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FalloutSnip (TESVSnip for Fallout 4)


Emilgardis

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That's the most informative post I've read on the problems surrounding Snip usage, thanks for taking the time to post it. The transparency displayed by the xEdit devs is always GREATLY appreciated.

 

I never used TESVSnip, jet4571, since the CK was already out by the time I picked up modding as a way to pass time. Still, I'd say there's a patent difference between producing a corrupted esp and producing an esp capable of destroying saves (which can happen due to any number of factors). But those of us in this thread may be preaching to the converted.

 

I guess the bigger worry is how long Snip mods will linger in the community, causing oblivious users to wind up with broken games 4 years down the line, and how many of those users will end up screaming at mod authors who've done nothing wrong, thinking their mods are the culprit. Incidents like that, you know how mod comment threads are like.

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Most snip mods are being redone in FO4edit, the tool is far easier to use considering you don't need to know Hexadecimal as a second language. If Zilav kept xEdit private until the CK is released then there would be allot more mods that would be problematic.

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BGS has no obligation whatsoever to rush out the CK or make it available from day one, and anyone with a scrap of sense would prefer them releasing the kit when it's good and ready, not a minute before. Believe me, that they bring a kit out at all is a huge favour, not a duty. No, the only people we can blame is ourselves for being in such a tearing hurry even when plenty of voices are telling us to exercise caution or patience.

I always assumed the CK was basically completed while the game was still being developed. The devs don't use a version of the CK to finish out the game?

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The CK we get is actually the very same tool they used to make the game except it is stripped of allot of functionality such as ability to change exe hard coded settings. Havoc is stripped out, speed tree support is removed, ability to make direct changes to an esm, and many more like water flow direction was removed from Skyrims CK originally and now we have little arrows that can be adjusted from a patch. Getting the CK ready for mods isn't making it but unmaking it lol.

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The CK we get is actually the very same tool they used to make the game except it is stripped of allot of functionality such as ability to change exe hard coded settings. Havoc is stripped out, speed tree support is removed, ability to make direct changes to an esm, and many more like water flow direction was removed from Skyrims CK originally and now we have little arrows that can be adjusted from a patch. Getting the CK ready for mods isn't making it but unmaking it lol.

 

Mhmm. What a lot of people don't realize is that Bethesda cant release the CK that they used in making the game because it has a lot of third party software (like the ones you mentioned above) that they legally cannot distribute with the CK.

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