Carabosse Posted February 20, 2016 Posted February 20, 2016 These are Nixie tubes, aka cold cathode displays. What I personally like more is that one: Beyond add-ons, we’ll continue to offer free updates to the game, including [...] a complete overhaul of Survival Mode that changes how you play the whole game: food, sleep, diseases, danger and more. That's cool, I missed that. I can imagine they'll give us control over colours and allow power cycling. That's going to save me a lot of time. I'm super excited about the survival changes. I just wish they'd give a rough estimate of when as I've pretty much stopped playing now in anticipation of restarting.
Kaz Aanh Posted February 20, 2016 Posted February 20, 2016 As Fallout 4 is 64bit, it could allow a lot more than 255 esp/esm, though it would depend on how bethesda have set it up. And even then trying to faulty find potentially thousands of mods could and would be a major pain. Its not about 64bit or 16k ram. Its about how the developers architecture their game engine.
Mister X Posted February 21, 2016 Posted February 21, 2016 As Fallout 4 is 64bit, it could allow a lot more than 255 esp/esm, though it would depend on how bethesda have set it up. And even then trying to faulty find potentially thousands of mods could and would be a major pain. Nah, they just could use "SKSE memory patch" directly in their game engine, because of the 64bit The 256 is the border because there are two hexagonal digits for each plugin as identifier. So, the plugins can use every identifier from 00 to FF once. And the hexagonal number FF is translated into 255. If Bethesda would give one digit more by their engine, then the highest number would be FFF which translates into 4095, so 4096 total plugins when you count 000 within And I really, really hope they did that
Varithina Posted February 21, 2016 Posted February 21, 2016 As Fallout 4 is 64bit, it could allow a lot more than 255 esp/esm, though it would depend on how bethesda have set it up. And even then trying to faulty find potentially thousands of mods could and would be a major pain. Nah, they just could use "SKSE memory patch" directly in their game engine, because of the 64bit The 256 is the border because there are two hexagonal digits for each plugin as identifier. So, the plugins can use every identifier from 00 to FF once. And the hexagonal number FF is translated into 255. If Bethesda would give one digit more by their engine, then the highest number would be FFF which translates into 4095, so 4096 total plugins when you count 000 within And I really, really hope they did that If they do they are more likely to use 4 digits which would offer FFFF as max number of mods, but hell that would be overkill for most people, and like I said would you want to try and sort out incompatabilites with that number of mods?
Ernest Lemmingway Posted February 22, 2016 Posted February 22, 2016 As Fallout 4 is 64bit, it could allow a lot more than 255 esp/esm, though it would depend on how bethesda have set it up. And even then trying to faulty find potentially thousands of mods could and would be a major pain. Nah, they just could use "SKSE memory patch" directly in their game engine, because of the 64bit The 256 is the border because there are two hexagonal digits for each plugin as identifier. So, the plugins can use every identifier from 00 to FF once. And the hexagonal number FF is translated into 255. If Bethesda would give one digit more by their engine, then the highest number would be FFF which translates into 4095, so 4096 total plugins when you count 000 within And I really, really hope they did that That's doubtful. The Creation Engine is the same engine they first used to make Morrowind fourteen years ago, just heavily tweaked. It's possible they added a third identifier, but their track record and the engine they're still using says otherwise. Plus they're already pushing, if not exceeding, the limits of the CE. Anyone who has heavily modified even Skyrim can attest to how unstable things get the more you push towards eleven.
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