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 Since Bethesda keeps braking the script extender....

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RangerGUN

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PostSubject: Since Bethesda keeps braking the script extender....   Mon Aug 13, 2018 4:41 pm

... How will Cascadia and Miami work?

(Couldn't come up with a short enough title)

Correct me if I am wrong but I hear Bethesda breaks the script extender when ever they update Fallout 4 because of Creation Club? I heard when they do this, the team that created the script extender update it quite quickly but you have to go through your mod order to make sure everything is working correctly.
I haven't played Fallout 4 in months since I'm waiting for either Cascadia or Miami, so I haven't dealt with these problems. I'm just a bit ignorant on the subject and I'm looking for someone to explain. I'm looking forward to playing these mods and I'm just a bit worried that I'll encounter a lot of problems.

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c4in

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PostSubject: Re: Since Bethesda keeps braking the script extender....   Mon Aug 13, 2018 5:14 pm

This is one thing which irritates me sometimes with modern games, especially the games on Steam.

Companies does not sell finished product and if the game is mod friendly, patches makes those mods incompatible.

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BigRedRandomMan

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PostSubject: Re: Since Bethesda keeps braking the script extender....   Tue Aug 14, 2018 1:11 am

Having your game break because Bethesda decided to want to sell you something is incredibly annoying. Surely there's a better way they could handle creation club so it doesn't break every single script extender mod.

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PostSubject: Re: Since Bethesda keeps braking the script extender....   Tue Aug 14, 2018 1:51 am

@RangerGUN - It is a sad reality that it happens at all and frequently enough that you have to prepare for it....and it's true of SSE as well. If you prepare for it then not such a big deal. It absolutely does break the script extender each time and those who maintain F4SE are the unsung heroes of all the mods and users who rely on it. They are extremely quick to update and then the mod authors follow closely behind....which means updating many of the mods in your list.

Saves and backups are a must and there is a mod that allows you to revert your game back if you accidentally chose the update or verify the game files through Steam. I usually wait to take the updates for a week or two, until I'm sure the bugs are written out. As of today, I still haven't updated the game file from the last update and my game runs just the way I set it up from the last update.

Some enjoy Creation Club and that is fine, but I have chosen not to participate in it. One thing that will require the newest update is the Creation Kit. So if you're developing mods or using CK, you'll have no choice. I'm not going to bash Bethesda, but I am also not going to quit a game I love because they have made choices I don't care for. Just my 2 cents.

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PostSubject: Re: Since Bethesda keeps braking the script extender....   Tue Aug 14, 2018 2:09 am

For the last few updates the F4SE guys have managed to update the script extender in less then 24 hours, or maybe just a bit over. I wouldn't worry about it too much although I expect the Creation Club releases to increase in frequency with the release of Fallout 76, they'll be selling you junk from that game to use in F4.

As for why they keep patching the exe when they really don't need to, I couldn't tell you. I can tell you that they haven't added a single new useful thing to the engine (that would require patching the exe) for a Creation in a long time, last one was some anim related functions for the donuts thing. I can only assume that they're only patching it every time for version tracking proposes or legal requirements.
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