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nukpwr

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Posts posted by nukpwr

  1. I've coaxed a great deal from the edit tool with varying results, so I'd agree with most of you that it's been a long wait, but argue against any view that Bethesda is purposely holding the ck for some marketing reason; it's simply a bigger challenge. I would also argue DLC is likely a story line group and not a game mechanics group. Furthermore, there are far more features in fallout 4 over Skyrim:

    Active barriers,

    High speed protocol and

    External calls to name a few.

    Just having a good scripting tool and a mod conditioning tool would make a world of difference using the new features reliably and efficiently.

    Also keep in mind that these three alone can lead to game stability issues and some QA supervisory code would be helpful eliminating stability issues.

     

    If any of you hacked DA inquisition, you know how valuable active barriers can be, say for armor detail and realistic appearance, but also how dynamic active barriers can screw up the game play and crash badly. This means that the FO4 CK has to be much smarter than in Skyrim!

  2. So since Fallout 4 is out and modding community is wating for releasing creation kit for it but no one wants to wait a year or more. So I tried to open it in old Skyrim creation kit, with no luck it instantly crashed but I just copied Fallout4.esm to the skyrim data folder nothing too complicated and pretty dumb solution so I am wondering if there is a way to open at least something in creation kit since it is almost the same engine. Thanks

    There is a BSA change for ordering and compression that makes comspeed between modules over 1000 times faster in BSA version 2. There is a group working on the ID protocol here on the Nexus. In order for the VMAD (Virtual Machine ADapter) calls to work properly, if at all, this signal conditioning protocol handshake must function between mod and the game engine.

    1. The Ck and game compiler need to support the new calls VMAD, etc. -via the exe or skse (Ideally a new compiler)
    2. the game engine needs to support the BSA2 protocol possibly through SKSE
    3. New module to condition previous mods or editor mods to use the BSA2 protocol. Conceivably, the edit tool could perform this reorganization and compression on a save or by a script.
    4. Recognition that Fallout has companion calls and many features based on VMAD -quite different from Skyrim existing script.
    5. The CDX file and format is new for ESM -pretty sure it uses a new format modified directx10, but much of it may be the signal conditioning and the CDX, DLC details, etc. Some sort of boot file is needed to choose fallout or Skyrim

    Once done Skyrim and Fallout 4 should work if I have not forgotten anything

  3. The mass effect 3 mod tools on nexus and elsewhere will work with some modifications. Even with the little time I have used ME3 explorer, I've found it a powerful tool to transition over along with its toolkit. A saved game editor might also be useful and gibbed save game editor should work w/o too much effort.

    It seems even the character developers desire a DLC structure to protect unique character attributes, associated quests and the like while providing a common upgrade path within inquisitions, so DLC editor functions will be needed more than ever. Remember the RPG elements that govern companion behavior are post frostbite 3 and designed by the inquisition team in house -well, sort of - they probably borrowed a few engineers from the frostbite staff.

     

    Don't expect a common override folder for inquisitions, its a different engine from DAO.

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