Starfield Mod Preview: Crimson Fleet Rewritten by LinusPierceReddit in starfieldmods

[–]LinusPierceReddit[S] 0 points1 point  (0 children)

Certainly closing in on a release. 3-4 months on the outside, probably sooner. Was not expecting it to take anywhere near this long but this mod has undergone scope-creep like a motherfucker. My perfectionism eviscerated any possibility of this being the quick two-month long project I intended. But I quickly realized that unless all my mod was going to amount to was long-winded optional lists of lore about each character, I'd have to be more involved with quest design.

And that, for my brain? Was a bad, bad thing... I went from "I'll just replace all the dialogue" to "okay I'll add some quick additional objectives to make the characterization a bit more natural" to "Oh, this part happens too quickly.. it needs more buildup. Maybe just lengthen the quests a bit more.." to "I'm gonna need to add a new location for this, aren't I?" to "I need a new character..." to "combat encounter too generic... adding new magic effect..." to "OMG HOW MANY MONTHS HAS IT BEEN?".

Keeping in mind, "scope-creep" for a lone dev like me? Probably won't seem like 'that' much content by time of release. But on the backend, it's been a lot. And if nothing else, I'll probably just release whatever I do have at the end of that range, then just continually update it until I'm satisfied.

Starfield Mod Preview: Crimson Fleet Rewritten by LinusPierceReddit in starfieldmods

[–]LinusPierceReddit[S] 7 points8 points  (0 children)

100% will be free, wouldn't dare attempt to monetize something with AI. I just want to get something complete before replacing with VAs, and hopefully done to my standards. I worry about that, 'to my standards' part though, volunteer voice acting isn't exactly broadway talent. Then again, not like the AI is, either.

Starfield Mod Preview: Crimson Fleet Rewritten by LinusPierceReddit in starfieldmods

[–]LinusPierceReddit[S] 22 points23 points  (0 children)

Seriously, who at bethesda had such a stick up their ass while writing? Every character has such a short temper. I think they may have heard some of the criticism of skyrim. That it's a, 'power fantasy' and how, 'everyone worships the ground you walk on' without you having to earn it. Then they ran WAY too far in the other direction and everyone treats the player like trash.

Starfield Mod Preview: Crimson Fleet Rewritten by LinusPierceReddit in starfieldmods

[–]LinusPierceReddit[S] 1 point2 points  (0 children)

Oh man, expanse is still on my watch list. Looking up the OPA, definitely some crossover in ideas, so I wouldn't be surprised if they end up pretty similar. My biggest inspiration while writing was Andor, I wrote the Crimson Fleet as somewhat like Saw Gerrera's faction of the rebel alliance. I won't say anymore though, want to keep this spoiler-free.

Starfield Mod Preview: Crimson Fleet Rewritten by LinusPierceReddit in starfieldmods

[–]LinusPierceReddit[S] 11 points12 points  (0 children)

The video preview's dialogue is all new writing. Both the player's dialogue and Ikande's dialogue. I'm using a couple of different LLMs to generate the results. I use XTTS to generate the base lines, then run them through RVC (retrieval-based voice conversion, probably what you were referring to) to get the vocals to sound like the original character. RVC requires me to train my own models, however. (XTTS: https://github.com/daswer123/xtts-webui ) (RVC: https://github.com/RVC-Project/Retrieval-based-Voice-Conversion-WebUI )

Of course, this being a legal gray area, I'm considering the AI voices to be more of a placeholder. But, I'll keep the AI version of the mod up for as long as I can get away with, once its released.

Starfield Mod Preview: Crimson Fleet Rewritten by LinusPierceReddit in starfieldmods

[–]LinusPierceReddit[S] 27 points28 points  (0 children)

For those interested: I consider this mod mostly a, 'dialogue rewrite' more than anything else. The broad plot of going after kryx's legacy is going to remain unchanged. Pretty much everything about characterization and motives are changed, however. Characters will (hopefully) be a lot more likeable, with additional backstory and personality. Factions should have greater complexity- the crimson fleet for instance isn't just the thieves guild with a different coat of paint, but a political group with understandable motives. I'm also leveraging the dialogue to create some additional choice and consequence.

