thebestdamncourier Posted July 28, 2014 Share Posted July 28, 2014 So, about a year ago, I got an idea for a new oblivion mod. I had no experience with TESCS, and didn't even have an account here. Now I have some experience using the GECK for Fallout New Vegas, but it is very different from TESCS. To make it very clear, I am asking for your help.Premise:Think Fallout, but more fantasy, a little less science, and then apply it to the Elder Scrolls Universe.The reason I have waited so long to ask for help is because I have been grounded for a very long time, but I was released from my "sentence" recently, but as stated above, I'm totally lost. Link to comment Share on other sites More sharing options...
mhahn123 Posted July 31, 2014 Share Posted July 31, 2014 While there are some differences in how Tes CS and GECK work...they are similar enough you should be able to pick it up quite easily. For instance whereas the main open worldspace in GECK is listed as "Wasteland", in Oblivion it is listed as "Tamriel". Placing items in the world (structures, creatures, clutter) is drag and drop in both games. Landscape editing works pretty much the same...both manipulating land height and painting ground textures. One major difference is in NPC pathing. Oblivion uses a path grid system of pathing nodes connected by lines, FO3 uses a nav mesh system of triangular path areas. Takes a little getting used to at first when you switch from one to the other...but both are relatively simple. Again...there are differences but nothing that should present a major learning curve if you have good experience already with one or the other. Link to comment Share on other sites More sharing options...
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