#First game with the gamebryo engine
Explore tagged Tumblr posts
balketh · 9 months ago
Text
Ah, yes, the DLC that will really spice up Starfield - really shake things up, the heavy hitter for the game...
... is being widely panned for being bland and boring as fuck.
Even after having access to all of the post-launch reviews, it still sucks. The new stuff they made... Sucks, in the same way that the base game does. What does that mean?
It seems Bethesda either chose not to (Todd made some calls, or Emil Pagliarulo was involved for any reason), or could not make it better than it was. I refuse to believe the whole company is blind to the problem. Usually, when a game sucks, many internally can see it coming, and someone with power stands in their way, usually because they're blind to it, or too stubborn and prideful. I think it's the latter.
Starfield simply will not do as well as Skyrim, period; its decline has already set that in stone, and this major DLC being panned for problems that can't simply be patched out, is a death knell. They bet on a Skyrim-sized success, and shaped their company to match.
Even with the high total number of sales - some 14 million at July '24 - the player counts don't reflect that well, and that translates even more poorly into sales of a DLC currently reviewing at Mostly Negative. Skyrim had 7mil in the first week - and as many sales as Starfield has a year from release as Skyrim did in its third month. After a drop off, Skyrim proceeded to accelerate again in sales, up to 2023.
People aren't gonna be sweeping up Starfield in 5-7 years on the next console like they have been with Skyrim for the last 13.
It makes me sad. It's not going to go well for Bethesda, given how big they got over Skyrim. The Microsoft acquisition will soften the blow, but I'm guessing there'll be unrelated layoffs down the line, maybe ~6mo to a year.
It makes me sad also because it's not going to go back to how it was, making the great and weird games I knew and loved. Starfield, to me, especially Shattered Space, shows that they've lost the spark, and it's not coming back. Not under the current setup.
Completely unrelated note - greatly looking forward to further OpenMorrowind development progress. Bodes well for the future of all the Gamebryo/Creation Engine games!
7 notes · View notes
sleetmonster · 2 years ago
Text
hey so it turns out WASTELAND 3 is a really good fucking game????? please play it??????
so wasteland is a spiritual precursor to fallout, made by more or less the same team. for that reason alone I'd been sort of side-eyeing the serious but never picked up 3 MOSTLY because the initial vibe I got from it was kind of icky - you're part of the desert rangers, a team of gunhavers that developed from a group of us army engineers who took over a prison after the bombs dropped, so I sort of assumed you were going to be forced to roleplay army cops in the wasteland, which, barf. Thankfully every worrisome vibe I've picked up seems to be there just so you and yours can all unanimously denounce it as trash that has no reason to exist, nor hope to under the the light of your gunfire. For example, one of the first things you do in game involves teaming up with actual cops in this city, but they almost immediately go mask off corrupt and you've got options for days when it comes to heavily antagonizing and/or outright mercing the sheriff.
ANYWAY beyond that I loved and love fallout new vegas to death and I do kinda wish it dumped gamebryo and went back to being an isometric turn based rpg. WL3 is an isometric turn based rpg and oh its so good. There's lots of AP to play with, a good cover system, environmental hazards. Different gun types you can spec into which beget different special abilities plus a weapon-specific ult that charges over time, and loads of status effects and the like, so it feels a lot more strategic and interesting than combat in fallout 1/2. Most of the battles end up being these really elaborate set pieces too which make you feel very, very cool.
it's way way way more openly goofy than fallout but also very very raw and cool when it gets serious. some of your skills are literally called Nerd Shit, Weird Science, Kiss Ass, literally Toaster Repair and the like. there are a lot of clowns. there's a gun that shoots frozen whole ferrets. you can charm just about any animal to fight alongside you and they are weirdly powerful. one time we robbed a brothel and got a leather daddy hat with two big dildos hanging off of it that gives you +2 penetration when you wear it. But we're also battling rising fash sentiments, often in these big cinematic shootouts with some of the coolest apocalyptic drip I've seen in a while.
It's got co-op too, so I've been playing through with Jax where we each control half of our six-person time, and while people have complained about bugs in co-op and we've bumped into a couple its really not been harmful to the experience, no moreso than any f:NV bugs.
our current roster is a Mom (from a distance), another Mom (with a tank wrapped around her), a Sweet Baby Boy with a heavy machinegun, a hobo, a cowgirl, a clown, a kitty, a somewhat stable clone, a potty-mouthed bird, recently two cyborg chickens and a pig, and also an enigmatic Italian who seems to have imprinted on us and won't leave our side
really really really just play it I've been having SO much fun
5 notes · View notes
sappho-official · 1 year ago
Photo
I need to stress to you guys what actually happened here.
In 2018, the Elder Scrolls VI was announced to be "In Development"
But it was not in production.
As far as I know, it was in early preproduction; the gap between Fallout 4 and Starfield was filled not just with Starfield's development, but the development of the Creation Engine 2. Fallout 4 already looked dated compared to other Triple A titles launching the same year. And if there's one good thing that came out of the disaster that was Fallout 76's launch, it was that Bethesda became incredibly aware of the fact that the original Creation Engine (which used a lot of framework from the Gamebryo Engine, which they'd been using since Morrowind) was not going to be able to keep up with modern development trends.
So the engineering team started making Creation Engine 2. And it's good! To be honest, Starfield really does feel like a tech demo, which makes sense for a first game in a newly-developed engine. But only the engineering team needs to be making the engine; the other teams (design, art, narrative, animation, etc) would definitely be making things in the new engine and giving input, but Starfield wound up with a much, much longer preproduction process than your average game as a result. There's not a lot of point in starting preproduction for another game when you haven't even finished preproduction for your current project! Making your devs constantly switch between projects is not good for their productivity. Once Starfield entered full production and was like, definitely going to be a real game, a few designers would get pulled off to work fully on TESVI, while meeting with leads about what TESVI would look like. They'd write design documents, maybe do a little concept art, and pitch that to execs and Todd himself. And, considering the timeline, it's probably been able to go through a lot of revisions.
So then.....why announce it in 2018?
You see, the announcement that "The Elder Scrolls VI is now in development" was not a developer decision. It was a marketing decision. In fact, the majority of developers at Bethesda Game Studios were not aware about the TESVI announcement before it was made. And they were pretty mad! But what can you even do in that situation? Saying "no, most of us aren't working on that right now! It's just in design documents, there's no game at all!" breaks NDA, especially if you post about it on social media.
The phrasing of "in development" is what gets me, tbh. The engine itself and a lot of the tech (like AI and ye olde Radiant Quests) was being developed, so does that technically mean that TESVI was in development? Yeah, kinda! If you squint! But was it anywhere near a playable state or really, like, existent? No, not at all.