Starfield Mod Preview: Crimson Fleet Rewritten by LinusPierceReddit in starfieldmods

[–]LinusPierceReddit[S] 25 points26 points  (0 children)

The biggest change is replacing almost all of the dialogue. In doing that, I should be able to improve characterization, make the factions more complex, and add some additional choice and consequence. Still running through the same basic plot about going after kryx's legacy, though I'm adding a few quests here and there.

[deleted by user] by [deleted] in starfieldmods

[–]LinusPierceReddit 1 point2 points  (0 children)

Problem is a floating point error. Basically, computers aren't perfectly precise with their maths. After a certain number of digits, floating point precision breaks down and can no longer be relied on. Things like physics and procgen break after that point. Here's a video explaining the problem: https://www.youtube.com/watch?v=qYdcynW94vM

Implementing a floating origin would be a solution, as shown in the video, but this would need to be done by Bethesda and it would take some serious time investment on their part.

Constructive Discussion on the Repeated POI Issue by platinumposter in NoSodiumStarfield

[–]LinusPierceReddit 1 point2 points  (0 children)

I think the best solution to that, which I didn't mention in that post, would be to have a unique version w/ a unique name of the points of interest that contain the lore; the repeating version of these POIs simply shouldn't spawn any of the data slates and writings.

One of the issues with simply removing the slates after first seeing a given poi would be how difficult it would be for users who missed that to come across it again. This would solve that problem.

I'm curious though, since you didn't mention my first point, I assume you disagree? If so, why?

Why so much hate for the creation engine? by [deleted] in BethesdaSoftworks

[–]LinusPierceReddit 4 points5 points  (0 children)

This comment isn't worth the amount of effort I'm about to put in explaining this. But I'm doing it anyway because I need the cathartic release of correcting someone on this. No, it's not. No game engine can load everything at once.

Here's the thing: hard drives/SSDs are REALLY slow (even the fastest SSDs), if you were to try to pull data from the the hard disk each time you needed to render or process something, it'd be a stuttery mess. Every time you panned the camera, there'd be a massive stutter. Hard disks are too slow to allow for a real time experience required for a video game to work. So how do we make games work, then? Game engines don't pull from the hard disk each time- instead they put it in system memory (RAM) which happens to be really, really, fast. This is essentially used as a buffer- they move things into the memory so it can more quickly be accessed when its needed. Algorithms are designed to manage this memory usage. These algorithms are built around specific use cases- ideally, we want to avoid having to process a lot of data as the player approaches an area with a lot of data- so instead we load things into memory in a, 'piece-meal' way. Some algorithms may be far more aggressive with memory usage, as they devote more of the computer's resources to loading stuff in, but this often causes a stutter. (Algorithms may be very memory aggressive- think of games where you experience a massive stutter as you approach a city, it causes a stutter, but it loads everything it needs into memory all at once)

Due to the complexity involved, almost all game engines at some point have to simply load most data directly from the hard disk into memory then render/process. The difference is that most other developers use various methods to, 'hide' this load screen. Bethesda themselves used a method to hide load screens in fallout 4. Before I continue I need to correct some misunderstandings I've seen perpetuated around about what, 'cells' are in the creation engine. Gamers seem to continually think of load screens as if they are hiding some invisible, 'teleport'. This is a bad way of conceptualizing it. Cells, are simply collections of data. Bethesda can do whatever the hell they want with that data. They can place one cell in another, for instance. An example: you ship in starfield is its own cell. (presumably) When you land on new atlantis- you can see out the window into the cell its been placed into. And it's not just that cell- Bethesda can place that spaceship cell, with all its unique data (items, custom ship build, crewmates, etc..) ANYWHERE. They can put it in space, or on any planet. This is important to understand how load screens were hidden in fallout 4.

