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.
I haven’t had any issues that I couldn’t eventually patch, while I used to play skyrim I had 220+ mods plus few of my own mods. I am not saying that it’s easy enough but if you really know what you are doing and spent the time learning what a mod does how it does then you can work around the problematic part and modify those mods itself to work together.I have had multiple mods people said that couldn’t work together to work together. I understand the process is tedious and hours of manually patching is horrible but I don’t think we would get anything as close to this level of moddability for other engine. I have tried modding unreal but it’s just too terrible and hard to get into it and I can’t do anything meaningful beyond texture mods, maybe it’s my skill issue.
Funny that you mentioned fallout, I am now in the process of ironing out my new mod for fallout 3, the engine it uses game bryo is even more dated than the CE of skyrim and there are times that I wanted to smash my computer due to every single one of those time GECK crashed when I was in the middle of something important. But still considering Fallout 3 a game that was released in 2008 can still be modded easily than what’s a possible for a game from the time, I just love it.
Also as a person who spent hours dealing with fallout and Skyrim, I love their engine for what it is despite all the issues with it. And I hope that we get a new version of Creation Engine that can iron out the issue its having now, but Bethesda being Bethesda that’s probably gonna stay a dream lol, but anyway I have hope for my fellow modders.
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.
Yet still its one of the most modded engine of all times.
And leaded gasoline was one of the most widely used fuels of all time. That doesn’t mean we should still be using it.
You are not wrong, but it seems really nitpicky.
Ah, yes… the dismissive opinion of someone who hasn’t had to do the work to clean up messes caused by the broken design. I’ll be sure to keep that in mind when looking back upon the time I’ve spent helping people in your position.
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.
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.
I haven’t had any issues that I couldn’t eventually patch, while I used to play skyrim I had 220+ mods plus few of my own mods. I am not saying that it’s easy enough but if you really know what you are doing and spent the time learning what a mod does how it does then you can work around the problematic part and modify those mods itself to work together.I have had multiple mods people said that couldn’t work together to work together. I understand the process is tedious and hours of manually patching is horrible but I don’t think we would get anything as close to this level of moddability for other engine. I have tried modding unreal but it’s just too terrible and hard to get into it and I can’t do anything meaningful beyond texture mods, maybe it’s my skill issue.
Funny that you mentioned fallout, I am now in the process of ironing out my new mod for fallout 3, the engine it uses game bryo is even more dated than the CE of skyrim and there are times that I wanted to smash my computer due to every single one of those time GECK crashed when I was in the middle of something important. But still considering Fallout 3 a game that was released in 2008 can still be modded easily than what’s a possible for a game from the time, I just love it.
Also as a person who spent hours dealing with fallout and Skyrim, I love their engine for what it is despite all the issues with it. And I hope that we get a new version of Creation Engine that can iron out the issue its having now, but Bethesda being Bethesda that’s probably gonna stay a dream lol, but anyway I have hope for my fellow modders.
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.
And leaded gasoline was one of the most widely used fuels of all time. That doesn’t mean we should still be using it.
Ah, yes… the dismissive opinion of someone who hasn’t had to do the work to clean up messes caused by the broken design. I’ll be sure to keep that in mind when looking back upon the time I’ve spent helping people in your position.
I mean, it’s a new version, you’d hope they’d fix at least some issues - me, massively coping
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.
This is also available for the more recent Elder Scrolls games, like Skyrim, Oblivion, Morrowind