You mean kinda like a general 4000 miles away calling an audible instead of the SOF inserted in country for exactly that?
I know I heard something similar to that in a game... can't remember which one but it does goes to show that some people just cause they have money or power think that they know everything or more than others
I can imagine how this consultation with an SOF Member took place. Dont think they was talking about rifle attachments and these minor details. Dont need a SOF guy for that. I think they were talking about how these kind of special, covert operations are conducted and how difficult support and deployment is. Maybe ubi realised it would be a bit to heavy for them, with all the promises given. Maybe none of the devs ever served in any kind of military unit and there was just no further expertise but the internet and chuck norris movies? And so they said - "screw that realism things, we do it our way".
Sorry, but you don't really seem to fully understand the point and how it really works. You can be certain that Bethesda does not work on their games the same way modders do either.Originally Posted by non-exist-ent Go to original post
I do agree though that GRW could be different, since they prove it with their own Steam version and I also expressed the assumption that it has to be tied to Uplays short comings. In any case I don't expect a change that will help GRW-players. I will definitely not buy anything over Uplay in future, as I was very lucky that I've bought GRW on Steam...
You are certainly correct in that Bethesda do not literally use FO4Edit and Creation Kit to implement content. The first was designed by modders, the second by Bethesda for modders. BAE and Outfit Studio were also designed by modders. And it's unlikely Bethesda use NifSkope or GIMP, though I can't confirm that for sure. Maybe 3DS Max.Originally Posted by biomag83 Go to original post
In any case all I can really tell you is what files are in Bethesda's own archives, not what exact tools they use to create the files or to put them there. ((((
The thing is how they get thereOriginally Posted by non-exist-ent Go to original postThey most probably import it into their engine, where it gets compiled with other stuff and a build comes out in the end, where you actually can't any longer just like that access the files. That's why they have the modder tools. When you look at a project in engine you have your meshes and textures directly accessible. You just copy paste it into a folder or click the import button in the engine. No need for a special programm to crack it open and be able to view those files.
Also even with Bethesda games you have an installation process. That's where the downloaded build package (think of .rar or .zip files you have when downloading mods) gets split up into folders that modders can access. Again depending on game and necessities you can have small packages making it easy to reduce update sizes. For whatever reason Uplay can't have it that way, we won't find out...
Well, here's an example of what I mean about how Bethesda updates.Originally Posted by biomag83 Go to original post
Last year they added the "Creation Club" microtransaction system, right, and although creations themselves are downloaded and installed as 1 esl and 2 ba2s many required some changes to the base game to work properly.
FO4 uses a system of keywords to determine, for instance, where constructible items are found in the ingame settlement build menu or what paintjobs weapons and armour can be modded to have. Modders figured out a way to get around the former issue with custom scripts, but the latter is insurmountable without preexisting keywords in content higher up the load order. And in the case of Creation Club Bethesda did not want its creators---paid modders whose submissions are subject to Bethesda technical standards and QA---to be adding settlement objects using custom scripts.
Therefore several new keywords were added into Fallout4.esm. One was a master menu for Creation Club settlement objects that all settlement related Creation Club esl files could then reference to place their items in the right menu of the settlement building system. Others were armour and weapon mod keywords so that armour and weapons in the base game could have new extra slots to accept Creation Club paintjobs for various factions in the setting and other themes that were unavailable in the base game.
Each time such modifications need to be made Bethesda will just have you download an updated Fallout4.esm since that's the only thing that needs to be changed. They will not make you redownload every dds, nif, bgsm, et cetera.