• Aa!@lemmy.world
    link
    fedilink
    English
    arrow-up
    0
    ·
    edit-2
    4 months ago

    The mods that weren’t backwards compatible were primarily the ones that depended on the script extender. This was an unsupported executable that expanded on the commands available to the scripts in the mods.

    Not to say unsupported is bad, but everyone was well aware that if they depended on the script extender, they would break if the game updated at all. The biggest mods avoided that dependency for exactly this reason, and really didn’t have any trouble. (Sim Settlements still worked the entire time, for example)

    And like usual, the community stepped up and updated their unsupported extension quickly, ready for this outcome.

    If you made a mod that depends on the script extender and then quit playing the game or supporting your mod, that was a choice you made as a modder. Meanwhile there’s mods that haven’t seen an update in 8 years that continue to work without issue.

    • xan1242@lemmy.dbzer0.com
      link
      fedilink
      English
      arrow-up
      0
      ·
      4 months ago

      Technical question - does the script extender use signature/pattern scanning at all?

      It sounds to me that it may have broken because it doesn’t use it.

      You could say “oh they recompiled it so the registers changed” but I highly doubt they changed the code that much or touched optimization flags.

      • DarkMetatron@feddit.de
        link
        fedilink
        English
        arrow-up
        0
        ·
        4 months ago

        The next gen update used a completely different compiler, and that created a highly different executable, that’s why the update for script extender took so long and that’s why the script extender for next gen edition is unable to load “old” script extender mods.

        It is the same that happened with Skyrim Anniversary Edition.

    • TachyonTele@lemm.ee
      link
      fedilink
      English
      arrow-up
      0
      ·
      edit-2
      4 months ago

      People act like mods breaking after an update is new. Bethesda (and every other dev team) has been doing it since Morrowind (and long before that) The MWSE and everything else were fine back then, too.

      • DarkMetatron@feddit.de
        link
        fedilink
        English
        arrow-up
        0
        ·
        4 months ago

        Yeah, Minecraft updates break mods all the time but there it is just something the community accepts as normal and lives with. The huge update rage is something I only see with Bethesda game modding.

        • ahornsirup@sopuli.xyz
          link
          fedilink
          English
          arrow-up
          0
          ·
          4 months ago

          Because Bethesda games are exclusively single player and offer absolutely no way to decline updates. If they had the old version available as a “beta” or (even better) if Valve stopped dying on the “every game must be updated before launching it even single player games because fuck you” hill there wouldn’t be any outrage.