PrometheusTS Posted April 25 Posted April 25 I mean mod it , not installing mods. Can we use a CK or Unreal editor or what?
ASentientJDAM Posted April 26 Posted April 26 People are still figuring things out. Progress is being made, but it'll take a little while. In the meantime, I recommend reading this news update.
BouduFromBrunia Posted April 26 Posted April 26 (edited) There are some mods for OG Oblivion that have been reported to work on this version mods that don't need script extenders. Just need to add the esp files in the data folder and open the plugin.txt and add a line with the exact esp name of the mod you just installed but I don't know which mods work or not yet. For now we just need to be patient and see when big mods will arrive. Edited April 26 by BouduFromBrunia
Noobatron22 Posted April 26 Posted April 26 Its been discovered that you use either one or both depending on what you're adding. As for the how, just be patient; it hasn't even been a week yet and this is uncharted territory.
PrometheusTS Posted April 28 Author Posted April 28 I found this link ... I would like to know more about using the Unreal engine and how to actually use this in conjunction with Gamebyro and eventually if is possible to do something similar for Skyrim.
Noobatron22 Posted April 29 Posted April 29 While figuring out the music logic, I've noticed it's becoming more clear that almost the entire game was rebuilt with the Unreal Engine using the original game's logic. While I cannot truly confirm it at this time, what I can say is that you will be using the Unreal Engine editor to create your custom content. As for the creation kit, I can't say much yet, but perhaps someone more knowledgeable than I can shed light on that matter.
Noobatron22 Posted April 29 Posted April 29 Haven't tested that myself, but there are .umap files inside the source files; extract those using UnrealPak
Recommended Posts