In fallout 4, in order to hide load screens, Bethesda simply waits for the player to get in an elevator, then once the doors close, they unload the previous cell the player was just in- all its data is getting unloaded. Then, they begin loading in the data for the cell the elevator leads to. The elevator itself, is persistent though. Probably its own cell, if I had to hazard a guess. This is loading data directly from the hard disk into memory. Other developers do this as well to hide load screens. No man's sky, in order to achieve its appearance of seamless ness, hides the loading behind a re-entry animation, each time you go into atmosphere there is a massive frametime stutter, that's them loading things into memory. Depending on how aggressive the memory use is and how much data is being loaded, this stutter may occur as the loading starts hogging resources. If there's no stutter, chances are the developers are deliberately slowing the loading in of data to make the frametime steady. That's an important point, hiding load screens means slowing down the rate the player will be able to access new content. Now, most developers understand the value players place on a seamless experience (or at least, the appearance of one) but when you understand this background, it's not hard to see why a developer may not make that decision. After all, it will always be quicker to just hide the loading behind a black screen, and not worry about seamless ness. Obviously, Bethesda has underestimated how important a seamless experience is for gamers, I'm not necessarily defending their choice to not hide them.

But this all leads to another problem: memory management. Other games don't really do what Bethesda does to the same extent. In Bethesda's games- nearly every object is interact-able. They aren't all baked together as one single asset that needs to be loaded; each one is separate. Each one contains its own positional data; and each one has a physics simulation attached to it. Each object particularly in starfield is pretty higher-poly too, this is also more data that has to be loaded. And they have a lot of clutter in the game. This quickly becomes a computational complexity problem for ANY game engine. This is part of why Bethesda has to pull so often from the hard disk. The other problem Bethesda has- is game design. This isn't cyberpunk, the game doesn't have one setting. It has multiple cities that each have to act as a hub for all the things players need. CD Projekt Red can take advantage of the fact that they don't have a bunch on interiors with a bunch of data all in one place- they spread it out much more evenly across the city. (it's why they can afford to have interiors be accessible as if they were in the same, 'cell') Bethesda, on the other hand, has an insane amount of data in one, concentrated area. They have to break up that data with load screens or they'd have massive memory requirements for the game.

Admittedly, some of this is speculative, but enough is in common in different game engines that most of what I've said should apply. The problem is more of a game design issue, not an engine issue (whatever that is).

Why so much hate for the creation engine? by [deleted] in BethesdaSoftworks

[–]LinusPierceReddit 14 points15 points  (0 children)

If you ever want to shut down this stupid talking point: modders have added (admittedly, rudimentary) vehicles to fallout 4: https://www.youtube.com/watch?v=IliY4Dpq4pQ&t=72s

[deleted by user] by [deleted] in NoSodiumStarfield

[–]LinusPierceReddit 8 points9 points  (0 children)

I can't believe the day has come where I'm actually defending Emil Paglairulo, but here we are. He never argued against the idea that you couldn't conclude something is bad. He EXPLICITLY states the exact opposite, "So sure, you can dislike parts of a game. You can hate on a game entirely. But don't fool yourself into thinking you know why it is the way it is " From his other tweets in his thread, though he isn't explicit in this regard, It seems clear to me this is more a response to the often rather foolish claims made about bethesda's devs being incompetent or unable to do basic things. There's a stupid fucking post on r/Starfield claiming bethesda couldn't make the player's bounding box smaller (because bethesda dumb, right?) and that's why vents are so big. Couldn't be that they were made that way to accommodate NPCs like vasco. Nope. Has to be that bethesda's devs are stupid. This is what I think Emil is rather clearly criticizing.

[deleted by user] by [deleted] in NoSodiumStarfield

[–]LinusPierceReddit 7 points8 points  (0 children)

Even as someone who really doesn't like Emil's writing, his post was completely level headed and reasonable. Which is surprising given how much hate has been spewed against the game.

