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Starfield Pre-Release Thread [GAME RELEASED, GO TO NEW THREAD]

HoboForEternity

LIBERAL PROPAGANDIST
Patron
Joined
Mar 27, 2016
Messages
9,419
Location
liberal utopia in progress
Steve gets a Kidney but I don't even get a tag.
Anyone thinking this will be any good should be publicly humiliated.
I dunno, I expect the writing overall to be improved considering Emil Pagliarulo isn't involved.
Even outside that, it seems likely they doubled down on levelled, color code loot instead of the usual static level (it will most likely be randomly placed too since the world is proc-gen), and proc gen bethesda world sounds just boring especially after we see how fallout 4 did most of its procedural quests. Mods can probably fix it if they doesn't purposely reduce mod tool capabilities in favor of dlc or creation club
 

Zed Duke of Banville

Dungeon Master
Patron
Joined
Oct 3, 2015
Messages
13,110
Sex?! Drugs?!

:hype:

EDIT: sorry you're a jaded loser, Modron, but ma boi Todd THE GOD gunna deliver
Anyone thinking this will be any good should be publicly humiliated.
Todd-Howard-Deus-Ex.png
 
Last edited:

Risewild

Arbiter
Joined
Mar 23, 2018
Messages
506
Location
Australia
It's all good as long as they aren't purposely hindering modding.
Which they already did in Fallout 4. I doubt they'll stop doing it in Starfield all of a sudden.

Did they? I barely touched FO4 but I don't recall any issues with mods?

Bethesda put a BA2 limit in Fallout 4. The only Bethesda game to ever have a limit on this type of thing.
Bethesda hardcoded the perk poster and the 4 dialogue options in Fallout 4. This made it impossible for modders to do anything with these two things.
The outdated Flash for their UI already (somehow) limited modding it (although to be fair this was already present on Skyrim).
The only way to make new animations for FO4 is to use commercial software that costs hundreds of dollars monthly.

There's more stuff but I haven't looked into Fallout 4 modding in quite a few years, so I can't remember everything that Bethesda implemented that caused modders to be more restricted when making stuff for FO4 than the previous Bethesda games.

Modders only managed to be able to change some of those things only once FO4SE had advanced enough to be able to bypass these restrictions. But since we're talking about what Bethesda did to restrict modding in FO4, this is irrelevant.

Fun fact: the SE people abandoned FO4SE as soon as Skyrim SE came out, and when it was abandoned it didn't have any capability to bypass the hardcoded 4 dialogue options and the perk sheet. It was only after some people from the SE decided to come back and work on FO4SE again that these things got made. So if those people hadn't come back, FO4 would still have no mods changing perks or the 4 dialogue options.
 

Baron Dupek

Arcane
Joined
Jul 23, 2013
Messages
1,871,364
Finally a good combat in Bethesda gamez?
https://www.reddit.com/r/GamingLeak.../4chan_user_id_software_working_closely_with/

"id Software has been working with Bethesda to overhaul the combat in Starfield, they joined the project back in August of last year. I have extremely closed ties to an individual at id Software who reported this to me. The combat is in a vastly better state than it was during the Xbox showcase last year."

https://boards.4channel.org/v/thread/636810414
 

Spectacle

Arcane
Patron
Joined
May 25, 2006
Messages
8,363

Bethesda put a BA2 limit in Fallout 4. The only Bethesda game to ever have a limit on this type of thing.
Bethesda hardcoded the perk poster and the 4 dialogue options in Fallout 4. This made it impossible for modders to do anything with these two things.
The outdated Flash for their UI already (somehow) limited modding it (although to be fair this was already present on Skyrim).
The only way to make new animations for FO4 is to use commercial software that costs hundreds of dollars monthly.

There's more stuff but I haven't looked into Fallout 4 modding in quite a few years, so I can't remember everything that Bethesda implemented that caused modders to be more restricted when making stuff for FO4 than the previous Bethesda games.

Modders only managed to be able to change some of those things only once FO4SE had advanced enough to be able to bypass these restrictions. But since we're talking about what Bethesda did to restrict modding in FO4, this is irrelevant.

Fun fact: the SE people abandoned FO4SE as soon as Skyrim SE came out, and when it was abandoned it didn't have any capability to bypass the hardcoded 4 dialogue options and the perk sheet. It was only after some people from the SE decided to come back and work on FO4SE again that these things got made. So if those people hadn't come back, FO4 would still have no mods changing perks or the 4 dialogue options.
This all sucks for modding, but is there any evidence that Bethesda purposely did any of it to hinder modders, rather than simply to make things easier for their own devs?
 

Tyrr

Liturgist
Joined
Jun 25, 2020
Messages
2,651
I think it's funny how people have already accepted that vanilla Bethesda games are shit and only care about the modding support of their games.
 

BruceVC

Magister
Joined
Jul 25, 2011
Messages
9,931
Location
South Africa, Cape Town
I think it's funny how people have already accepted that vanilla Bethesda games are shit and only care about the modding support of their games.
No thats not completely accurate, most fans of Bethesda games can play the games without mods but mods enhance and improve the game so mods become obvious to make the gaming experience better

Thats not the same thing as saying vanilla games are shit. Improvements are not the same as saying " they shit" because vanilla games are functional. The first time I played Oblivion and Morrowind I didnt use mods and I had a good time but not a fantastic time
 

Spectacle

Arcane
Patron
Joined
May 25, 2006
Messages
8,363

You either make modding a priority or you don’t.
Bethesdas strategy always seems to have been to facilitate mods that are made with the creation kit and basic scripting. Modders are on their own for advanced stuff that requires hacking the game code.
 

Risewild

Arbiter
Joined
Mar 23, 2018
Messages
506
Location
Australia
This all sucks for modding, but is there any evidence that Bethesda purposely did any of it to hinder modders, rather than simply to make things easier for their own devs?
While I didn't mention or hinted at it being purposefully made to hinder modding, Bethesda did it anyway. Purposefully or not their games are having more restrictions and getting harder to mod certain aspects without external tools made by fans (like Script Extenders and all the plugins made for SE by modders).

Although, Hardcoding stuff usually doesn't make things easier for the devs either, since they have to purposefully "encrypt" these things after working on them and before releasing the games.

And if there are any tin-foil hat wearers around here, it could be very suspicious that FO4 creation kit was delayed a bit more than other previous games CKs, and then Bethesda came up with the Creation Club on FO4, which could be an incentive to hinder what modders could make so that content from CC would be more appealing.
 

soulburner

Cipher
Joined
Sep 21, 2013
Messages
843
Finally a good combat in Bethesda gamez?
https://www.reddit.com/r/GamingLeak.../4chan_user_id_software_working_closely_with/

"id Software has been working with Bethesda to overhaul the combat in Starfield, they joined the project back in August of last year. I have extremely closed ties to an individual at id Software who reported this to me. The combat is in a vastly better state than it was during the Xbox showcase last year."

https://boards.4channel.org/v/thread/636810414
I'm not sure how this is news because Bethesda already worked with id Software on Fallout 4. This is why gunplay in that game is much more satisfying and than in FO3/NV.
 

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