Sujet : Re: Star Wars Outlaws is buggy!
De : zaghadka (at) *nospam* hotmail.com (Zaghadka)
Groupes : comp.sys.ibm.pc.games.actionDate : 13. Mar 2025, 18:59:12
Autres entêtes
Organisation : E. Nygma & Sons, LLC
Message-ID : <l476tjtqj8r0blotb9089lkrhpn0sl7ooe@4ax.com>
References : 1 2 3 4 5
User-Agent : Forte Agent 3.3/32.846
On Wed, 12 Mar 2025 10:43:01 -0700, in comp.sys.ibm.pc.games.action,
Justisaur wrote:
On 3/10/2025 4:47 PM, Zaghadka wrote:
On Mon, 10 Mar 2025 18:39:15 -0400, in comp.sys.ibm.pc.games.action,
Spalls Hurgenson wrote:
I bet Outlaws isn't moddable either, since Bethesda owns the IP for that.
>
There are mods for "Star Wars: Outlaws"* on nexusmods, so you'd lose
that bet.
I figured. I was just making a whole running gag about Bethesda owning
the patent for "open world games that have lots of bugs which then get
corrected by the modding community instead of the developer."
As for losing the bet, I didn't lose a bet that the modders can't fix
these problems with SW:Outlaws. At least not yet. Depends on how
extensive access to the engine is.
>
Apperantly the "Snowdrop" engine it uses is not friendly to modding (one
of the things I'm also worried about the Bethesda possibly going to
UE5.) Textures and graphics mods often don't depend on engine.
Scripting can often be modded too. It certainly depends on engine, but
can be reverse engineered if the scripting is in clear files.
So maybe some of "Not the Outlaws we know and love" can be fixed. Quest
breakage is usually a scripting problem. At least it is in Bethesda.
-- ZagThis is csipg.rpg - reality is off topic. ...G. Quinn ('08)