AngryDespot Posted April 14, 2009 Share Posted April 14, 2009 anything in oblivion is compatible with Fallout3. silly gooses!Sarcasm ALWAYS cracks me up. Link to comment Share on other sites More sharing options...
Skree000 Posted April 14, 2009 Share Posted April 14, 2009 im being srs though... with a little work, everything IS compatible... Link to comment Share on other sites More sharing options...
TGBlank Posted April 14, 2009 Share Posted April 14, 2009 im being srs though... with a little work, everything IS compatible... Try porting a shield from oblivion and give it full blocking functionality. If you need to chop it open, re-organize/re-write/re-code half of it, re-create the other half, and then add 2 times the effort/resources/code on top of it to make it work. I don't think you can call it "compatible". Link to comment Share on other sites More sharing options...
AngryDespot Posted April 14, 2009 Share Posted April 14, 2009 im being srs though... with a little work, everything IS compatible...If by a little, you mean Bethesda's entire dev team on Provigil for a month, then yes, that's a little effort. Porting Oblivion stuff to Fallout 3 is similar to porting Call of Duty stuff to Gears of War. Even though they're both Unreal Engine, it's still friggin impossible. Link to comment Share on other sites More sharing options...
Skree000 Posted April 14, 2009 Share Posted April 14, 2009 1. Let me put it a different way...Content for one title on a modified Gamebryo engine can be, with a little work, added to another title running on a modified Gamebryo engine. 2. No iteration of Call of Duty that im aware of was ever created in any iteration of the Unreal Engine. COD - Idtech 3Cod2 - proprietaryCod3 - Treyarch (custom)Cod4 - proprietaryCod5 - modified Cod4 proprietary 3. Speaking of Unreal Tech is very robust, probably the easiest to port content to... 4. nothing is impossible. The scope of possibility is limited only to user knowledge. Link to comment Share on other sites More sharing options...
TGBlank Posted April 14, 2009 Share Posted April 14, 2009 One thing is porting something. Another entirely different is calling it compatible. Sure, i can grab an old text adventure pc game from the 80s, copy all the text, re-create the conditions and put it up in fallout in an activateable console. But calling it compatible is ridiculous. Compatibility means porting from one to the other with no change, or very minimal one. When you need to juggle between several tools, transform several parts, and dedicate long hours to even make it work without crashing the game (any mesh port from oblivion to fo3 is like this), you cannot call it compatible. Link to comment Share on other sites More sharing options...
Skree000 Posted April 15, 2009 Share Posted April 15, 2009 if im not mistaken, the mod featured in this thread is already supported by a game running on a modified Gamebryo engine.That is a VERY far cry from an 'adventure pc game from the 80s' Link to comment Share on other sites More sharing options...
LFact Posted April 15, 2009 Share Posted April 15, 2009 I think the OP is talking about ENBSeries(http://boris-vorontsov.narod.ru/index_en.html ), which is graphic effect modifier? (Yeah, I remember I saw a Morrowind screenshot with ENBSeries..) Link to comment Share on other sites More sharing options...
JimboUK Posted April 15, 2009 Share Posted April 15, 2009 The Oblivion one doesn't work so well with Fallout, the framerate dropped to around the same as a PowerPoint presentation and my toons chin vanished. I've no idea what's enabled there but when I tried to enable everything the game crashed. http://img11.imageshack.us/img11/1/enb20094150113.jpg Link to comment Share on other sites More sharing options...
Skree000 Posted April 15, 2009 Share Posted April 15, 2009 cool! im guessing it requires significant finessing and tweaking. (maybe a 'little more work' lol) Tolja it was compatible. Now, performance issues, thats a different story altogether. Link to comment Share on other sites More sharing options...
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