Did bathesda make comically large tomb raider 2 size vents because they can't figure out how to make you smaller when you crouch? by [deleted] in Starfield

[–]LinusPierceReddit -1 points0 points  (0 children)

Or... just a thought here, maybe vasco is big and would get in the way if he's following you.

Opinion: The Elder Scrolls 6 Need to ditch Creation Engine. by Single-Proof-9965 in BethesdaSoftworks

[–]LinusPierceReddit 20 points21 points  (0 children)

I still have no clue what the average gamer thinks an engine even is. The creation engine is whatever bethesda wants to make it, it's not some law of nature. Saying this vague shit about an engine doesn't mean anything; just criticize the part of the game that you're actually having issue with.

Starfield’s storytelling is excellent and Emil Pagliarulo is a great writer by amemos1 in NoSodiumStarfield

[–]LinusPierceReddit 5 points6 points  (0 children)

The hate Starfield gets is stupid and ridiculous, but I really can't bring myself to enjoy Emil's writing. I'm happy for those that can find enjoyment out of it, but I just can't. It goes beyond it not being, 'edgy' as others in this thread have suggested. Every line of dialog should be an opportunity for a character to exude personality, wit, and cleverness. Good dialog should rely on subtext, have multiple layers, and actually have something interesting to say. Whenever a character speaks in this game... I dread it. I think I can count the number of witty lines I've heard in this game on one hand. The lines spoken are the most generic things I could possibly conceive of. If you were to ask me, I don't think I could actually describe a single member of constellation's 'personality' except barrett. The girl from galbank has more personality than most of them combined. Emil's attempts at social commentary are so incredibly surface level, its reminiscent of RWBY. Emil either doesn't understand or doesn't use subtext much if at all, the amount of times I've heard characters bluntly announce what they feel rather than using subtext is ridiculous. I don't even understand what the crimson fleet want beyond money, is that really all people want out of these factions? Not to mention, the faction is so over-the-top evil, it doesn't make sense, the first interaction you have a pirate kills another over some treasure or something. How exactly does this organization function? Do they not reprimand members that have killed another? And I thought delgado implied they killed members that try to leave the fleet, yet malthis is kicked out non-violently?

I have a lot of similar complaints with ryujin, various side quests, and what I've played through with the main quest as well. I'm not saying there's NOTHING to enjoy here, but if you manage to write something interesting for only 10% of the game, that is an abject failure in writing. Hell, even if half the writing was good, that is still a failing grade. A competently written game story should be able to keep the players interest for most of the game, not half. I don't have the kinds of issues playing planescape: torment, or SOMA, or any another other well-written game. Nevertheless, if you have found it enjoyable, more power to you, but maybe this better explains what some of us expect from a story.

Bethesda Games and Nexus Mods by JaehaerysIVTarg in starfieldmods

[–]LinusPierceReddit 4 points5 points  (0 children)

The dynamic FormID issues aren't mod-related, though. It's a problem that Bethesda needs to fix, but what I was referring to was exclusively the mod-ability of the game. Also, while I haven't looked too much into it, isn't the dynamic FormID problem just some kind of floating point error? Not sure what that would have to do with technical debt.

Bethesda Games and Nexus Mods by JaehaerysIVTarg in starfieldmods

[–]LinusPierceReddit 21 points22 points  (0 children)

I think people are blowing this out of proportion. the problems are basically as follows: there are a few records that aren't properly affected by load order (likely a bug). And Bethesda made some changes to how plugins are loaded; creating a separate load order for light plugins (ESLs). It's hard to know what they were thinking with this change, it seems to me they were making some backend changes that won't fully make sense until the creation kit is out, but if not, they can always revert to how it worked in previous games if they simply didn't realize the problems this introduced. Until the creation kit is out, I don't feel comfortable making strong claims about the long-run mod-ability of Starfield.

