I don't have the numbers on hand, but the patch was updated into many revisions over several years, still being updated today. It started day one on 11/11/11, and if I had to guess there would be many thousands of hours spent on it, with many things breaking along the way and a lot of hard research into the nuts and bolts of the game.
The backwards flying dragons thing never happened to me, and many other people, whereas it did for others. The reasons why it acted like that is based on so many variables concerning PC hardware, status of the save game, if anything is corrupted in the installation, mods being used, and so on. The unoffical patch didn't release a fix in a number of "hours", and when they did they did the professional thing and did much internal testing to determine if it broke anything with the test machines that their people used. And even when it did get released, it still broke minor things that are not apparent at first, and just like the patches that Bethesda puts out it is often a minor miracle that any patch release manages to not secretly break something down the road.
It is not a series of switches. The type of game that Bethesda makes is the undisputed king of changing one variable and having it break something completely unrelated.
I think that was a console thing. Where they simply couldnt fix it because of memory issues. And likely they had contracts where they couldn't release a patch for one platform and not another. So we all got burned. But all that does it make me want the kit more, so I am not at the mercy of some weaselly contract
Skyrim the base game stretched the consoles of the day to its absolute limit. The DLCs were going to cause problems no matter what. Ever since the negative reaction to Morrowind on Xbox there's been a commitment to ensuring that there is a equal experience across all three platforms, and there's a whole mess of things with sony/microsoft where you need to be approved for patches to be released on their consoles, and they don't like you releasing too much for some weird reason. That last part alone is why Team Fortress 2 got completely abandoned on console.
I made some mods myself.I know far to well that the rule "If you don't know what it does,what it uses or what is used by,don't touch it" is queen.
I don't see any entitlement here to be honest.. it's a feature that was confirmed prior to the release of the game people are within their right to expect it. Beth said it would be coming early 2016 and that it was in the testing phases last week. It could be that this announcement just means it won't come out before the first DLC in March, but if they waited until after Far Harbor in May I think it'd be pretty sketchy
It's not a matter of not knowing what it does, its a matter of testing extensively that some small change doesn't have far reaching consequences since computer programming is just a pile of head hurt.
The team that made the unoffical patches is larger than what any QA department of any company would be able to muster, much less Bethesda. The reason mods are so good is because they are able to take one aspect of the game and devote far more hours into it than is possible in a development setting. The patches don't fix the game completely, they are still working on that, and devoting thousands of hours to bug fixing, probably a lot more than that, isn't realistic when deadlines are involved.
I don't use the unoffical patches because I fear of something breaking down the line. No offense to the wonderful work of those modders, but the reason why the patches Bethesda releases fix so few things and take so long is that they have access to the entire game to figure out if something they make is not going to break something, and they spend loads of time into each individual problem. Modders don't have the luxury of having the source code all laid out for them. And even though they make up for it with more hours spread out over years, something that again isnt going to happen in a development setting, there's always going to be that handicap.
To be honest using the Unofficial Patches after Bethesda is done "Fixing the games" is not that dangerous.Chances are you are better of with than without.
Using them while bethesda is still messing around however is a fun way to break your savegames if you are not careful.
The point im trying to get at is that Bethesda is not incompetent because unofficial patches exist. You seem to have the idea that these patches are not the result of thousands of hours of hard work and that the fixes for these things come in "hours".
Mods can do a individual thing very good because they have a infinite amount of resources and manpower at their disposal. I'm sure mods will improve on the robot making DLC since they are working directly off the base of the work and just adding new content, same with the already present content packs for settlement building. Bethesda is not being bested by modders since they are putting extra work ontop of what they already have done.
Can't imagine a console being a viable platform to mod on anyway.
For those of us who mod more than one game calling the editors the same name for different games isn't an accurate representation of how the editors behave and it can be confusing. FO3 and NV both use the Geck, but they aren't the same Geck and each has it's own bugs and issues that a modder needs to understand independently. This will be true of the Skyrim CK v the FO4 editor. So, I'm hoping they give us a unique name for the FO4 editor.
I'd like to point out that there may be new challenges to bringing out the kit considering that Bethesda wants to bring mods to consoles. Not to mention that they need to work with two other corporate entities and that presents challenges on its own. It seems also that much of this will be going through Bethesda.net if I am understanding the intention correctly. It really isn't just about the creation kit anymore. There are a number of factors involved and a lot of infrastructure that these folks want in place before the CK goes live.
In all reality it'd be better to release all dlc content before the CK.. That way they don't have to figure out if mods are bugging the game or if it's an actual issue.
Mods are being used anyway,they are just being created the hard way.The CK would help make some mods less buggy for a start.
First of all thank you for all the quotes and answers, but i do know what the GECK is i have played Fallout 2 and 3. My question was rather why do people assume that it will be called the GECK now that this game runs on the Creation Engine, the Creation Kit for Skyrim abtly named after the engine. Wouldn't it make sense to just call it The Creation Kit again? People always refer to it as GECK.
GECK was a pun-name relative to the item from Fallout 2 and 3.Some people just assume that the GECK is fallout's version of the CK and should be called that way for any fallout games.
The GECK and the CK are actually completely different software.
The creation kit works with the creation engine the geck works with gamebryo.So Fallout 4 will probably get the Creation kit.
Whats easier to type, creation kit, or geck? Both get the point across fairly well, and frankly for all we know it could be called the Institute Creation kit. Or ick for short.
It just fits the series far better than creation kit. You said it yourself: You know what the GECK is and that it was a big part of the Fallout series since the originals. The GECKs were a large part of rebuilding the world and Vault City is a good example of this.
So when you're talking about a name for a product associated with the creation engine and the Fallout series, what makes more sense and sounds right? The Creation Kit or the Garden of Eden Creation Kit?
ICK sounds like something thats icky though.
I have a Fallout 3 game so tweaked up I had a hard time getting the many many mods to play nice. Still getting the order right was most of it. All those did particular things and none were very wonderful by themselves. I have, I think about 27 in Skyrim, a game that bores me to tears now.
There are large contributions as well but none came up to an actual Bethesda DLC. Well the gunner stuff in NV perhaps, but it's just more guns.
I sometimes wonder if people want Bethesda to just send them a blank disc to mod.
Of course they'll put DLC first.
Because the Geck is a Fallout reference and it distinguishes the new editor from the Skryim CK.
If it was the same editor for both games then yes, it should have just the one name, but that isn't the case.
Also, Oblivion, FO3 and NV were all built on the same engine but the Oblivion editor is called the Construction Kit and the Fallouts use the Geck.