So why did marketing announce it in 2018 instead of waiting? It probably had something to do with the sheer amount of time they knew it would be between games; they probably had some weird timeline of when they needed to increase hype around the Elder Scrolls in general (whether that was a Skyrim rerelease or an ESO thing or whatever). And they almost definitely had a very different projected timeline for Starfield and expected it to come out in like, 2021 or something. Then covid happened and Bethesda got bought by Microsoft who probably had a lot of input in what they wanted Starfield to be because they needed it to be a financial success in order to justify their purchase.
It wasn't, of course, but that's a story for another day.
Tumblr media Tumblr media
34K notes · View notes
ecoposh4u · 2 years ago
Link
Check out this listing I just added to my Poshmark closet: Electronics | Sid Meier's Civilization IV 4 Game of the Year Edition PC ….
0 notes
lascldesk · 3 years ago
Text
First game with the gamebryo engine
Tumblr media
#FIRST GAME WITH THE GAMEBRYO ENGINE SOFTWARE#
#FIRST GAME WITH THE GAMEBRYO ENGINE MAC#
#FIRST GAME WITH THE GAMEBRYO ENGINE WINDOWS#
"Sid Meier's Civilization IV Powered By Gamebryo". "Longtime Partner Gamebase Revealed As Gamebryo Buyer". ↑ Alexander, Leigh (December 22, 2010)."Restructuring and job losses at Emergent". "Emergent Announces Restructuring, Layoffs". ↑ "Emergent: About Emergent Game Technologies".↑ "EMERGENT Game Technologies evolves from ".Red Orb Entertainment, Mattel Interactive
#FIRST GAME WITH THE GAMEBRYO ENGINE MAC#
Xbox, Game Boy Advance, Windows, PS3, PS Vita, iOS, Android, Mac Spike, Agetec, UFO Interactive Games, Rising Star Games, Ghostlight Windows, Mac, PS3, Xbox 360, PS4, Xbox Oneīethesda Game Studios, Bethesda Softworks Ghost in the Shell: Stand Alone Complex - First Assault Online
#FIRST GAME WITH THE GAMEBRYO ENGINE SOFTWARE#
Hidden Path Entertainment, Microsoft Studiosĭtp entertainment, 1C, cdv Software Entertainmentīuena Vista ( Disney Interactive Studios) Rockstar Vancouver, Rockstar New England, Rockstar Toronto Below is a sample of titles that have used the engine: Gamebryo is used by numerous companies within the gaming industry. Gamebryo 4.0 is the latest version of the engine, designed to merge the original Gamebryo system with its LightSpeed spin-off.
#FIRST GAME WITH THE GAMEBRYO ENGINE WINDOWS#
The Gamebryo engine supports several deployment platforms including Microsoft Windows ( DirectX 6–11), Mac, iOS, Android, Linux ( OpenGL), Gamecube, Wii/WiiWare, PSX, PS2, PSP, PS3, PS4, Xbox, Xbox 360 and Xbox One. Gamebryo's design emphasises a rapid prototyping approach aimed at an iterative development process. Game developers can combine and extend the libraries to modify the engine for a particular game. The Gamebryo system is a suite of modular C++ libraries. The newest version, Gamebryo 4.0, was introduced in March 2012. Gamebase USA is based in the Research Triangle Park region of North Carolina and is focused on continual development of the Gamebryo game engine. In December 2010, Korea-based Gamebase Co., Ltd., a longtime partner of EGT, finalized the acquisition of EGT assets and technology, and established a newly capitalized U.S. On November 11, 2010, assets of EGT were offered for acquisition, including its intellectual Property (IP), in whole or in part. During 2009 the development staff of Gamebryo was downsized, and by July 2010 the engineering office in Chapel Hill, North Carolina was closed. NetImmerse then evolved to Gamebryo LightSpeed. NDL was merged into Emergent Game Technologies (EGT, founded 2000, until May 2005 ) in August 2005. This work led to the production of the NetImmerse game engine in 1997, evolving into Gamebryo by 2003. Numerical Design Limited (NDL) was founded in 1983, mostly doing contract work for government and CAD clients in the computer graphics sector, though also some game developers such as Interactive Magic.
Tumblr media
0 notes
sordm5 · 4 years ago
Text
someday i’m going to have to definitively write out my perspective on the aspects of fallout 4 that are genuinely enjoyable. they are very few, and mostly muddled and overshadowed by the shite development that’s either underwhelming or pulling in a multitude of different directions making the total experience halfassed on all counts.
not to mention you have to completely suspend your association with the black isle/obsidian-made fallout lore. but i’m not going to lie, there are some enjoyable moments. if you solely look at it from the understanding that it’s a bethesda game.
one of the shittest bethesda games i’ve ever played.
and with all that said. there are still some enjoyable moments. maybe ‘moments’ is the wrong word. enjoyable, em, “i understand what they were going for here, even if it’s clouded by everything bringing it down, but even so, i will choose to enjoy it with that in mind”
2 notes · View notes
protonicinversalaxe · 3 years ago
Text
ok i dont usually post my own things here but i had a dream abt fallout kinda so
dream that in a fo4 style game i keep going deeper and deeper into a vault that turns redder and fleshier till at its core i find a vaguely humanoid figure. all exposed red with a bulging head no eyes only a mouth and fascia connecting its crossed are to its body. it has noblegs but a hulking mass of flesh where its legs would be. upon interaction it wakes and pulls its arms away from itself and gives me a vision of something before giving chase.
it has two patterns. chase and seek. in chase well. it chases you deeper into the vault or whatever, theres many hidding spots where you can crouch (idk if this is even possible in gamebryo or other engines, whatever) and hide in; only the humanoid part of the body is able to squeeze in and its slow to back out.
seeking is itll triangulate a zone near the player and roam, it has no eyes so you can sneak around if ur good enough as long as you dont trigger a proximity radius
theres also things smaller than it like it on the walls spread out randomly, not many. if you look at them for too long your vision goes weird and if you look at them TOO long youll be unable to move the camera away and eventually youll die.
in the dream it ends by the aberration forcing you into a vent or smth, it slides in but wont back out instead trying to slash and reach you. i crawl backwards looking at it, eventually i stop in the dark, theres a familiar sound behind me -i do not turn back-.
if this were a mod id remove or make this a bad ending imo, make it so as you slide in the tunnel theres a light at the end, as you crawl deeper the aberration turns your camera towards it with mild visual noise (it cant kill you unless you purposely get close) you crawl backwards, the light is visible -you hear a familiar sound, cut to black, slides start-.
a good ending could be getting on a hard to reach elevator that takes you to surface/to the first level, in the first level theres no music or sound -you walk to the exit- theres no scare.
ill add some sketch of how the things looked later when i get home
41 notes · View notes
noellevanious · 2 years ago
Text
yall wanna read my 1000 word article about why "fallout new vegas 2" is exciting and wanna give any ccs? it's actually better if you know nothing about the fallout games - i'm trying to write in a way that's engaging and explanatory - and i'd love constructive criticism before i finalize it
(below the cut since i dont wanna upload it to any site yet)
With a rumoured sequel to “Fallout: New Vegas”, a 2011 Action RPG published by Bethesda, around the corner, let’s take a moment to discuss just why this news is so exciting for fans of the game.
