninspiring.

As for 2 races, IMO they should have added at least a 3rd race. Humans, Dwarves and Elves.
 

Roguey

Codex Staff
Staff Member
Sawyerite
Joined
May 29, 2010
Messages
36,705
I don't think that reducing the scope is a bad thing. Quality > Quantity. In Gothic 2, there is a total of ONE main city, very memorable, full of interesting stuff. In Skyrim, there are many "major cities", all boring and uninspiring.

As for 2 races, IMO they should have added at least a 3rd race. Humans, Dwarves and Elves.
Height differences are a mess. Notice that no Elder Scrolls lets you play as a short race.
 

SpaceWizardz

Liturgist
Joined
Sep 28, 2018
Messages
1,165
I don't think that reducing the scope is a bad thing. Quality > Quantity. In Gothic 2, there is a total of ONE main city, very memorable, full of interesting stuff.
This cope has been already expended, Obsidian has spent the past decade repeatedly failing to make a reduced scope (relative to AP/NV) translate into more sophisticated design.
 

Zed Duke of Banville

Dungeon Master
Patron
Joined
Oct 3, 2015
Messages
13,104
I don't think that reducing the scope is a bad thing. Quality > Quantity. In Gothic 2, there is a total of ONE main city, very memorable, full of interesting stuff. In Skyrim, there are many "major cities", all boring and uninspiring.

As for 2 races, IMO they should have added at least a 3rd race. Humans, Dwarves and Elves.
Height differences are a mess. Notice that no Elder Scrolls lets you play as a short race.
Morrowind introduced different heights (and weights) by race/gender combination, with male bosmer (wood elves) being the shortest, though the difference is less extreme than for the usual fantasy dwarves and halflings.
 

Cryomancer

Arcane
Glory to Ukraine
Joined
Jul 11, 2019
Messages
17,007
Location
Frostfell
IMO Obsidian declined a lot. Just compare FNV with outer worlds, FNV has a lot of interesting factions, lots of cool weapons, and OW has neon weapons and revolves around "corporations bad", hence I'm not hyped for this game. Can be good? Sure. But so far, the unique good things that I saw are the spell effects.
 
Last edited:

As an Amazon Associate, rpgcodex.net earns from qualifying purchases.
Back
Top Bottom