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Limitations of Mod Quality Without CK


scottym23

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I've never modded before and don't know the limitations to what can be created without the CK's release. Will we not see full house/base mods like the submarine one in Fallout 3 until the CK is out, or can all of those mods still be created but just with a lot more work/effort? I'm just curious what the CK enables modders to do that they couldn't do normally, and what that entails for what types/scale of mods we can expect until it comes out.

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Since models are a topic here, I was wondering why can't we do replacers right now? For example replace the deliverer or a 10mm pistol with a 1911 mesh? I noticed I can not open the 10mm nif file in nifskope, though they are both nif files, are they different in some way?

 

I do remember reading on another forum about the nifskope dev's working on a fix for this, so if it is simply related to that, when the nifskope update is out and we can edit meshes, will there be a way to update these older meshes from fo3/fonv to work in fo4?

Edited by leot486
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Nifskope and Blender/3DS Max plugins are what's holding back any mesh work. Any FO3/FNV meshes directly from the game cannot be distributed even if made to work for FO4. Mods that are all new mesh could ofcourse be done if they are yours or the proper permissions are in order.

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