Fallout is an RPG series that’s been around since the late 90’s. Fallout 1, originally developed by Interplay Studios, was based around an idea for adapting the GURPS Tabletop RPG system into a videogame, and to say the game and series has had a lasting impression is understating its impact.
Fallout 1, and its sequels, are about an America ravaged by the titular Nuclear fallouts. Basically, a ton of nukes were set off, and Fallout takes place decades after, in a society still trying to rebuild itself in the midst of heavy nuclear radiation. The world is mostly ruined, technology, for the most part, is now obsolete, and everybody is trying to find some way to continue living, now that they’re just as likely to die of radiation poisoning at 22, as they are killed by the mutated victims of the fallout, such as Super Mutants.
The intense, unique, and poignant atmosphere, combined with an excellently developed gameplay experience that feature such mainstays in the series as the S.P.E.C.I.A.L. character stat system, the Pip Boy (which serves as a diegetic User Interface) and the Vault-tec Assisted Targeting System, or V.A.T.S., all mixed together and topped with unparalleled writing, has resulted in a franchise that is going strong to this day.
So why is Fallout: New Vegas 2 the big news? What makes it distinct from the latest 2 releases, Fallout 4 and 76?
Company Bethesda Softworks picked up the license to the series back around 2004, when it was in a lull of poor sidebar games compared to the 2 main releases, and, using the GameBryo Engine (the same engine that Elder Scrolls: Oblivion, Morrowind, and Skyrim both run on), released the third main entry in the series in 2008, Fallout 3, to critical acclaim.
Reception was great, but I’m not the first to say that it mishandled the series. Gone was the poignant commentary on consumerism (epitomized by Nuka Cola and the Vault Boy), the deep writing and varied cast, and in were a focus on turning enemies into Giblets, the Rock-it Launcher, and an odd focus on the Brotherhood of Steel and the main character’s dad, which resulted in a story that was mainly following in one of their footsteps, depending on how far into the game you got.
Then, in 2011, Fallout: New Vegas was released. This entry, also using the GameBryo engine, was published by Bethesda, but developed by Obsidian Studios, which included staff that worked on the original 2 Fallout games.
What made this game stand out from Fallout 3, as well as other action RPGs at the time, was not only that its writing was (and still is) superb and deeply engaging, but also that it was developed in less than 11 months.
This resulted in the game having a sort of Beta feel to the experience, which, combined with the admittedly testy GameBryo engine, can be hard to deal with a decade later (though, thankfully, mods go about restoring functionality and what bits of gameplay were lost).
The story in New Vegas focuses on the main character, referred to as the Courier, a Mojave Express Delivery-person (basically a cooler mailman), being shot in the head by a man named Benny, and embarking on a journey to find out why, what’s so important about their delivery, to take revenge, and eventually, to change the New Vegas wastelands, participating in an all-out war for the titular New Vegas area, waged by 3 differing factions – the New California Republic, Ceasar’s Legion, and Mr. House, a surprisingly old millionaire that hired said main character for the delivery.
What Bethesda lost in translation in Fallout 3 was back in full force for New Vegas – a wonderfully fleshed out setting, complex and multi-faceted characters and factions, such as what remains of the Brotherhood of Steel, the Enclave Remnants, the Great Khans, and the Powder Gangers, and a game world that is designed to keep the player challenged and satisfied. Gone are the “every enemy is roughly the same level as you” ideology that made 3 feel like you were always just strong enough to get by, never feeling too challenged, and back is a more rigid, but still flexible world pathing that encourages you to move through certain areas before making the trek to the titular New Vegas, a large casino-laden city that lights up the sky at any time of day.
Obsidian would go on to develop and release two other games since then, the Outer Worlds, another action RPG that, while reviewing favorably, didn’t garner as much press, and Pentiment, their most recently released game, released late 2022, a more classical RPG with a distinct 16th Century European artist artstyle, playing more to their strengths of great writing.
Which brings up the question – will Fallout: New Vegas 2, if a real game, be developed by Obsidian? Interest has been focused more on a remake of New Vegas in the version of the Gamebryo engine used for Fallout 4, which had massive improvements, and adding back content that was cut because of the tight development schedule. The appeal of New Vegas, for most players at least, was Obsidian bringing back unparalleled writing and a gripping narrative that’s absolutely flooded with great quests, characters, and morality decisions, to a series that hadn’t seen a peak in that area since the Fallout 2, 11 years prior.
To this day, Tom Sawyer (one of the head developers for Obsidian) has been talking to fans about New Vegas’s lore, and decisions made throughout the development process, on his personal tumblr page. This attention to detail, care, and appreciation for the world he and the rest of the team crafted, is what makes the game so special, as it would go on to inspire other notable RPGs, such as the critically acclaimed Disco Elysium, and still sees a massive fan community, tinkering with the game and adding mods that improve the experience, tell new stories, or even stich the worlds of Fallout 3 and New Vegas together (Tale of Two Wastelands).
If you’re interested in the game after this long diatribe, definitely look into “Viva New Vegas”! It’s a community-sourced project that gives players the most optimal and enjoyable method of playing the game through modern hardware.
8 notes · View notes
callmearcturus · 4 years ago
Text
just talkin about classpects
okay what do i even wanna say here
first off: I am genuinely, deeply, passionately not interested in anyone "well actually"ing me on any of these thoughts. i promise I have thought these things through, and they are my thoughts, and if that hellion known as hussie themself showed up, i would not care about their opinion for various reasons.
okay so classpects are pretty cool right
here's some scorching hot takes form the word go: I don't really think I buy the idea that classes and aspects have opposites/inversions. i don't even really think Calliope's theory of passive/active classes are particularly correct, as she is canonically just doing theorycrafting of her own. and i like her theorycrafting! but I don't think it's foolproof "canon".
My favorite breakdown of Classes was done by a friend who sadly left fandom a few years ago, but it's based on the archetypical roles that the person would fill.
maid: the survivor, the character who's been through hell at the start of their arc and then rises above it
page: the secretly clever ingenue
mage: the mad scientist
knight: the jerk with the heart of gold
rogue: the upbeat team player, the robin hood, all about the team
sylph: the fixers, they see a situation that is broken and immediately think they can improve it either with their knowledge or they can get the necessary knowledge
seer: the wizard, deals knowledge out, tends to kickstart the story
thief: the devilish, mercurial trickster with depths of vulnerability
heir: the fool, the eccentric hero with strange charisma
bard: the dangerous, changeable wild card
prince: the emotionally distant damaged one longing for closeness, either rises above or shatters
witch: the sweetheart with the iron core, warning: susceptible to mind break
even all these years later I look over this and nod along. Because one of my favorite things about the idea of classpect is how they are trying to prescribe a certain character arc to a person.
I am a Prince of Heart because, yep, I am an emotionally distant damaged person who both was shattered in the past and now has (hopefully) risen up from that pain.
