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Game engines like the "Creation Engine"?


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Good evening everybody!

 

Does anybody here know of any other game engines that are similar to the Creation Engine that is used in FO4?

 

I love FO4 and working on custom worldspace mods for FO4 but the worldspace size limit is just so annoying.

And the fact that the engine does not really support things like vehicles.

But everything else about FO4 modding and the engine itself is awsome.

 

So, does anybody know of a game engine that is kind of like the Creation Engine (in terms of the game systems, scripting, moddability with plugins, a good graphical editor like the CK, ...) but that also supports more "state of the art" things like vehicles, large worldspace and things like that.

 

It is very hard for me to even consider "moving away" from FO4 because there is already so much content that works well with the game and I am already very familliar with modding the game.

 

FO4 is pretty much 90 % perfect in my opinion, but the thing I would like to change or add can't be done without making changes to the engine iteself, which isn't possible.

 

And I think it would be a waste to just "start from scratch" by learning how to work with a different game engine.

But it seems like that is what I will have to do because like I said, you just can't implement certain things in FO4 and in the Creation Engine.

 

 

I just don't know what to do ...

I am screwed either way ...

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In ce, absolutely everything can be implemented. There is nothing that would be impossible. Transport is quite possible to do, just a lot of fuss for the sake of a modest result. All modern engines can do pretty much the same thing, the differences are only in tools and descriptions of these tools. Only ue and unity have more than ce tools and documentation. However, these engines are aimed at indie game developers, not modders. I use fo4 precisely because I want to make some specific models and scenes, and not develop an entire game. I think, as a render and stand, the fo4 is just gorgeous. Also, soon we will have Starfield, and it is likely that new features, since all ce tools now belong to one owner.Microsoft. Edited by South8028
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I guess the closest would be the Unreal engine which supports both C++ programming, has scripting functionality that goes on top and a very inviting editor. The one problem with it is that you don't get the abundance of assets to freely work with that you get from Skyrim and Fallout 4 via Creation Kit. They do have a basic library of assets to use and you can access things from other featured showcases. But they would have to be removed should you consider publishing a game and you would of course have to make the game entirely from scratch (though with excellent tools to work with).

I have high hopes for the next iteration of Creation Engine that will come with Starfield. It looks like a very transformative game for Bethesda. Of course this will very likely not carry over to something we can use on Fallout 4, but, Skyrim did receive some evolved editor functionality when FO4 was published iirc so perhaps there will be something we can leech from it.

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If you wish to create your own indie game, I agree UE5 would be your best option.

That said, to create anything close to FO4, on your own, from scratch (except for the engine) will easily take you 10 years! if not more. (& it can not be related to any other game 'brand', like Fallout, without permission.)

Bethesda is likely to beat you to it with FO5, which will (hopefully) solve all your current problems.

 

Personally I'll just wait for that. (& as much as I would love to have working vehicles, I have yet to find a RPG where they are actually useful, beyond traveling faster over long distances).

Even "Days Gone" could just as well do without, although the entire game revolves around bikes.

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Yeah actually I have worked with both and successful small indie studios perfer Unity (just look up market share).

 

If super fast HQ frame rates are the thing then Unreal.

 

If small team and fast time to market is the thing (we dont have much cash to burn) then Unity.

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Good evening everybody!

 

 

I love FO4 and working on custom worldspace mods for FO4 but the worldspace size limit is just so annoying.

I'm honestly afraid to ask but: How big are your worldspaces? It took Bethesda years to finish the Commonwealth worldspace with a whole team and it's quite large imho. So I assume that you're going for like super large projects?

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I would love to make worldspaces that feel "real" (in terms of distances and scale, so for example towns are bigger then just 20 buildings).

In FO4 everything is so close together and that is one of the biggest "immersion-breaking" things for me.

 

I have been working on a custom worldspace (a small island in real-life terms, about the size of the commonwealth worldspace, so as big as possible in the fo4 engine) for the last year.

But the more that I am working on it, the more it is starting to feel like I am "running out of space".

 

I would love to be able to make worldspaces that are 30 by 30 km or bigger.

 

Yes, I have lots of free time, I only work a part time job :laugh:

 

As for the "new games":

There will probably be some great technical advancements, yes, but there will also very likely be other annoying things that are hardcoded or not moddable.

Three steps forward, two steps back.

And the tools that are needed to get custom meshes or even custom animations into the game will probably be unavailable or poorly documented.

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Good evening everybody!

 

 

I love FO4 and working on custom worldspace mods for FO4 but the worldspace size limit is just so annoying.

I'm honestly afraid to ask but: How big are your worldspaces? It took Bethesda years to finish the Commonwealth worldspace with a whole team and it's quite large imho. So I assume that you're going for like super large projects?
What other years? ) It took ~6 months from the end of work on the new engine in 2015 to the release of fo4. Bethesda made fo4 in 6 months.
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Good evening everybody!

 

 

I love FO4 and working on custom worldspace mods for FO4 but the worldspace size limit is just so annoying.

I'm honestly afraid to ask but: How big are your worldspaces? It took Bethesda years to finish the Commonwealth worldspace with a whole team and it's quite large imho. So I assume that you're going for like super large projects?
What other years? ) It took ~6 months from the end of work on the new engine in 2015 to the release of fo4. Bethesda made fo4 in 6 months.

 

 

Could you please elaborate on that. I don't quite get what you're saying. Do you mean that they did the whole worldspace and all of its interiors plus all of the quests and testing in just 6 months?

Edited by 84Cronos
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Good evening everybody!

 

 

I love FO4 and working on custom worldspace mods for FO4 but the worldspace size limit is just so annoying.

I'm honestly afraid to ask but: How big are your worldspaces? It took Bethesda years to finish the Commonwealth worldspace with a whole team and it's quite large imho. So I assume that you're going for like super large projects?
What other years? ) It took ~6 months from the end of work on the new engine in 2015 to the release of fo4. Bethesda made fo4 in 6 months.

Could you please elaborate on that. I don't quite get what you're saying. Do you mean that they did the whole worldspace and all of its interiors plus all of the quests and testing in just 6 months?

Yeah. Most likely, packages ... Models, animations, textures, sounds, etc., were prepared before, and by the end of work on the engine, or in the process, they were exported to fo4 formats. But the assembly of the whole game itself: the world, interiors, main and minor quests, was done in about 6 months. It is also known that the game was mercilessly cut, just to be in time for the release. The script was simplified 3 times. Remained concept art from the original plot. There is nothing left of the intended game.
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