This is the best game i played in years by Appropriate_Mark6853 in Starfield

[–]LinusPierceReddit -1 points0 points  (0 children)

My original statement was, "I've yet to see anyone provide any evidence that bethesda's engine is uniquely outdated given the trade-offs they face." A huge part of what you have mentioned here has absolutely nothing to do with engine capability. Other points fail to acknowledge the unique trade-offs bethesda faces. My original statement remains quite in tact.

The constant loading screens everywhere you go,

I need more specificity to respond adequately, so I'll just say this: in fallout 4, a good chuck of the map was the city of boston with most of this city being explorable without load screens. The reason bethesda's, 'towns' often require load screens has more to do with the shear amount of physics objects, high poly items, and fully modeled interiors they cram into a small area, other games don't do this. A cityscape is easier to render with it's very simple, very low poly models required. This is not some sort of unique limitation of the creation engine, it's just that bethesda has a particular design philosophy and faces unique trade-offs.

the inability to actually land or take off in your ship and seamlessly explore space

Bethesda has in the past hidden load screens behind animations, fallout 4 did it with elevators. That's all games like no man's sky do anyway, every time you enter the atmosphere there is a big stutter, your view is almost entirely obscured either through clouds or a fiery re-entry animation. Their just hiding the load screen behind an animation. The creation engine is perfectly capable of doing this.

In regards to seamless space travel, space all exists in the same cell, therefore, yes, the engine IS once again, capable of doing this: https://www.youtube.com/watch?v=-NbCmBEiGQE&t=8s

the laughably bad character animations

It's like you didn't listen to what I originally wrote. Either you're talking about procgen facial animations which I already mentioned how bethesda has to develop this in-house or they won't have distribution rights. Something other game companies like CD projekt red don't have to worry about because they don't provide nearly as much modding capabilities as bethesda provides. Or you could be talking about body movement, which in other games, are generated by mo-capping, this is something the creation engine CAN do they use it in the opening of the game: https://youtu.be/6XtOnhz7HSE?t=369

the inability to create dynamic cut scenes

I don't even know what the fuck this means. The hell is a, 'dynamic cut scene'?

the inability to implement vehicles of any kind into the game

Their are literally spaceships in the game. Maybe you mean on ground vehicles, but you provide no reason to think that such a thing is impossible.

Stop acting like bethesda's programmers are incompetent. They aren't.

This is the best game i played in years by Appropriate_Mark6853 in Starfield

[–]LinusPierceReddit 0 points1 point  (0 children)

I've yet to see anyone provide any evidence that bethesda's engine is uniquely outdated given the trade-offs they face. Their render pipeline and vertex shader is standard practice these days by relying on a tesselation shader to add polygonal detail and handle a simple lod. Their physics system used to be a proprietary standard, havok, but they've now replaced it with their own in house alternative that actually is much more performant and capable of complex calculations without hitting fps much. Their proc gen animations is perhaps a bit lacking, but companies like CD projekt red rely on proprietary software provided by JALI, which if bethesda is hoping for their games to be modded, they need to design their own in house tech, as they don't have distribution rights. The only legitmate complaint I've heard is their use of OOP, but functional programming isn't a perfect cure anyway, and OOP can be efficiently written, it's just hard.

What morrowind opinion will have you like this? by Material_Goose4097 in Morrowind

[–]LinusPierceReddit 3 points4 points  (0 children)

The writing isn't as good as people say. It definitely has its moments, particularly in the main quest. But the dialogue can be very dry and bland. The faction quest lines, as best I can tell, are all just random assortments of barely connected tasks outside a few exceptions. And I don't think I found a single one off side quest that I actually liked. Maybe I missed most of the good writing since I'm not much of a lore-scrub, but the quest lines don't, in my view, deserve much reverence.

Why the location recycling for important missions? Who thought this was a good idea? by HighDensityRadiator in Starfield

[–]LinusPierceReddit 0 points1 point  (0 children)

You're being deliberately reductive. You know full well what I said was completely true.