


The rule was the last rule mytharox made at astats before disappearing. I can agree, I also disagree, but i think that there is time and language that needs to be adapted before that can come to fruition. It's unfortunate that there's games where this allows mods to straight-up unlock achievements for you, but if workshop mods are accepted as the developer explicitly allowing you to do something in-game, I don't see how that's any different to games like Redactem letting you press a button on the menu to do the same thing. If our position is "using a workshop mod to get a map where grinding this achievement is super easy is okay, it doesn't matter that the dev didn't want you to do that", then surely "using a workshop mod to enable achievements is okay, it doesn't matter that the dev didn't want you to do that" is just as applicable. I have always felt that it's a bit weird to allow workshop (or other officially-hosted) mods, but explicitly disallow specific mods that fit that category because they do something we don't want. Which is why I propose we treat it differently.

I feel that this rule is fairly inconsistent, frequently ignored, and is generally unenforceable except for in cases where folks are ALSO breaking rules like OK-17.įallout 4 and other games originally released with mod-blocking achievement code, but skyrim technically didn't. This means anyone buying the game currently must, effectively, play a game that has different rules than the original version.Īdditionally, "Skyrim Script Extender" is allowed for official mods, but mods that ship in the ingame mod store for skyrim SE cannot be used by achievement hunters. My argument is that the rules allow modding the original version of Skyrim, which has been unlisted on the store in lieu of the remake. So, I'd like to argue for an exception to the "No achievement enablers", specifically for Skyrim SE.
