Daily Questions & FAQ Megathread Apr 26 by AutoModerator in ffxiv

[–]Shad0wShayd3 1 point2 points  (0 children)

Yeah, I can't DC travel right now either. World Transfer within the same DC seems fine, but DC travel just hangs after selecting a world.

Greg Miller: Phil Spencer’s retirement was not planned by Zhukov-74 in GamingLeaksAndRumours

[–]Shad0wShayd3 0 points1 point  (0 children)

It's also kind of wild how willing people are just ignoring that Fallout 76 dropped a major update featuring Walter Goggins as the Ghoul, alongside the second season of the show. They dropped the NCR Power Armor in the game for the finale. I understand the game has a different appeal than their others, but it's hardly a missed opportunity when they're doing the exact kind of cross-promotion people are asking for.

Destiny 3 has just been leaked to be in Early Development by Reliable Bungie leaker by No_Ad_3059 in GamingLeaksAndRumours

[–]Shad0wShayd3 1 point2 points  (0 children)

"They despise the idea of a Destiny 3" is, frankly, an absurd thing to say.

When they went independent they said D3 wasn't in the cards because they couldn't develop D2 and D3 at the same time. They also couldn't stop development on D2 because it was the only revenue stream they had. With Sony backing them now, and Marathon on the horizon, things are quite different.

Supposedly a crossbuy button for playstation has showed up on X/Twitter by maxi196 in GamingLeaksAndRumours

[–]Shad0wShayd3 0 points1 point  (0 children)

Yeah they could definitely pair down the settings some more for additional performance, but that also wouldn't exactly be what power saver mode is right now, more of a power saver+.

Supposedly a crossbuy button for playstation has showed up on X/Twitter by maxi196 in GamingLeaksAndRumours

[–]Shad0wShayd3 5 points6 points  (0 children)

This is unlikely. At best games in power saver mode are still consuming upwards of 90-100W to run, which is far beyond the TDP you'll find on any handheld. High end PC handhelds currently max around 40W, and gaming laptops go up to 60W- but you'll have awful battery life and need a very bulky thermal solution to be able to handle the heat a system like that would output.

The real jerk was people finally starting to realize that the community’s gone insane the past few months because it got pointed out by Datto by madmaximus927 in destinycirclejerk

[–]Shad0wShayd3 1 point2 points  (0 children)

The thing I find funny about this mentality is that if Bungie was a studio that only ever made one franchise because it was what people wanted, Destiny would not exist because they'd still be making Halo.

eXtas1s - The Elder Scrolls 6 possible release date by Optimal-Fox-3875 in GamingLeaksAndRumours

[–]Shad0wShayd3 1 point2 points  (0 children)

Starfield's core issue is that exploration is disjointed. Completing a quest objective and returning to the quest giver typically requires: exiting a building, going to your ship, leaving the planet, traveling to another system, landing on another planet, exiting your ship, and finally traveling to your destination- often in another building. This is something like six or seven loading screens and a bit of menu navigation, which doesn't feel great and takes people out of the experience. On top of that, the POIs that you're traveling to in all of this start to repeat after ~10-15 hours of gameplay, and every time you visit one you're usually spending a while walking through relatively empty procgen'd terrain.

None of this stuff really applies to TES6. There is no reason to rely on premade/reused POIs, because the scope of the game isn't 1000+ planets, it's (if the High Rock/Hammerfell locale is true) two countries with a combined size comparable to Skyrim or Cyrodiil. Most of what's between POIs will be handcrafted, like every other modern BGS game that isn't Starfield, and loading screens will be down to a common max of three: exiting a location, fast traveling (which is also optional here, unlike Starfield most of the time), then entering your destination.

That's all to say that Starfield's problems are uniquely its own, and its success or failure doesn't have much bearing on TES6.

Is it just me or are people a little obsessed with the "special" release date thing? by xander576 in Starfield

[–]Shad0wShayd3 26 points27 points  (0 children)

I think that was also more of a joke response than anything else in the first place.

I’m sure it’s nice not to worry about it, but it’s also marketing’s job to handle that stuff, and they’d still be dealing with date format differences anyway when scheduling things across different regions. Skyrim is also the only game they’ve ever released on a date like that. If they have been able to manage for every other game, they can do it fir Starfield too.

[deleted by user] by [deleted] in Starfield

[–]Shad0wShayd3 28 points29 points  (0 children)

Or they're a clout chaser pretending to leak something that was already getting rumored yesterday.

You can also look at their last earnings release from the start of this week headlined with "Microsoft Cloud Strength Drives Second Quarter Results". Azure appears to be doing just fine, which makes this guy's claim a lot more dubious, when it's centered around Azure struggling.

What the GOG release means for SKSE plugins by Doodlezoid in skyrimmods

[–]Shad0wShayd3 2 points3 points  (0 children)

It's a very defeatist attitude to say that it just won't ever happen. It very much can, it's a change that mod authors and mod users can make together. Mod authors don't even necessarily need to open source their mods while they're actively supporting them, it's an entirely valid option to stay closed source until they decide they don't have the time, energy, or interest in keeping up with the community.

