• Psythik@lemmy.world
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      2 days ago

      And to be fair, every drivable vehicle mod I’ve tried in Fallout games was janky.

      But to be even more fair, you can’t blame the modders. It’s Bethesda’s fault for using an engine from 1997, and simply slapping a fresh coat of paint on it for every new release.

      • SplashJackson
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        2 days ago

        The Source engine dates to at least 1996 when Quake came out, what now?

        The Unreal engine comes from the same time period

        Burp burp gottem

        • Psythik@lemmy.world
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          1 day ago

          Yeah but the Source engine is actually good. It was so far ahead of its time that I still think Half-Life 2 can hold up to modern standards. Gamebryo/Creation was never good.

          • SplashJackson
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            1 day ago

            You’ve got me there, I remember the jank even back on modded Morrowind

      • 🇰 🌀 🇱 🇦 🇳 🇦 🇰 ℹ️@yiffit.net
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        2 days ago

        Horses in Oblivion and Skyrim don’t actually go faster than running on foot. The jank comes from moving fast. If you move too fast, it breaks shit. Like, you keep falling through the world because the ground hasn’t loaded yet breaking.

        I would have to guess the rover in Starfield is the same. Sure you have a car now. Does it actually make you go faster and negate the fact you are being requested to travel 1.5 kilometers across a totally barren moon?

        • Romkslrqusz@lemm.ee
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          2 days ago

          They are definitely faster than running in both games.

          It is true that, in Oblivion, you could level up Athletics and Acrobatics to become faster than the horses.

      • The ones that could walk up sheer cliff faces?

        Acktshully, for what it’s worth, Daggerfall (1996) also had horses. From what I recall they were considerably less janky than Oblivion ones, and definitely less so than the Skyrim ones. It probably helped that there were in fact no hills in Daggerfall; the land was mathematically flat.