Why am I Heart, though? Because I'm sort of obsessed with the idea of performance, of the way the Self manifests, with what is on the surface and what is underneath, and with the pursuit of self-actualization via nothing but self-discovery. These are things that might overlap with other aspects (Mind comes to mind) but they all are core to Heart. Heart players are incredibly self-absorbed, unfortunately. /laughs
My actual favorite aspect is Hope though, because it's just bullshit. It and Rage are the most absorbed in how The Game Of Sburb actually works, imo. Hope is... cheat codes. It's going off the scripted path. It's exploits. It's for the players who go "okay I know how this is supposed to go, but how do I break that because I prefer it my way." For Jake, that manifests as Peak Fucking Bullshit Gameshark Codes that the game itself struggles to contain (I read the time when BGD was fading in and out of Realness as the game basically trying to get Jake back on a fucking leash). For Eridan, it means observing all the mechanics and the storyline laid out for the Trolls and Kanaya specifically and going "actually NAH i'm gonna have a TANTRUM instead" and he broke the game for them basically. HOPE IS BASICALLY when you are in a Gamebryo engine game and you delete an essential NPC just because you can, and the game is like "HEY! WHAT the fuck!" Love it.
If anything is the "opposite" of Hope to me, it's Doom. Doom, to me and how I have always used it, is the person who can See The Source Code, the folks who know they are in the game, who slowly gain such thorough knowledge of the systems they are trapped in that they can then Rules Lawyer their way through to their goal. It's kind of a depressing aspect tbh because it's about seeing the chains you are in, and yes you can struggle and manipulate around them but... Doom players don't break the rules in the way Hope players do. My friend Kiore strongly brings to mind Doom honestly.
shit this post is getting long. someone ask me what aspect you want my thoughts on and i'll continue. someone ask me about blood bc i love it.
i'll tag these as #classpect navelgazing for easy navigation/blocking
139 notes · View notes
radwolf76 · 2 years ago
Text
Got around to watching the Xbox Direct about Starfield, and we have a new Word of Todd that I'm sure is going to be very quotable upon release:
It’s a Bethesda game, through and through.
This is not my first ride on the Bethesda hype train.
I came into Morrowind after its release, but I got into the mod community fairly quickly. Back in those bad old days even installing a mod was a crazy process, because there was no standardization, people didn't know how to package their mods right and you often had ended up with a pile of loose files you had to figure out how to place by hand when you unzipped your download. So I wrote a FAQ on how to install mods that got pinned on the official Bethesda fourms. So I had a bit of understanding of how what was then called the NetImmerse Engine worked under the hood.
Then NetImmerse got renamed Gamebryo for Oblivion and I got to watch all the prerelease hype and compare it to how the actual game was at release. I got to see a modder discover within the first few days after release that a female torso texture intended for showing skin under short tops was inexplicably anatomically correct, and released a mod that repurposed that texture into a crude topless mod. At first, Bethesda tried to deny it was their 3D texture image, but then a console user was able to recreate the effect with an Action Replay code. The ESRB caught wind of this and Oblivion got rerated from T to M, not for the female presenting nipples but for the gore in certain side quests that Bethesda had failed to disclose on the original ratings submission.
Then Fallout 3 came, and Fallout New Vegas (which admittedly, Bethesda only had a small hand in), and Skyrim, and Fallout 4. Somewhere along the way Gamebryo got renamed to the Creation Engine. And while the engine gets upgraded for each release it's still the same fundamental framework under the hood. Which is why it was little surprise to me that Fallout 76 was so buggy on release, as they were trying to graft multiplayer onto an engine never designed for it.
Which is why I worry for procedurally generated world spaces in Starfield. Bethesda's done procedural before in Daggerfall but that was in 1996 in an entirely different engine. I hope this isn't another repeat of their Radiant Story feature, which was another random content tool with a ton of potential that got implemented in the blandest way possible.
2 notes · View notes
text-to-speech-impediment · 7 years ago
Text
THE VAULT IN OUR STARS
An Opinion Piece on How Bethesda Survives (And How You Can Change Them!)
A/N: I wrote this op-ed for funsies. As you may know, I am known to warm myself at a corporate dumpster fire from time to time, but this one is especially close to my heart. I may replace with an actual edited version but for now, just enjoy it in its raw & unpolished glory. If you’re a Bethesda fan, you’re used to it anyway.
           In the words of Todd Howard, “I read on the internet…that sometimes it doesn’t just work.”
           Indeed, after just over two weeks since its 14 November release date, Bethesda Softworks’ release of survival multiplayer sandbox “Fallout 76” has more than merely failed to impress most of its players. The game has garnered an infamously low average score of only 54% on popular game journalism site, Metacritic. It fares no better on Youtube, with dozens of popular influencers obliterating the high expectations of even the most devoted fans of the Fallout franchise; but this will not be another essay to dishonor the multiple technical, immersion and storytelling woes that plague beleaguered “Fallout 76”. That’s for another essay.
           This criticism is one that many previous public complaints have touched on, flirted with, but seldom fully explored while caught up in the disappointment they had in “Fallout 76.” Specifically, this essay is leveled broadly at Bethesda Softworks LLC, the video game publishing division responsible for “Fallout 76”, as well as ZeniMax Media Inc., the parent organization of Bethesda and many other well-known game developers such as Arkane Studios, id Software and more. The upper management of these companies is removed from all but the finances of their industry; they are abusing both their content creators and consumers to calculated effect, remaining foggy at best on the aim of the products their teams are producing and out of touch with the end user’s interest.
           What more can we say against corporations of this staggering size? Corporations and mergers, time and again, continue to exploit art production and consumption then shrug off the backlash by driving screws into their overworked employees and letting them take the fall with the public. Unless we look at past events, this trend of blame shifting isn’t obvious. It’s hard at the moment to see that Bethesda Softworks’ colossal failure to recreate their previous endearing successes with fans in “Fallout 76” didn’t happen overnight.
It is for this reason that I sit on my soapbox today, somehow about to make an analogy of the gaming marketing industry by using Hazel and Gus from good ol’ John Green’s “The Fault in Our Stars.” Never did I imagine I’d see those concepts together, but here I am smashing them together like this is fanfiction(dot)net. Don’t get too excited, though, because none of the wholesome aspects of Hazel and Gus make it into this analogy; no, this essay is all about the essence of what happens when you take a beautiful thing and strip it to the bare bones. Being a gamer in today’s culture of parasitic marketing is roughly akin to being desperately in love with a dying cancer patient. With their pants down and tumors exposed, Bethesda is giving us a rare glimpse into exactly what has made them cancerous: a lack of Vision (not to be confused with Activision.)
You see, Bethesda doesn’t have a vision. If you asked Todd Howard today what Bethesda’s vision was, his response would essentially amount to “get bigger, bigger than we’ve ever seen before,” and you would never be quite sure if he meant to say it would be the games, the bugs, or the pocketbooks that would be getting “bigger.” Bethesda has no vision because they are blinded by what I like to refer to as the survivalist mindset, cancer that has spread through their higher management and public faces so quietly for so long that Bethesda has only just noticed it rearing its ugly head. They have ventured through the past 20 years producing games that fans would merely refrain from harshly criticizing. If only they had seen their culture of undiluted survivalism in time to integrate it into “Fallout 76.”
