Bethesda's Todd Howard says the company is 'really happy' with how its Creations content program is going, including the premium-priced paid UGC mods.
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Half the things you are describing here are basically just core game systems that should already exist within the product you paid for.

The reason that a lot of more comprehensive mods exist and work for older Bethesda games is that they’ve been around long enough that people have figured out how to essentially hijack the exe itself, and input custom low level c++ commands, usually via a higher level scripting language.

This category of mods is generally called a script extender.

Script extenders exist because the game is fundamentally so limited and/or broken, and proper modding tools do not exist.

Then, people build the fancier mods on top of the script extender mods.


Bethesda is not capable of creating proper modding tools, because their engine and games are fundamentally too unstable, they’re a spaghetti code mess.

Poke one thing here, and something seemingly completely unrelated breaks somewhere else, because they used a hacky solution 4 years ago once, and then that got forgotten about… multiply that by 100 or 1000.

They would have to actually have a base game and engine that is stable and follows consistent rules, ie, they’d have to refactor everything.

But refactoring everything is expensive and takes time and does not produce more money within a a quarter of its completion.

And also, with Fallout 4 recently, well they actually tried to refactor it, and basically they failed; game just has all new classes and categories of bugs now.

They’re literally not capable of meaningfully improving the situation.


Also, a Wabbajack type solution will never work stably and consistently for the same reason that Nexus Mod Collections very often don’t work:

Now you are just compounding the spaghetti code problem with 10s to 100s of different mod authors, of varying levels of competency, using varying kinds of hacky solutions, which may or may not ‘poke’ each other in essentially random places.

You could maybe get something like that working on only a console, but its basically impossible to also get that stably and consistently working on every possible arrary of hardware and software that a PC user could be using.

Unless of course they actually sucessfully refactored everything, and then has a mod verification system that involved extensive testing.

But basically no one in the software industry has done thorough testing in over a decade now, because it is expensive and time consuming.

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Half the things you are describing here are basically just core game systems that should already exist within the product you paid for.

Yes, that’s their entire point.

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