Bethesda was under no obligation to talk to these mod devs beforehand. But it sure makes them look bad. As a recent comparable, Concerned Ape was open and communicative with all the mod devs before releasing his latest patch for Stardew Valley, a game that is just about as old as Fallout 4.
Bethesda has become a literal laughingstock at this point in time and it's just funny to point at them every time they rack up another L.
They had no obligation, but there was no reason they couldn't take the minimal effort and put out a blog post saying that the update would break mods. The modding scene is the only thing keeping Bethesda's games relevant (except New Vegas, but that's not really Bethesda's achievement).
Bethesda communicated beforehand for script extender Skyrim. Gave them an NDAA and allowed them to update the extender before the anniversary update release.
Don’t know why they didn’t do the same for Fallout
I recently had to find out that a mod author of a couple mods I was happily using on my PS5 copy of Skyrim removed their mods entirely because of another batch of greedy monetisation efforts from Bethesda, trying to monetise mods even further. Just fuck those guys man
The 2024-04-25 Fallout 4 update (1.10.980 and later) has broken F4SE and the rest of the native code modding scene similarly to Skyrim's "Anniversary Edition" patch. I am working on an update and cannot currently offer a timeline for its availability, nor whether there will be any critical technical issues that would block an update. Do not email with questions.
Fixing the script extender itself won't take that long as it doesn't need to hook that many functions (although depending on how much free time people have and whether there are any surprises, it could still take longer than most people expect). Fixing all the mods that depend on it will take much longer, as between them, they hook lots more functions than the script extender itself, and with this update, it's not just a case of most functions being the same, but at a slightly different address (as was typical with creation club updates, which tools could help with), but instead lots of functions have changed slightly due to using an updated compiler, and lots of functions have been inlined differently (so instead of just existing once, they get copied into every function that uses them, and then optimised differently in each place based on the surrounding code).
The solution that Skyrim players came up with was to downgrade to older versions. For example, Skyrim SE mods are all permanently version 1.5.97 supported. This can be done manually via the Download Depot commands in the Steam Console which is accessed by typing steam://open/console into the Windows "Run" prompt, or alternatively using a Downgrade Patcher mod which ironically also has to be updated for every new version.
So what I'm understanding from reading everyone's outrage and input on this, is that Fallout London may or may not come out because of this, but more importantly, just wait a little while after the update to try out mods, just like every other Bethesda game update?
I made a tutorial on reverting to 1.5.97 Skyrim SE like a month ago because it breaks again with every new update, and they STILL update it pretty frequently.
Why does Bethesda have to be obligated to ensure third party mods work on their game after an update? Isn't that the job of the mod author to ensure their mod is compatible with the latest update? How is this any different from how any other game with mods has ever worked, ever?
Would it be nice? I guess, but it would require Bethesda to get every mod for the previous version and test for compatibility with the new update before they release their update. That's a ridiculous request.
Every single time this happens, people act like its the first time. Game updates -> Script Extender breaks -> Mods reliant on it break too. Every. Single. Time.
but this is a game that basically lives and dies by its mods, and this is an update that (arguably) changed nothing anyone who is still playing the game cares about after years of stability. why fix what isn't broken?
Supposedly, the biggest change was simply removing the launcher. Because in order to be steam deck verified, it can’t have the intermediary launcher that interrupts the game booting.
But removing that apparently broke a lot of other things for a lot of people. Supposedly, doing a fresh install helps. Apparently the update fucks some stuff, but a completely fresh install will be buttery smooth. At least, that’s the scuttlebutt. But that doesn’t include mods which have been broken, (and many which aren’t being actively updated anymore, because why bother updating a mod for a game that hasn’t had an update in years?)
I used to run a popular mod that made an indie beta game even more popular. Guess who almost all of the final testers were before release? My whole team. We were clearly the most devoted people to the game and knew best how to break it. It was nice to get a head-start on our new mod (which we pivoted to be the equivalent of Steam Workshop or an app store before those existed). Of course, the creator became a dickwad years later and we all ended the mod and the game is dead.
There's a pretty extensive API, capable of more than most games that advertise modding support, but it can't do literally everything anyone could think of, so people reverse engineer the game engine to make it possible to do even more things (hence it being called a script extender rather than the modding API). It's the mod reliant on reverse engineering the executable that break, not the ones using the modding API.
"This thing they announced for last year, then pushed back to this year and released to coincide with a massively hyped TV show was a complete surprise to us." Is that really FO:London's stance? I mean, I feel for them that it sucks, but to call it a surprise feels straight up disingenuous.