To see the birth of this cancer that is killing Bethesda, we will travel back in time to 31 October 1998, when “The Elder Scrolls Adventures: Redguard,” along with its related title “An Elder Scrolls Legend: Battlespire,” were both resounding “commercial failures,” according to Stephan Janicki of Computer Gaming World. These two disappointments brought Bethesda to the edge of bankruptcy before ZeniMax Media swooped in and claimed them as a subsidiary in 1999. In the following years, Bethesda Softworks knew they had to succeed, or they were done in the eyes of both their corporate overlords and their fans. This is when the panicky, survivalist mindset set in. Feverishly they worked until, in 2002, they released “The Elder Scrolls III: Morrowind,” and Todd Howard was relieved to find that “It just work[ed].” Upon the laurels of Morrowind, Bethesda skipped happily into the sunset, bringing us many more beloved titles like “Fallout 3,” “The Elder Scrolls IV: Oblivion,” “The Elder Scrolls V: Skyrim,” “The Elder Scrolls V: Skyrim – Legendary Edition,” and “The Elder Scrolls V: Skyrim – Special Edition.”
But they never grew out of that survivalist panic. Like cancer, it festered in the background, that burning fear of “commercial failure,” which is a euphemism for rejection by their fans. Bethesda’s near-death experience had scared them. Their aversion to conflict and attempts to please every consumer instead of maintaining a focused design and lore quickly made them the endearing dweeb of game developers, merely slapped on the wrist for repeat performance flaws that would break the fans of other developers. “Cute” bugs in coding dating back several releases, consistently shipping products with technical difficulties unbecoming of a $60 price tag, multiple rerelease announcements and story-writing so poor that it’s common for players to joke about blatantly ignoring the main plot of the game, often for hundreds of hours, in favor of the things Bethesda did capture: exploration, immersion, and lore.
That brings us to the jokes. After Skyrim-related content pervaded their 2017 E3 press conference, it began to dawn on Bethesda’s corporate half that all those Bethesda memes were laughing at them, not with them. Shaken by flashbacks of Tiber Septim’s conquest of Hammerfell in “The Elder Scrolls Adventures: Redguard,” Todd Howard and Bethesda’s upper management knew they couldn’t sit by idly and allow for history to repeat itself. They couldn’t accept hearing rejection from fans, even if it meant directly ignoring their feedback. Tunnel vision set in in the wake of more Skyrim jokes and criticism over their Creation Club microtransactions. The cancer was consuming them and the only way to heal their fracturing friendly persona and silence their critics was to get bigger, bigger than we’ve ever seen before; but at E3 2018, two decades after their initial “commercial failures,” their realization came many years too late and they didn’t snap out of their survivalist mindset in time.
Their bigger-than-we’ve-ever-seen-before came in the form of “Fallout 76”, not an ambitious venture objectively but very ambitious for Bethesda Game Studios Austin Branch, formerly known as BattleCry Studios LLC, who had never coded a project using Creation Engine, which Bethesda has been using exclusively since 2011.
But wait! say the studious fans of Bethesda. If Creation Engine has only existed since 2011, why does “Fallout 76” have bugs dating back as far as Morrowind? Creation is based off a much older engine called Gamebryo (known as NetImmerse until 2003). A much older engine that has successfully supported huge multiplayer games, most notably the critically acclaimed “Warhammer Online: Age of Reckoning.”
If the core of Bethesda’s Creation Engine is a game engine that can create an enjoyable multiplayer experience, then why can’t “Fallout 76” do the same? Well, spread this funny honey on a biscuit, baby, because the answer is more cancer!
The fact that Bethesda has recurring bugs dating back over multiple releases suggests that, rather than taking time to address technology advancements, Bethesda’s survivalist mindset has grown upon Creation Engine like a tumor, strapping framework on top in half-baked layers, as quickly as possible, reducing the flexibility and independence of asset files into a fragile, unstable, monstrous whole.
I genuinely do not believe that Bethesda Game Studio Austin’s game developers were incompetent or lazy. Since the “Fallout 76” announcement at E3 2018, many have suspected disorganization in Bethesda’s management as they encountered a truly new set of obstacles for the first time. No one knew what “Fallout 76” would become, not the end users and certainly not the management of Bethesda Studios that for years had ignored the desperate need for ease-of-use coding with conservative couplings (files dependent on other files). They threw BGS Austin, a relatively new team that was inexperienced with designing Creation Engine worlds, into a hyped AAA release with an enormous fanbase; and what it became was an unacceptable byproduct of that insidious culture of corporate survivalism. Bethesda officials became so concerned with what the public thought of them that they never thought to check. They fixated on getting bigger than we’ve ever seen before until their creation became confused and codependent. They obfuscated what brought fans to Bethesda in Morrowind and kept them coming back through every hiccup and every rerelease: the fun to be had in exploration, immersion, and lore, but most importantly, the Vision.
Oh, what a situation Bethesda finds itself in now! Even though they’ve finally seen a backlash from setting profit margins before considering their team’s capacity, many feel this call-to-god moment has come too late. Losing the reverent trust of large portions of their fanbase, they must either find a way to fix their cancerous, bloated Creation Engine or risk losing their Bethesda aesthetic by developing a costly new engine to proceed. Bethesda knows this, and they desperately hope that no one else does because they also realized that by promising not only a decade-anticipated new “Elder Scrolls” release but a new game franchise as well, they’ve already allocated most of their resources. They can’t go back on their promises now without a complete “commercial failure” from fans already stretched thin by “Fallout 76;” now more than ever they need all hands on deck. There is little time and money left to dedicate to the enormous undertaking of designing a new game engine from scratch, much less the even more arduous task of unscrambling Creation Engine, now so distorted that their employees don’t know how to fix it anymore or they would, just to stop seeing memes about Skyrim and floating Scorched Zombies. It’s hopeless. It’s arguable that they deserve help after insulting fans with the lack of focus and attention for “Fallout 76,” multiple buggy rereleases of a buggy title from 2011, and the general sense of not understanding what made a compelling story. They do not deserve sympathy for the vague unease of having to create your own purpose, a job which Bethesda has shifted to its fans to avoid facing its fears from 20 years of trying to please everyone for their own pride and not in the spirit of their consumers.
Bethesda may not deserve our help, but many still believe that The Elder Scrolls does, that Fallout does. If you’re one of those people, there is something you can do, and it’s to ignore the cries to boycott all Bethesda products “forever.”
