this shuts down rumors that bethesda will move to unreal engine for ES6

  • who@feddit.org
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    17 hours ago

    I guess you’ve never had to reconcile the disaster that ensues when multiple CE mods update different parts of a game’s .esp data.

    If they touch properties that happen to be near each other, the mods that try to preserve properties that don’t concern them end up stomping all over one other, leaving the player in a horribly broken land of conflicts and sadness. The mods can’t help it, because the engine’s modding system and data structures are fundamentally too coarse to allow touching only what’s needed, and too stupid to make reliable conflict resolution possible. The endless quest to work around this flaw is why Skyrim has uncountable patch mods, which shouldn’t be necessary in the first place. It’s a bloody awful design.

    I get that you love the possibilities afforded by modding. We all do. But please don’t glorify Creation Engine in this area. What’s under the covers is embarrassing, and particularly bad when more than a few mods are used at the same time. Players and modders deserve something better, and a competent engine developer absolutely could deliver it.

    As someone who has spent too many hours dealing with its fallout, I wish Creation Engine would die.

    • MrFinnbean@lemmy.world
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      18 minutes ago

      Yet still its one of the most modded engine of all times. Most games dont have any kind of mod support and they just stop working completelly if you do anything beond texture change.

      Bashing creation engines modding is like yelling in a desert about how the water in the oasis would be better with ice cubes. You are not wrong, but it seems really nitpicky.

    • baatliwala@lemmy.world
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      13 hours ago

      I mean, it’s a new version, you’d hope they’d fix at least some issues - me, massively coping

      • The_Decryptor@aussie.zone
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        9 hours ago

        It’s mostly a tooling issue, so they really could, but I still doubt it.

        I remember installing conflicting mods with Fallout 3, and you just had to run a tool to examine the mods and merge the changes together (and warn you if they genuinely conflicted). It was like a 1 click process and I’m amazed it hasn’t been moved into the engine itself.