So there's basically zero chance of seeing something like this through Creation Club. Bethesda would either have to add all the extensions to FO4 natively - which would be badass but would also take future support for F4SE out of the team's hands even if they wanted to give Bethesda permission to bundle their work - or put themselves in the awkward position of shipping their own paid content that relies on end users using a completely different executable that would actually be broken for a couple of days after the mod release. And then on top of that, you have the fact that certain CC updates require changes to the executable, which breaks F4SE for a few days.Īnd since F4SE is actually an independent executable, you can't just bundle it in with the CC and call it a day even if they got permission.
They just have to call the new scripting functions.īut there's no precedent for Creation Club mods to use Script Extender in fact, one of the requirements of CC mods as far as I can tell is that they can't have external dependencies at all.
They don't technically have to bundle it, since it's an extension to the scripting API. It probably uses F4SE, at a minimum - I don't have insider info, but most mods that change as much as this one claims to end up having to use it -, which is a whole interesting kettle of fish.