Bethesda owns the intellectual property to The Elder Scrolls and Fallout; and while Bethesda is an abusive, frustrated company with—seemingly—a vision of self-destruction, they do still care what you think because of their all-consuming fear of the Redguard. But ZeniMax Media owns them, even the neurotic Todd Howard, and ZeniMax Media has only ever cared about your money. You cannot refuse to agree to buy the game you want Bethesda to make and still expect it to arrive, but you can refuse to pre-order their games and indulge in microtransactions for as long as it takes. The game industry’s security and stock values are heavily dependent on fan loyalty, digital merchandise sales and pre-orders. This money gives them their security blanket in case they create “Fallout 76.” Wrapped in their blankies, the management of Bethesda and ZeniMax Media will keep their narrow vision and continue to use their development teams as bad press sponges unless they experience some genuine fear of “commercial failure.” If consumers reject their vision, they will change their vision for money; because Truth is, the game was rigged from the start.
3 notes · View notes
nahaszing · 3 years ago
Text
Gamebryo engine flight sim
Tumblr media
#GAMEBRYO ENGINE FLIGHT SIM UPGRADE#
#GAMEBRYO ENGINE FLIGHT SIM FULL#
#GAMEBRYO ENGINE FLIGHT SIM PC#
#GAMEBRYO ENGINE FLIGHT SIM PLUS#
#GAMEBRYO ENGINE FLIGHT SIM PLUS#
Asset quality, shading quality, promising indications of ray tracing, more realistic 'people rendering', plus a tantalising tease for the game worlds we'll be visiting. This looked to be a clean break as opposed to the iterative upgrades we've seen to the engine since it transitioned from Gamebryo to Creation Engine. What we saw looked like a proper generational leap for Bethesda Game Studios titles with Creation Engine 2 looking nothing like its predecessors. It started with the first 'in-game' reveal of Starfield, due for release at the end of next year, and it was a feast for the eyes, certainly from a technological perspective. What they did do - to varying levels of success - was to hammer home how shrewd of an acquisition Bethesda is. However, from a personal perspective, this was the event to deliver on the promise - to seal the deal - and Microsoft did not do that. As we discuss above though, there is the sense from the media that many of the issues people raised about last year's gameplay reveal have been addressed. This is fine (if not exactly ideal) for a game early in development, but for a tentpole title mere months away from release this is more than slightly concerning. or did we? As is the E3 tradition, much of what we saw was 'in-engine' - which is to say that we have no idea if this is running in real-time or whether it's pre-rendered and if it was real-time, what kind of hardware was running it. We also got to see more of Halo Infinite.
#GAMEBRYO ENGINE FLIGHT SIM UPGRADE#
47:09 Doom Eternal Next-Gen Upgrade with RT.
39:36 E3 Trailerfication/The 'Conveyor Belt of Games'.
#GAMEBRYO ENGINE FLIGHT SIM FULL#
Watch on YouTube DF Direct goes full 4K to discuss the Xbox/Bethesda E3 2021 showcase, with Rich Leadbetter, John Linneman and Alex Battaglia perpetrating this #content.įor those interested in specific segments, here are some time codes for you: We're impressed enough with this one to dissect it a little more closely and we'll be returning to that in future coverage. Car rendering is of the quality you'd expect, plus hardware-accelerated ray tracing is in - albeit just for the non-gameplay Forza Vista sections. There's a huge amount to digest in the content we were shown, but the headlines are clear enough - an unprecedented level of detail in Playground's latest open world, right down to the individual needles of each cactus, Crysis-level jungle density (complete with freshly minted volumetric lighting) and a sense of scale both at close and long range - there are some truly extraordinary vista shots here with phenomenal draw distance.
#GAMEBRYO ENGINE FLIGHT SIM PC#
We kick off our show by sharing our thoughts on Forza Horizon 5 from Playground Games - a game that's cross-gen in nature but still manages to fully exercise the latest in console and PC hardware. That's what we're discussing in the latest Digital Foundry Direct, where myself, John Linneman and Alex Battaglia pick out our highlights from the Xbox team's 90-minute showing and share some thoughts on how Microsoft chose to cram 30 games into what is a relatively short presentation and the extent to which it was successful. This one had it all - and perhaps it actually delivered too much, to the detriment of some of the games shown. And in the process, Xbox went one stage further in comprehensively taking down the argument that its first-party line-up is lacking, while at the same time addressing the cross-gen controversy that made it feel like Microsoft wasn't fully committed to the concept of delivering games tailored to the strengths of the new wave of console and PC hardware. The firm had already firmly established Game Pass as a service offering unbeatable value, but remarkably, the show did an impressive job of making the subscription seem almost indispensable. The stars were aligned for Microsoft to deliver a phenomenal E3 2021 showcase and it's fair to say that Xbox and Bethesda delivered.
Tumblr media
1 note · View note
justconstruction · 3 years ago
Text
Sid meiers railroads pc download
Tumblr media
Sid meiers railroads pc download mac os x#
Sid meiers railroads pc download series#
Another limitation is that trains do not keep to the right on a stretch of double track, meaning unrealistic blocking of the track by one's own trains is common if more than one train is allowed on a stretch of track. However, players are limited to laying track in a contiguous system, which in turn reduces the impact of there being no network effects in the economics of the game. When combined with the more "compressed" terrain, it allows for tactical placement of track to obstruct and frustrate opponents. Tracklaying is automated and much easier than other editions of Railroad Tycoon. However, the game does not have the dynamic pricing of goods across the entire map or cargo that can find alternate means of transportation if no train service is provided that were features of Railroad Tycoon III, and other simplifications compared to previous Railroad Tycoon games are that there is no separation of individual money from company money, nor the ability to raise money on an in-game bond market. Similarly, individual industries are also put up for auction amongst players. This gives the player a ten-year exclusive use of that technology. Gameplay changes from previous editions of Railroad Tycoon include a system where new technology is first auctioned to the highest bidder. The game is heavily focused on economics – players have to build and sustain entire industries using the railroads they develop. The terrain is more compressed in this game there are few areas where players are allowed a long, straight run of track without earthworks or a bridge, meaning that terrain (such as hills, mountains, rivers and inlets) plays a more important role, at least in the early stages of a game. Railroads! is fully three-dimensional and geared more toward head-to-head real-time strategy than the previous versions, resulting in it being less suited to single player play, and a less realistic simulation of railway operation.
Sid meiers railroads pc download mac os x#
A version for the Mac OS X was published by Feral Interactive on November 1, 2012, under the latter's Feral Legends label. After a visit to Miniatur Wunderland in Hamburg, Germany, Meier was inspired to reinvent his original creation.
Sid meiers railroads pc download series#
Railroads! was the first game in the series since the original to have direct input from Sid Meier himself. Although Sid Meier created the original Railroad Tycoon, subsequent versions were developed by PopTop Software. Sid Meier's Railroads! is a business simulation game developed by Firaxis Games on the Gamebryo game engine that was released in October 2006 and is the sequel to Railroad Tycoon 3.
