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even with my beefy current computer i have its still takes like 5 minutes to get to the main menu but with a newer engine we could see some serious improvements on speed and hopefully script lag wont be a huge issue but thats just a hope
and you are probably right with the game being 4 digit hex just because of how ♥♥♥♥ is going on with lighting and the world generation and it loading how difficult the enemy's are, gravity and how it affects you and lot of other things
Most data was stored in hex (base 16) but they most likely havent changed that aspect. What they possibly might have done is use longer hex.
Previously form ID was limited to 8 character hex, the first 2 characters being load order.
For example:
0 0 1 2 A 4 E 6
So LO would be slot 00 and the ID would be 12A4E6.
The last possible ID would be FFFFFF, which equates to a hard limit of 16777215 individual records for each plugin slot. I really don't think any mod even comes clost to 16.7 million records in any mod for any bgs game to date.
What they have done with .esl is allow the FE plugin slot to be divied up amongst a bunch of smaller plugins, as they likely realized the headroom in each plugin slot (16.7M records)
Now with 255 slots, and the FE being able to support another 4095 there isnt much reason to go away from the 8 character hex record format, if anything we could use a third character for LO so 9 character hex in total, but with the advent of .esl I doubt that is a priority for them.
That would result in 0-4095 regular plugin slots instead of 255.
I think many people completely misunderstand what is meant by procedural generation and somehow think that the game is in real-time generating a completely unique planet for the individual player. While that could be the case, given the multiple interviews that Todd Howard has given describing their use this does not sound like what Bethesda is doing.
They used procedural generation to create a large amount of various landscape tiles. They hand crafted various tiles with different features. Then they procedurally generated planets from those tile sets to create 1000 unique planets. That doesn't mean different players will have different planets.
I fully expect that modders will be able to go to different areas on multiple planets and mod in terrain overrides, entities, etc. as well as add NPCs to different areas. So they could for example add in several locations with lore and items for some story line / quest(s) and then add in an NPC quest giver in one of the major cities which would kick off the quest / story and lead them to the various locations to discover those things.
I think you'll have both what you are referring to "a bunch of little content pieces" as well as larger "more ambitious projects" with in-depth stories spanning across many planets and multiple quest lines.
Every game released (yes even 76) has been a step forward. Granted some steps were larger than others but progress all the same. Just enjoy the road trip and stop worrying about if Cousin Larry is going to hit on you when you get to Grandma's.
It's been stated that CE2 was a complete redesign. It's not a modified version of CE. At least that's what we've been told. We are all speculating though. Until it actually comes out we won't really know for sure.
ie, an essentially brand new engine or a major tidy up and improvement replacing "chunks" of meh with new "code"?
its ms nonsense code now.
so good bye games like es and others, all will be microsoft owned, and made dx12 only.
yep i save money. one good point on many bad ones.