How do you prepare for an update when Bethesda don't tell you what is changing? It says in the article they had literally no correspondence from Bethesda until the update dropped, so the only thing they could do was keep developing and hope not too much broke in the process.
That being said, from what I understand is that the script extender broke, so they're just waiting for an undefined time until that gets fixed for the latest update.
I'll have to watch the BBC interview. The way the article is worded makes it sounds like they've been in communication with Bethesda while creating Fallout London.
It was surreal watching BBC report on a game mod. I saw the thumbnail 'Fallout London Delay' with the BBC logo and thought there was a terrorist attack or something.
My understanding is, they didn't know what to get ready for. It's like somebody saying "I'm going to change the game a lot, watch out!" So what do you do then? Sit around and not develop anything for 2 years because it might be based on code that will change?
I'm picturing the number of messages they'd receive the day the update hit. People suck. Most will understand that they need to hold off on updating if they want to play the mod, some will seek support when it breaks. Some of those will say "that makes sense" and disappointedly wait for the mod to update, some of those will get angry. I certainly wouldn't want an inevitable flood of angry emails a few days after the big release.
I made sure to download my copy of FO4 from GOG since it hasnt updated yet. Shame London won't release on GOG (who will be hosting it) still while they work on fixing it for the new version.
Yep, I had to grit my teeth and fork over those $10 in GoG for the 1.10.163. I think I will be buying from them first before Steam from now on. Glad they have auto updates disabled options too.
I've had it for a couple of years but just never got around to playing it. Was excited to do that now after watching the show but after the update it just instantly crashes after clicking "play" on the launcher (completely fresh install, all drivers etc updated). This seems to be very common too, tons of posts about it on the steam discussions. Sadly not super surprised, it's Bethesda after all.
I was disappointed in myself for buying it when it first came out. I hope there has been a LOT of patching, because at release it was boring AF. Especially coming from FO3 where dialog options and story branching actually mattered. In FO4 I remember purposely choosing the dumbest dialog options and the game just led me where it wanted me to go anyway.
This disappointment was compounded by me also buying Just Cause 3 at the same time... Holy shit what a garbage weekend that was. That was the day I vowed to never buy a game on presale again.
I mean you do you, but Beth games are modding playgrounds, the only other games I can think of really is Rimworld. So for me, playing a Bethesda game modless is like eating a sandwhich of white bread and mayo
I mean, it's fine as a stand-alone game, and selecting and setting up a collection of mods takes longer than I'd like. I kind of wish that the default starting point was to do something like what Wabbajack does, use a large curated set of mods, but then let one tweak it like the regular mod managers. But Skyrim and Fallout 4 have to be some of the most-modded games out there. It's a lot of content and improvements from the community.
They also released some years back. Without mods, they look kinda old in present-day context.
Pretty sure this was fully intended. You're getting a bunch of band new buyers from the TV show. This can be a way to direct them towards their CC and away from free mods.
I doubt it. Most people seem to regard Creation Club content as something different than regular mods. You can check out the content that's available here but a majority of it is closer to the paid skins found in online games than what people typically associate with modding and meaningfully altering a game.
I think Bethesda knows this and most people looking to mod Fallout 4 are probably going to continue working with what's available.
Can't help but feel for the developers here. I get that Bethesda has no responsibility to keep 3rd party Devs updated, but surely someone on the team would have noticed the potential for community engagement and worked with those putting the time and effort into the IP.
It sucks that this was the outcome as it's going to require a ton of work from the modders, but to expect that a major publisher would involve the unofficial modding community in the release of official patches feels insane, even if they do have a sizable following.
In fact, I prefer it this way. I want the publisher to keep their fingers out of what the modders do as much as possible. Things are their best when the publisher is ignorant of their work. Less chance that the Eye of Sauron that is their legal department starts checking over mods for potential copyright lawsuits
Never heard of this project. I mean sounds like a cool mod, but why is this news, and why does a mod need to care about a release date? They're not selling a product, they can release whenever lol.
The Fallout 4 script extender will be what breaks after the next-gen update, so the Fallout London team will have to just wait and see what happens and then change the framework before making everything compatible. These problems are why Fallout London's release date got pushed back indefinitely.
They can't release the mod until the Fallout 4 script extender gets updated to work with the update, since (like most mods) they rely on F4SE to add additional capabilities to the game.