Creation Engine stability

Post » Mon Jun 14, 2010 10:42 pm

We all know how unstable Oblivion's GameByro got with a few mods. For me, it was crashing to an extent where it was gamebreaking. The main reason was probably the amount of mods I used :toughninja:

Do, do we think the new Creation Engine will be any more stable with mods?

I hope it will be, I think they'd have learnt something from Oblivion in these respects.
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Skivs
 
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Post » Tue Jun 15, 2010 11:25 am

We all know how unstable Oblivion's GameByro got with a few mods. For me, it was crashing to an extent where it was gamebreaking. The main reason was probably the amount of mods I used :toughninja:

Do, do we think the new Creation Engine will be any more stable with mods?

I hope it will be, I think they'd have learnt something from Oblivion in these respects.

Well I use a lot of mods crashing was not so frequented (1-2 crash in 8 hours of game), thanks to guides like
http://www.gamesas.com/index.php?/topic/1119325-50steps-to-stable-fcom/page__hl__50+steps
and utilities like
http://www.tesnexus.com/downloads/file.php?id=22368
http://www.tesnexus.com/downloads/file.php?id=22282
http://www.tesnexus.com/downloads/file.php?id=20516
Most of crashes in oblivion load order related, configure your mods and they will much less frequent
Some things must be changed in engine like better Multi-core CPU support (thats will make AI and scripts work better)
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Glu Glu
 
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Post » Tue Jun 15, 2010 12:59 am

I've said this before a while back, but the reason Oblivion was unstable with too many conflicting mods wasn't a problem with the engine. You can't change that much of a game without expecting something to go wrong. So it's either accept that if you don't take your time with installing mods then you risk them breaking your game, or you get severely limited mods that can't break the game.

It's up to you!
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Love iz not
 
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Post » Tue Jun 15, 2010 6:31 am

I think the conflicts between mods was most likely the problem not the engine itself in Oblivion. In a new engine we haven't even seen yet we can only speculate, but I would assume they made as mod friendly as they could considering it's a strong selling point for the PC platform.
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Kelly John
 
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Post » Tue Jun 15, 2010 8:47 am

Todd specifically said that he is exited to see what the modders can do with this new engine, so I wouldn't worry too much about this :)
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Anthony Santillan
 
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Post » Mon Jun 14, 2010 8:49 pm

Overhauls have become fairly popular and they tend to be less buggy but... I havnt yet found an overhaul that I like everything about, like some features of OOO. So Im one of those usually stuck with a 100+ mod list and yes, its not as stable as vanilla. To be perfectly honest though the vast majority of mods Ive used for Oblivion are already going to be features in Skyrim, mainly the combat and (hopefully) companions.

But I dont have any other game that gets as heavily modded as TES games so I cant really compare the Gamebyro engine to anything. At most I can compare it to WoW in which Ive used to over 50 interface mods on, and it gets laggy and buggy even though nothings modifying the core game(just the UI).

Edit: Not to mention most mods for Oblivion these days use OBSE, and everyone has tweaked their INI or pyffid their meshes or messed with the EXE to allow more RAM usage... You cant do stuff like that and not expect there to be some engine issues.
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Cameron Garrod
 
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Post » Tue Jun 15, 2010 1:19 am

Todd specifically said that he is exited to see what the modders can do with this new engine, so I wouldn't worry too much about this :)


:D

As I am. I'm sure it'll be impressibly moddable.
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ShOrty
 
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Post » Tue Jun 15, 2010 11:24 am

:D

As I am. I'm sure it'll be impressibly moddable.

And possibly easier than in the past games too.
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Stephani Silva
 
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Post » Tue Jun 15, 2010 7:43 am

We all know how unstable Oblivion's GameByro got with a few mods. For me, it was crashing to an extent where it was gamebreaking. The main reason was probably the amount of mods I used :toughninja:

Do, do we think the new Creation Engine will be any more stable with mods?

I hope it will be, I think they'd have learnt something from Oblivion in these respects.

Forgive my ignorance, but how can a renderer be to blame?
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(G-yen)
 
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Post » Tue Jun 15, 2010 12:48 pm


Edit: Not to mention most mods for Oblivion these days use OBSE, and everyone has tweaked their INI or pyffid their meshes or messed with the EXE to allow more RAM usage... You cant do stuff like that and not expect there to be some engine issues.

I wouldn't say these cause engine issues at all
pyffi was used to optimize meshes for the game by stripping unnecessary data, though there could be an error in a mesh sometimes that could be fixed by running it again I believe
and the 4gb tweak wasn't messing with anything it just switches a flag in the exe I did it manually with a program one time and thats all there is to it no messing around as you say
as for ini tweaks that could cause problems I guess but more than likely from messing things up by removing something or changing the values to something they shouldn't be.
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Gisela Amaya
 
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Post » Tue Jun 15, 2010 7:29 am

Forgive my ignorance, but how can a renderer be to blame?


I'm no super-geek, just medium-geek.
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Jonathan Montero
 
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Post » Mon Jun 14, 2010 9:08 pm

I'm no super-geek, just medium-geek.


He means that the Gamebyro part of the engine has absolutely nothing to do with mods. It just renders what you see in the game. All the mods and what they affect are Bethesdas own programming, added to the Gamebyro engine. So it's not Gamebyro that's the problem. There's not even a problem, it's just the way it is.

A very large proportion of the mods we see today would not be out there if they could not change the game in a way that could also cause it to crash.
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CRuzIta LUVz grlz
 
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