Install Steam
login
|
language
简体中文 (Simplified Chinese)
繁體中文 (Traditional Chinese)
日本語 (Japanese)
한국어 (Korean)
ไทย (Thai)
Български (Bulgarian)
Čeština (Czech)
Dansk (Danish)
Deutsch (German)
Español - España (Spanish - Spain)
Español - Latinoamérica (Spanish - Latin America)
Ελληνικά (Greek)
Français (French)
Italiano (Italian)
Bahasa Indonesia (Indonesian)
Magyar (Hungarian)
Nederlands (Dutch)
Norsk (Norwegian)
Polski (Polish)
Português (Portuguese - Portugal)
Português - Brasil (Portuguese - Brazil)
Română (Romanian)
Русский (Russian)
Suomi (Finnish)
Svenska (Swedish)
Türkçe (Turkish)
Tiếng Việt (Vietnamese)
Українська (Ukrainian)
Report a translation problem
Quality and necessity of the updates is indeed under question but if you expect Bethesda to never make any updates just because of these mods you're delusional.
Nevertheless Bethesda actually supports SKSE authors to allow them to update it as soon as possible.
New Creation Club policies allow modders to sell their work so it's a modder-friendly addition as well. Unless by "modders" you mean mod users who never wrote a byte of script in their life.
Or provided the Creation Kit in the first place.
BGS updates do not "break" xSE applications. It is other way around. xSE applications are made for specific game versions, to avoid potential conflicts between memory addresses. xSE (like SKSE64) only works with game version it was made for. That has nothing to do what BGS has done with the code.
BGS has now twice directly aided SKSE developers to get past changes. They gave ianpatt pre-access to code ahead of compiler update. They also directly supported SKSE to catch up with header update. Does that sound that they "hate" modding community?
BGS is responsible only for their own game and products. That has been their line. Mods are unofficial addons that are not curated by anyone, which is why BGS does not take any direct path to support them.
In that light, lately seen direct support for SKSE64 is a major policy change. xSE is reverse-engineered project from BGS code. It is not common for any developer to jump in and say "hi, let's fix this for the upcoming update!" for any of such project.
I am not happy with how BGS has handled the whole situation. The direct executable access to Creation Club wasn't needed for PC. It is just there, because BGS chose to funnel everything - and also, because Sony is PITA and demanded pipeline solutions, to avoid any and all external assets touching PS4.
But, do they hate modders?
No. That's just nonsense. CC wouldn't stand a day without free modders doing their thing and keeping the scene active.
90% of common non-adult mod dependencies and solutions came from adult modding community and are likely integrated to most player's load orders. In fact, most "top favorite" non-adult mods got their resources from adult modding assets.
Those solutions stand on their own. Some of them require SKSE and Address Library, but not all. In fact, most of those solutions do not give a flying fidget about any updates in to game, unless it is the level of Compiler Update that we previously saw.
I have no idea why you are trying to twist the situation entirely other way around and do not actually care. I have no intentions to drag this forward.
Excuse me, so looking at naked bodies (in a game) is a "deviation" but piercing them with a sword (in a game), splattering blood and chopped off arms everywhere is not?
I'd say decapitation animation (which is present in vanilla) is much more troublesome than any amount of bouncing breasts or buldging intimate parts.
---
Back on topic; OP, it's really difficult to read that post without any form of full stops or paragraphs, but Bethesda aren't purposely breaking mods as the others have said. They're doing this so that console players, who have little ability to mod can do so, and that it's easier for people to make mods console players can use.
Yes, it's annoying for PC players and modders, and that some mods will be broken for a long time because of the work that needs doing to them, but not all mods are broken. Most will work after an update, provided their requirements are (such as SKSE, or Address Library).
Beyond that, you can protect your game from updating with SKSE, and there are guides in the pinned topics on doing this. Im still running .640, and will be for a long time.