Tumblr media
1 note · View note
Text
GamePatchPlanet - Fallout: New Vegas Cheats, Codes, Trainers, Patch Updates, Demos
Tumblr media
💾 ►►► DOWNLOAD FILE 🔥🔥🔥 It never hurts to have access to the full list of Fallout New Vegas console commands, even if you never actually intend to use them. And yes, many people would consider using these as a form of cheating, but there are situations where their use is justified. The Gamebryo engine that this title is made with is notoriously buggy, and even till this day there are bugs that have not been patched. In order to use console commands, players first have to boot up the game and either load a save or start a new game. This is usually found right below the Esc key on most keyboards. Pressing this will cause the game to pause, and a text bar will appear in the bottom left corner of the screen. You can input all of the commands here, and then press Enter to activate them. You can also find out the unique ID of anything in the game by simply clicking on it when the Console is open. Unfortunately, we cannot list all IDs in the game here because they number in the thousands. The following Fallout New Vegas console commands all have to do with completing quests, or bypassing different objectives. These Fallout New Vegas console commands allow you to alter your reputation and standing with the many different factions within Fallout New Vegas. Each of the following Fallout New Vegas console commands relate to items in the game. These include weapons, containers, doors, terminals, traps, etc. Power armor in this game does not require Fusion Cores like in Fallout 4 or Fallout These Fallout New Vegas console commands allow you to alter the players own skills, stats and other relevant attributes. If you want to learn how to increase you skills without cheats, you can check out our Fallout New Vegas Skill Book guide here. Our final batch of Fallout New Vegas console commands let the player tweak the camera and visuals of the game. He will also help you complete game quests, and stay familiar with the latest game releases. Related Articles. Close Search for. This command sort of breaks the game by completing every single quest, even ones you have not accepted. You essentially end the game without seeing the ending. The game checks to see if the current quest has been completed. Restarts the mentioned quest and removes it from the quest log. This command may also force you to redo other quests that lead up to the current one. Sets which quest objective is being displayed in your quest log. Use 1 to display and use 0 to remove. Changes the quest in your quest log to the stage you mention in the command. Useful for skipping past objectives that might be bugged. Displays the quest log, which reveals every objective the player has completed so far. Use 1 to add reputation to your fame or use 0 to add reputation to your infamy. This command removes the player from every single faction in the game. Use 1 to remove reputation from your fame or use 0 to remove reputation from your infamy. Add both IDs to the command and then either use 1 to set the faction as an ally or 0 to set it as a friend. Add both IDs to the command and then either use 1 to set the faction as neutral or 0 to set it as an enemy. Use 1 to set reputation with fame or use 0 to set reputation with infamy. Any objects with multiple settings like switches or radios can have their state changed by the Form ID mentioned. Left click on any door, safe or terminal and then use this command to lock it instantly. The [Lock Level] determines the difficulty of the lock. Left click on any door, safe or terminal and then use this command to unlock it instantly. This does not work on locks that were intended to be inaccessible by design. At the weapon will be fully repaired and a 0 it would break. Left click on a container and then use this command to reset all of the contents to before you took them. All power armor in the game is now wearable. If you could already wear it, typing 0 instead of 1 will make you no longer be able to wear it. The game rewards the player with Karma, depending on the numbers used. Negative numbers subtract Karma. You can set the scale of the player character. The scale ranges from 0. Add or remove the specified value from the Skills or S. The [Actor Value] is where you mention the skill name. Increases a stat by the specified value until it reaches the maximum allowed. The [Actor Value] is where you mention the stat name. Decreases a stat by the specified value until it reaches the minimum allowed. Set the exact value of a Skill or S. Skills range from 1 and , while S. The [Actor Value] is the skill name. This command increases your level by one, but you do not gain the experience points. And although you gain all perks and skill points, you cannot level up again until you have earned all of the necessary experience points required to level up in the first place. Give yourself experience points equal to the amount specified in the command. Levels gained are granted instantly. Unlike waiting in Fallout 4 , you can actually bring up this menu anywhere. Revive any NPC and completely refresh their inventory. NPCs killed as part of quests do no revive with this command. Kill any NPC in the game. Killing NPCs important to quests may cause you to fail missions. Make any selected NPC the member of a specific faction. Substitute the [X] with 1 to make the NPC an ally of the faction or 0 if you simply want to make them friendly. Open up the inventory of any NPC in the game. You can trade items back and forth as if they were your companions. The selected NPC will stand completely still and not engage in any combat or do anything. You can set the scale of a selected NPC. Change the speed of time in the game. Change UFO cam movement speed. Allows players to freely move without clipping. This is perfect for when you get stuck in a wall or anything similar. Disables all lighting and shadowing in the game. All materials appear at full brightness. Turn on God Mode. You get infinite health, infinite ammo, no reloading and you can carry unlimited items. Turn on Demigod Mode. You get infinite health and you can carry unlimited items. You do however have limited ammunition and you have to reload. Select an object and mark it for deletion.
1 note · View note
csfox933 · 4 years ago
Text
Skyrim Special Edition Script Cleaner
Tumblr media
Skyrim Special Edition Script Cleaner Download
Skyrim Special Edition Nexus
Re-saving removes script names etc. Auto backup, if on, (default) creates a backup from your save, named as backup-date-time.ess and backup-date-time.skse. In versions 2.00Clean other' this cleans orphan array7 items + visited worldspace array items having a formId 0. Save/Script Cleaner for Skyrim SE?? Was wondering if anyone know 's of any Cleaners for the Special Edition?? Paradise city burnout pc download. Save hide report. Page 1 of 3 - Save game script cleaner - posted in Skyrim Special Edition Mod Talk: Some sort of working tool out there yet for SE? Script cleaners are for when updating mods, NOT to fix broken/corrupted saves or to 'clean' saves after a mod or mods is disabled/uninstalled. 'Skyrim bakes script data to save file. There is no such thing as a clean save, when mod is removed. 'Clean save' is for mod updates only. This includes work done with Save Script Cleaner. When logged in, you can choose up to 12 games that will be displayed as favourites in this menu.
June 26, 2016 Personal, Tutorials0
I recently made a Skyrim mod to fix an annoying bug with Serana, one of the Dawnguard DLC’s characters. She’s a rather complex entity, using her own AI to help quests in Dawnguard manipulate her follower status and “lock” her to the player when needed. Unfortunately, this AI also clashes with mods like Extensible Follower Framework, which enable you to have more than one follower at a time. Skyrim was coded with the assumption that the player would only have one follower at a time. Because of this, Serana, unlike most NPCs in the game, will basically tell you to go fuck yourself if you ask her to come with you when you already have a follower. My mod fixes this by having a plugin remove the problematic dialogue entries.
However, there’s another problem: Sometimes, Serana’s AI decides to override her follower status and will force her to walk to wherever her “home” is. Even if forced to become a follower again, she will continue to walk home instead of following you. To fix this, I made a plugin in EFF that connects to her AI and tells her to become a follower. It also translates EFF commands (follow, wait, relax, etc.) to the appropriate AI commands, so the AI is always synchronized with her stock follower behavior.
