- Sep 26, 2017
- 417 (0.37/day)
|Processor||Intel i7 8700k|
|Motherboard||Z370 AORUS Gaming 7|
|Memory||G.SKILL Ripjaws V Series 32GB DDR4 3333 16-16-16-36|
|Video Card(s)||MSI RTX 2080 Ti Ventus OC|
|Storage||Samsung EVO 250GB 2x-500GB XPG SX8200 PRO 1 TB|
|Display(s)||Acer Predator Z321QU|
|Case||Fractal Design Meshify C|
|Power Supply||Seasonic Focus Plus 750 Gold|
Thanks for the tip. I did backup the whole game folder. When i switched out the exe it ran fine...Oh well, i love Remnant at the moment.Same thing happens with Bethesda's paid mod updates. Or it used to, these days I don't know. Most of your foundational, non-texture mods require script extensions that allow them to work on an engine level. Technically this can get you all the way down to the core. But every single game update shuffles memory entries that break the whole thing. Simple fix, just a few lines adapted after peeping the new data. But then all of the mods relying on the old version ALSO have to be updated to work with the new script extender.
It's a mess, and really doesn't have to be that way. It just requires some changes with how updates are compiled AFAICS. Fixes have been attempted with varying degrees of success. I think they squashed it with Skyrim SE. Stuff that acts a go-between for different stuff that has or hasn't been updated. Basically automatically fudging it. There's no reason it can't actually work, other than a small code mismatch. But personally I just keep the exe backed up and tell steam not to update unless run from the launcher, which bypasses the script addons anyway, so it's never happening. So many mods break every time I let an update through. It takes a couple of hours to fix. And that's assuming all of the authors have caught on and updated... if the author isn't around anymore that may just be the death of that mod.