Starfield

Starfield

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InfernoEagles Jun 16, 2023 @ 10:33am
Creation Engine 2
does anyone think that we will get a much bigger limit from 255 mod to like 5000
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Showing 1-15 of 20 comments
kdodds Jun 16, 2023 @ 10:40am 
We already have that with .esl files. There will need to be some limit given that each mod (plugin) receives a number. Originally this was 2 digit hex, hence, 16 * 16 = 256. There are a number of way they may have improved this. Even if they just extend the digits to 3 you get to 4,096, 4 gets you to 65,536. That's where I think we'll land, in one way or another. And anyone who tries to get even close to that will likely have crippled their game long before then.
InfernoEagles Jun 17, 2023 @ 8:43am 
yeah I have pretty maxed my mod list with 253 active and 1200 light plugins and have hit a brick wall because i do not have a big enough knowledge pool on my end to be able to download more things because I find something that is cool and it is ESP and I really dont know what is going to happen if i modify it to be .esl and it is just worry some on my end. but with over 4,000 mods being active, before it gets turned into light; things could be super crazy and I dont think it would cripple the game hopefully lol.

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
kdodds Jun 17, 2023 @ 3:42pm 
With the procedural generation and the placing of handmade POIs on planets, I think Bethesda will have anticipated this being a (new) large part of modding for Starfield. If it's working the way I understand it to be working, the handplaced caves, buildings, etc., will be dynamically added to planets. This could, potentially, lead to a lot of mod authors creating a lot of little content pieces, rather than engaging in more ambitious projects that might or might not ever be seen in a game of this scope. Plus it might be difficult (or impossible) to handplace items on specific prcgen planets in specific systems. I'm hoping I'm wrong on that or most larger projects will be attached to static worldspaces (like Jemison).
InfernoEagles Jun 20, 2023 @ 9:57am 
I am hoping that the modding community will still be able to be able to put in larger projects as static worldspaces also this is going to be my 1st Bethesda game that i make actually mods and really hopeing that this going to be a engine that is going to change everything and the community goes crazy about
I feel like they would of finally moved to 32-bit integers. It was 16 right before? Even then there were outside programs to go past that, but of course making things 1-2-3 simple is nicer.
Professor Goat Jun 20, 2023 @ 10:01am 
CE2 is a "modified version of CE," and knowing the history of this company, don't expect much.
bLaCkShAd0w Jun 20, 2023 @ 10:09am 
Originally posted by YouTube.com/StoneLegion:
I feel like they would of finally moved to 32-bit integers. It was 16 right before? Even then there were outside programs to go past that, but of course making things 1-2-3 simple is nicer.

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.
Last edited by bLaCkShAd0w; Jun 20, 2023 @ 10:13am
PopinFRESH Jun 20, 2023 @ 10:12am 
Originally posted by kdodds:
With the procedural generation and the placing of handmade POIs on planets, I think Bethesda will have anticipated this being a (new) large part of modding for Starfield. If it's working the way I understand it to be working, the handplaced caves, buildings, etc., will be dynamically added to planets. This could, potentially, lead to a lot of mod authors creating a lot of little content pieces, rather than engaging in more ambitious projects that might or might not ever be seen in a game of this scope. Plus it might be difficult (or impossible) to handplace items on specific prcgen planets in specific systems. I'm hoping I'm wrong on that or most larger projects will be attached to static worldspaces (like Jemison).

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.
Ihateeverybody Jun 20, 2023 @ 10:12am 
Originally posted by Professor Goat:
CE2 is a "modified version of CE," and knowing the history of this company, don't expect much.

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.
Quilnux Jun 20, 2023 @ 10:55am 
What people haven't considered yet is that we could have mods that add even more planets. I mean, since CE2 can do more then 1 planet then there is no reason why we couldn't have new planets built by a modder.
Last edited by Quilnux; Jun 20, 2023 @ 10:55am
Quilnux Jun 20, 2023 @ 10:58am 
Originally posted by Ihateeverybody:
Originally posted by Professor Goat:
CE2 is a "modified version of CE," and knowing the history of this company, don't expect much.

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.
bilbop Jun 20, 2023 @ 11:08am 
ce2 is dx12 only crap. previous games were somehow-multiplatform, this ms-platform locked kind of sw. they could use vulkan, no, they ditched for limited dx12. so bethseda under influence of microsoft, destroyed all games like fallout, es, or even this, as every game coming, will be ms platfrom exclusive.
i never really hit the 255 mods mark my max was like 96 or something so not even 100.
Originally posted by Quilnux:
Originally posted by Ihateeverybody:

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.
from the ground up?

ie, an essentially brand new engine or a major tidy up and improvement replacing "chunks" of meh with new "code"?
bilbop Jun 20, 2023 @ 11:31am 
Originally posted by -OrLoK- Слава Україн:
Originally posted by Quilnux:

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.
from the ground up?

ie, an essentially brand new engine or a major tidy up and improvement replacing "chunks" of meh with new "code"?
complete removal, and making ms-only platform dx12 only game 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.
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Date Posted: Jun 16, 2023 @ 10:33am
Posts: 20