Fallout 4

I've run into some serious technical limitations with how Bethesda maps references, such that ESP file B can refer to content from ESP file A. It works ... kind of.

The problem is "kind of" which when programming is worse than not working at all. It probably works for simple scenarios but in order to make 2.0 work as intended it was over 20 ESP files, some with dependencies 3 levels deep.

References were breaking whenever I tried to run it in game.

I'm a software developer. If I can't get the references and load order right on my own mods such that they don't break each other, I have to assume that neither can you. No offense, it's just me being practical.

So I'm going to do you all a favor and not release this, nor spend any more time on this iteration of 2.0. It's done.

Instead, I'll be working with the existing version. The next version will be nerfed somewhat because it's too OP and it includes some bug fixes.

The downside is I have no plans to make this version play nice with other mods that modify perks, or weapon overhauls, or modifiable legendaries. This mod contains those things, and it's an all or nothing deal. Trust me when I say I *tried* to give you what you want, but it blew up in my face and wasted a week of effort in the process.

The only thing I may separate out is the brew crafting. I still haven't decided.

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danah

2 comments

  1. Mikaal
    Mikaal
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    Wow, that sounds very difficult! But thanks for trying!
    1. danah
      danah
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      Yeah, I'm disappointed. I don't normally throw in the towel - it's just not who I am but in this case I fear there's no path for me to make this work properly, and the limitations are not mine exactly, but at least in part due to Bethesda and only they can fix the way that works. Maybe in the next version of the game. I don't think this game works well with dependency *trees*, only dependency chains.