Usb dect driver. Unfortunately, in v0.0.1 of my mod, I broke the script and it left a dead copy of itself in saves, which can cause crashes and other nasty behaviour. I am told I am pretty good at save cleaning, so I will leave you with this guide on how to clean your saves.
Skyrim uses a game engine called Gamebryo that is probably more than a decade old, starting with the release of Morrowind in 2002. Unfortunately, it hasn’t aged well, and it appears that the developers at Bethesda are afraid to touch the save-game system, since it hasn’t changed much and has numerous problems. Foremost among these problems is the fact that Gamebryo is completely and utterly useless when it comes to garbage collection (the process of cleaning up dead references and objects in an environment). The most common causes of crashes when loading a save in the engine is when it finds a broken reference or object and can’t fix it. Similarly, regular cleaning can result in better performance, as there won’t be as much flotsam floating around. The best way to fix this problem is to fix it yourself.
Tumblr media
The best tool for cleaning a Skyrim save is called Save Game Script Cleaner. Most cleaning and diagnostics can be done with this tool, and it is fast and simple to operate.
Download SGSC and install it to a useful, accessible location. You will be using it plenty. You may also wish to add it to Mod Organizer.
Start it up and open your save.
We’re now going to work the first four buttons in the top row, from left to right:
Fix Script Instances
Delete All #
Clean Other
Delete Broken Actives
Clean Formlists
Save WITH BACKUP.
Now, open Skyrim and test whether your save works. If it does not, continue with the following guide.
Tumblr media
Open your save, again.
Select Advanced.
Select Remove Scripts attached to nonexsistent(sic) created forms.
Click on Remove a(sic) scripts having invalid variables and continue clicking until it shows no scripts were removed.
Repeat the Basic Cleaning guide to fix any broken references.
Save WITH BACKUP.
June 26, 2016 Personal, Tutorials0
I recently made a Skyrim mod to fix an annoying bug with Serana, one of the Dawnguard DLC’s characters. She’s a rather complex entity, using her own AI to help quests in Dawnguard manipulate her follower status and “lock” her to the player when needed. Unfortunately, this AI also clashes with mods like Extensible Follower Framework, which enable you to have more than one follower at a time. Skyrim was coded with the assumption that the player would only have one follower at a time. Because of this, Serana, unlike most NPCs in the game, will basically tell you to go fuck yourself if you ask her to come with you when you already have a follower. My mod fixes this by having a plugin remove the problematic dialogue entries.
However, there’s another problem: Sometimes, Serana’s AI decides to override her follower status and will force her to walk to wherever her “home” is. Even if forced to become a follower again, she will continue to walk home instead of following you. To fix this, I made a plugin in EFF that connects to her AI and tells her to become a follower. It also translates EFF commands (follow, wait, relax, etc.) to the appropriate AI commands, so the AI is always synchronized with her stock follower behavior.
Tumblr media
Unfortunately, in v0.0.1 of my mod, I broke the script and it left a dead copy of itself in saves, which can cause crashes and other nasty behaviour. I am told I am pretty good at save cleaning, so I will leave you with this guide on how to clean your saves.
Skyrim uses a game engine called Gamebryo that is probably more than a decade old, starting with the release of Morrowind in 2002. Unfortunately, it hasn’t aged well, and it appears that the developers at Bethesda are afraid to touch the save-game system, since it hasn’t changed much and has numerous problems. Foremost among these problems is the fact that Gamebryo is completely and utterly useless when it comes to garbage collection (the process of cleaning up dead references and objects in an environment). The most common causes of crashes when loading a save in the engine is when it finds a broken reference or object and can’t fix it. Similarly, regular cleaning can result in better performance, as there won’t be as much flotsam floating around. The best way to fix this problem is to fix it yourself.
The best tool for cleaning a Skyrim save is called Save Game Script Cleaner. Disable steam overlay launch option. Most cleaning and diagnostics can be done with this tool, and it is fast and simple to operate.
Skyrim Special Edition Script Cleaner Download
Download SGSC and install it to a useful, accessible location. You will be using it plenty. You may also wish to add it to Mod Organizer.
Start it up and open your save.
We’re now going to work the first four buttons in the top row, from left to right:
Fix Script Instances
Delete All #
Clean Other
Delete Broken Actives
Clean Formlists
Save WITH BACKUP.
Now, open Skyrim and test whether your save works. If it does not, continue with the following guide.
Skyrim Special Edition Nexus
Open your save, again.
Select Advanced.
Select Remove Scripts attached to nonexsistent(sic) created forms.
Click on Remove a(sic) scripts having invalid variables and continue clicking until it shows no scripts were removed.
Repeat the Basic Cleaning guide to fix any broken references.
Save WITH BACKUP.
0 notes
widowbra · 7 years ago
Text
I just want to make a list of what I want from fallout 76 when it’s finally revealed, I should’ve done this ahead of time because Bethesdas e3 is almost her but whatever, better late than never
I want an actual backpack this time around, I hate it how you go on your pip boy to equip clothes, search for junk or eat anything, I know it’s a video game but that always bothered me on how weird and unrealistic that is... if we get a backpack I want it so you can choose to have it be visible on your character or not 
I want Visible weapons while they are holstered, idk why Bethesda didn’t include this in fo4 and I feel kinda naked not having my weapons not being visible and you don’t feel as badass :/
I want ACTUAL rpg system this time around, yes like fonv but even better than fonv, don’t just copy fonv, improve on what fonv had, maybe a combination of skyrims and fonv rpg system would be cool to see...idk I’m just spitballing here
Better factions, story and a new engine (duh), i know they are most likely using fo4 engine but I hope they upgrade their shitty gamebryo engine (again) for fo76, fo4 was fucking ugly to look at times and especially when it starts to rain in the game... everything looks way too shinny and plastic like, if they improve the engine just a little I would be okay with that, but holy shit do they need to make a new one from scratch COME ON BETHESDA 
Choose a race, in skyrim you can choose one of what, 5 different races? Why can’t you do the same in fallout? I’d be fine if it’s only two options such as human or ghoul. I forget how long it takes for you to become a ghoul, but I doubt a vault dweller from vault 76 can become one... 
Be able to climb over things/better cover system/better 3rd person gameplay. It’s dumb that you can’t climb over a small brick wall that’s almost as tall as you or you can’t climb up a pipe or ladders to get to high ground or on top of a rooftop, you should be able to do that in a post apocalyptic game ffs, also it’s dumb how enemies such as raiders can take cover in fo4 but your dumbass can’t, let me take cover too Bethesda. Also why does Bethesda keep adding a 3rd person mode if it’s completely shit? it does have its advantages in fo4 but overall it feels like I’m playing morrowind in 3rd person but with better animations, make 3rd person feel like an uncharted game... to an extent of course, first person gameplay has definitely improved but that also needs a better cover system too, take inspiration from rainbow six siege if you have to Bethesda 
Anyways that’s all I got for now, hopefully some of these are added to fo76...
3 notes · View notes