• Phuntis@sopuli.xyz
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      1 year ago

      a wholly new engine would almost certainly break mods or atleast make them harder to make as janky as creation engine can be it’s the best engine for modding there is and bethesda games absolutely need modding and not just cause the glitches

      • Squirrel
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        1 year ago

        I’m out of breath from reading this.

      • Erk@cdda.social
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        1 year ago

        A new engine would just have to have a new mod API. Plenty of engines have mod APIs. Nothing’s really stopping them, but they really love driving creation engine onward for some reason.

        • Phuntis@sopuli.xyz
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          1 year ago

          bethesda is not making a whole new engine from scratch that just isn’t happening if they switched engine it’d probably just be to a licensed engine like unreal and that sucks for mod support the reality isn’t creation engine vs a from scratch in house engine that supports modding just as well but with less jank it’s creation engine vs unreal or something else maybe but not in house and there’s no other engine out there that currently exists that’s as good for modding

    • falsem@kbin.social
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      1 year ago

      We used to blame the Bethesda jank on their last engine, Game ryo. Safe to say that it’s not the engine at this point.

        • AnonTwo@kbin.social
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          1 year ago

          Then making a new engine won’t fix the problem, because it’ll just be based off creation engine.

          • 🇰 🌀 🇱 🇦 🇳 🇦 🇰 ℹ️@yiffit.net
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            1 year ago

            They don’t need to make one; they can use one of the many engines that already exist and can do everything their games try to do, but with far less jank. Unless they somehow manage to insert it in regardless, which I would not put past them.

            • millie@beehaw.org
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              1 year ago

              Why would a company with multiple blockbuster franchises completely scrap the engine they’re made in?

            • sickday@kbin.social
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              1 year ago

              Or they can keep using the same engine with the same issues because gamers will definitely buy their next title en-masse despite the previously mentioned issues. Eg. Starfield

              • KairuByte@lemmy.dbzer0.com
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                1 year ago

                To be fair, the engine has been overhauled since the original CE. So, while it’s not “new” it’s also not “the same engine.”

                • barsoap@lemm.ee
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                  1 year ago

                  They tend to do that by tacking on new jank without removing (much) of the old stuff, though, presumably because they have base assets and scripts that they’re constantly re-using. Or, differently put: As long as Papyrus will still be in the thing I seriously doubt they’re giving any thought to technical debt. Already in Skyrim people rather used the UI to script stuff (because that’s Flash and ActionScript is at least remotely sane and fast) but ultimately it’s SKSE (that is, native dlls) for anything that isn’t a lag fest.

                  It’s not so much that CreationEngine is easy to mod, it’s that it’s what a gigantic community of modders are used to and have developed tooling for (you can get by with little to no use of CreationKit which is an abomination all on its own). Stockholm Syndrome at its finest or we’d have seen much more content for RedEngine which is far technically superior (and yet CDPR is abandoning it for Unreal).

    • MJBrune@beehaw.org
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      1 year ago

      The engine is only half of the issue. Fallout New Vegas is far better than any other in the series. While it still has the engine bugs, it also does what it needs to and does that better games can be made than starfield with the engine stack they have. They are just design limited due to their business choices. Not solely their engine but their design is clearly lacking as well.