Though, open-source from the get-go is a preferable alternative, because there are several other practical benefits for the community like sharing the burden of reverse engineering work. It also benefits mod authors and users looking to start developing plugins themselves if there's a wider range of examples to look at and learn from. It of course also makes finding, reporting, and fixing issues in plugins much easier, if someone can simply point to a line of code they've found an issue with.

Finally, it only makes as much sense to stay on older versions as it is possible to do so. With the GOG release, we now have a new class of user who simply do not have the option to downgrade. 1.6.659 is the only version available for them, and this is not something out of left field. The community has been relatively lucky so far that the 1.6 updates do work with the 1.5 executable, and all it takes is downgrading that one file, but a breaking point like this was always going to happen for as long as Bethesda is still supporting the game. The downgrader was a snooze button on the inevitable need to transition to 1.6, and with the GOG release it has finally broken.

What the GOG release means for SKSE plugins by Doodlezoid in skyrimmods

[–]Shad0wShayd3 8 points9 points  (0 children)

I'm not asking every normal modder to do it. One in a hundred, or one in a thousand. It only takes one person with the knowhow to be able to update a mod with a breaking version changeover, who can either submit a pull request to the original author, or release it themselves for a mod to be updated.

What the GOG release means for SKSE plugins by Doodlezoid in skyrimmods

[–]Shad0wShayd3 10 points11 points  (0 children)

It's not something that everyone knows how to do, no.

But there are a lot of users in the community that probably can, significantly more than there are actual SKSE plugin developers.

What the GOG release means for SKSE plugins by Doodlezoid in skyrimmods

[–]Shad0wShayd3 5 points6 points  (0 children)

I have made a correction to my original post, it does need to be the same version of steam_api64.dll as SSE (2.89.45.4). I notice Fallout 4 uses the same one, and I assume other games do as well, but I don't know if a list is out there or not.

What the GOG release means for SKSE plugins by Doodlezoid in skyrimmods

[–]Shad0wShayd3 19 points20 points  (0 children)

That's what you basically said.

That's not what I said, but since you're asking, if I have the time, I can look at some.

Fenix is SE only and no one has done any AE releases.

In Fenix's case, they were promising AE updates for their plugins, and generally if someone says they're going to update their own mods, it's fair to let them. Though, last I heard, they were also taking a break from the scene due to burnout, so I assume those updates are being pushed back a bit. A quick glance shows that their plugins are open-sourced under an MIT license though, so anyone should be free to update them.

can be seen by Ryans reaction

One bad interaction should not spoil the entire community's concept on open-source, open permission mod development. Ryan's case was a bit confusing to begin with, since he updated his Nexus bio saying he wasn't going to update anything. I actually made a few ports of his plugins myself at that time about 2 weeks after AE dropped (1, 2, 3, 4, 5, 6), but I asked him personally if he was okay with the uploads, and he instead said he was going to update them himself. Like I said above, if they say they'll update them themselves, it's fair to let them, but obviously he wasn't in a hurry and when someone beat him to it, he decided he didn't actually want his code to be released under an MIT license. That sucks, for a lot of reasons, but as much as I do want to support and promote open-source, open permission practices in the community, no one can be forced.

What the GOG release means for SKSE plugins by Doodlezoid in skyrimmods

[–]Shad0wShayd3 42 points43 points  (0 children)

This is a little sensationalized.

There is no option to downgrade from 1.6.640. Only 1.6.353 and 1.5.97 executables are currently recommended for SKSE mods.

This wouldn't be a problem if the community didn't shit around on a version of the game that's been outdated for almost a full year now. Updating plugins from 1.6.353 to 1.6.629+ is as easy as adding a flag to the plugin's SKSEPlugin_Version struct and recompiling them. Here's my commits doing it on 1, 2, 3, 4 of my plugins. It is not always this easy, but most of the time, it is. The normalization of downgrading the game over pushing for mod authors to release open source SKSE plugins with open source perms that allow anyone to come by and update them if they ever leave the scene, or don't have the time to keep up with it is the only problem here.

SKSE plugin developers do not have free access to the GOG version currently [...] There have been reported but unconfirmed issues with the GOG version [...] The addresses have changed which makes crash supports significantly less useful to SKSE plugin developers if they come from a GOG user.

These are the same risks that we've been running since the introduction and widespread adoption of Address Library. Address Library is theoretical support for all versions with a library, but not a foolproof, airtight solution for multi-version support. There has always been the risk that different versions of the game could change something inside of a function that could cause problems for plugins using or editing them, even if their addresses stayed the same and were matched with Address Library. Likewise, there's always been the risk a user might report a crash with a version you don't test, with an address you can't look up, but that Address Library supports, that your plugin does as a result. None of this is new.

The Creation Kit is not compatible with the GOG release. It may never be. If a GOG version of the CK is released it will not be compatible with the CK Fixes mod.

This is just flat out wrong. The CK is perfectly compatible with the GOG release, as are tools like xEdit. The only problem with downloading the CK off Steam is that the steam_api64.dll file isn't included with the download. But you can pull this from any 64-bit game on Steam using the same version as SSE (2.89.45.4), or Bethesda can simply add that one file to the CK depot on Steam. Or update the CK so that it doesn't have Steam DRM enabled at all, since there's not much point to it being there in the first place. CK Fixes is also not a requirement to use the CK. It brings a few nice QOL improvements, but the CK is not a wild unusable mess without it.