We haven't written nearly enough about Fallout London, a gargantuan Fallout 4 total conversion that takes place in a wh…
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36M

I play on steam, or on console, I guess I won’t be playing this mod!

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116M

Downgrading should be possible on steam via steam console commands. I noticed large collections on Nexus usually tell you to use some sort of downgrader program but I’ve always just used the steam console instead and been fine.

jprice
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Bethesda sabotaged them on purpose.

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146M

Why would they do that. No they didn’t. They wanted to push something official because of the show and generally don’t bother not breaking mods with updates.

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26M

It’s impossible not to, script extender uses pointers to the game’s binary to bypass API restrictions.

Any change to the source code will break script extender.

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🏴‍☠️

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296M

Its… A free mod. But if you are one of the 8 people that doesn’t already own a copy of Fallout 4, go ahead and pirate it, they’ve made their money.

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I really hate how so many mod developers plaster WE WILL NOT SUPPORT PIRATED. THIS WON’T WORK ON PIRATED. FUCK YOU. all over their mod pages.

Are they deliberately putting in code to detect pirated copies? Are they putting that there because they’re sick of idiots installing their mods on a 6 month old release fucking it up and clogging the support forums complaining about it? Do game developers regular prosecute mod developers who don’t take steps to not support pirates so they have to do that to cover their asses?

It’s just eerie. And it stinks.

By not only supporting but requiring an older game version, this mod is entirely going against that typical weirdness. It will be interesting to see if someone’s going to try to put a stop to it or not.

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To add to what everyone else said, it’s also because mod creators are so fed up when pirates complain the mod doesn’t work. I used to frequent a modding forum and you’d be surprised how many people beg for support only for everyone else to realize they pirated an outdated version or something.

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They do that as a legal waiver. Mods typically do not add any code that adds in DRM, or check to make sure the DRM is functioning, except in the case of the game utilizing an online multiplayer function, which could attempt to be a prevention for cheaters.

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I know that Wabbajack goes out of its way to make sure you’ve got a “non pirated” version. You can bypass that with a cheeky appid copy paste.

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Good to know. I bet it wrongly detects gog Skyrim as pirated. I’ll be avoiding it just so I’m not supporting this type of thing.

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Yep and if you go on the discord and ask why isn’t it being detected some little shits tell you to stop pirating when you own a legit copy

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A few do, and they are universally made by the worst people

Rentlar
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Very likely it’s to avoid getting into hot water with the publisher and also to try and mitigate support requests from people who installed 3rd party stuff that may or may not have caused the issue.

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Usually it’s just a legal ass-covering, but in this case, the project most likely depends on F4SE and the address library, which injects stuff at specific places in memory. Theoretically a cracked exe could work, but given something is likely changed from the original, all memory pointer addresses those two previous tools hook into and or override could be wrong. It’s less of a piracy thing, and more of a “We don’t want to troubleshoot things that may require us to do illegal things”. Besides, the issue would have to be fixed in the original libraries, not the mod.

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