TrickyVein Posted March 16, 2016 Share Posted March 16, 2016 Would adjusting UVs of some meshes where in the first instance literally nobody - while playing - noticed that they needed 'fixing' make a game better? Link to comment Share on other sites More sharing options...
VIitS Posted March 16, 2016 Share Posted March 16, 2016 Making UV's all nice and shiny makes me want to stab my eyes out (seriously, don't look at the UV for my Repaired Red Sanctuary mod, you won't like what you see). I'm sure people who actually know what they are doing can do in 5 minutes what takes me 30, but I find it hard to imagine anyone wanting to spend more time on UV maps than they have to. But Bethesda definitely cuts some corners (I was actually surprised by how few bugs, comparatively speaking, Fallout 4 had compared to previous games). It's always amusing when browsing the Fallout4.esm file to find records with editorIDs like "DeleteMe" and "Obsolete". Then there are the 30 or so unused ma and ap keywords (that's 30 each), just sitting there and taking up space. Link to comment Share on other sites More sharing options...
jeffglobal Posted March 16, 2016 Author Share Posted March 16, 2016 Hmmm, ok, I was just asking cause I have nothing to compare it too. I still wonder why the game production houses don't use modders to quickly make their games tight. Link to comment Share on other sites More sharing options...
bben46 Posted March 16, 2016 Share Posted March 16, 2016 If you were a professional programmer being paid a reasonable salary :rolleyes: to create a game. Then Management brought in a bunch of unpaid modders to 'fix' your work - how would you feel? Would you welcome the unpaid competition with open arms or would you be up in arms to keep them out? Most modders don't want to fix the game developers work, they want to take what they were given and make mods - additions to the game instead of fixes. Link to comment Share on other sites More sharing options...
Deleted3507349User Posted March 17, 2016 Share Posted March 17, 2016 I still think they should implement into a new game some features that modders put into past games, and toss said modder some money for the privilege. I'm specifically thinking of the script extender team here. It couldn't be that hard to add the papyrus features from SKSE into the papyrus system of FO4....could it? Link to comment Share on other sites More sharing options...
TrickyVein Posted March 17, 2016 Share Posted March 17, 2016 ...but I find it hard to imagine anyone wanting to spend more time on UV maps than they have to. Indeed. Making the model is just half the battle, and if you don't plan ahead with complex shapes, it's a bruising. Especially if you have to make something work precisely with tiling textures. I'll also echo that playing Fallout 4 when it first came out was the most stable experience I've ever had playing a Bethesda game, which is saying a lot. Link to comment Share on other sites More sharing options...
Deleted3507349User Posted March 17, 2016 Share Posted March 17, 2016 Thirdsies on the bug-free experience. 639 hours and ZERO game-breaking bugs. Even the actual glitches are rare, although one of the updates seems to have introduced flickeriness to decals (I notice it on the junkpiles laying on the floor, mainly). Link to comment Share on other sites More sharing options...
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