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Geck release question


uedftus

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You guys think there's any chance they'll release their tools along with CK? Would be nice having a proper exporter plugin for a change.

 

 

Not a chance. No way, no how.

 

Meanwhile, the niftools plugin for max hasn't been updated since Dec. 22, 2015 and still doesn't support exporting collision. Most of the modding for this game is still going to rely on external tools other than the Fo4CK and other's hard work who aren't Bethesda.

 

With the Fo4CK it will be really nice to finally be able to add references to cells and do some questing, but unless someone else continues to develop the other tools necessary to create new assets for the game, Fallout 4 modding is going to be pretty limited. At least compared to modding Skyrim and/or New Vegas.

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There's no doubt in my mind they'll release the GECK eventually. It's just a matter of when, possibly after Far Harbor. But I don't get why it's so hard for them to release their plugins for Max/Blender. Every other engine comes with it's plugins right out the bag.

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My initial reaction to Bethsoft releasing tools other than CK was also "no way", but then I got to thinking... Bethsoft says mods will be available on Xbox. That's unprecedented, because Microsoft keeps a very tight rein on what they allow on the platform for quality and stability (at least compared to the "wlld west" environment of PC gaming). Flaky NIFs can cause CTD and all sorts of other weirdness, and "use at your own risk" disclaimers might not mitigate the backlash if console players think their consoles are going wonky. I doubt Bethsoft wants to spend a ton of money validating thousands of mod submissions, and it would help if they made more dev & QA tools available for FO4 than they did for FO3 & FNV. I'm not holding my breath, just saying it seems at least possible.

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That's optimistic, but I suspect that the only kinds of mods Bethesda will support being made for consoles will be just those that can be made within the Fo4CK. Just plugins.

 

It's the simpler solution to the two alternative scenarios which were just laid out: either they create additional official tools and plugins for modding the game, or they're stuck vetting a huge number of mods made without them.

 

In any of the tutorials they've written or information they've provided about modding their games, at least that I've read it's like they don't even acknowledge that you can create new assets for the game. Closest thing is touching on recording lines for NPCs when writing dialog and quests.

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My initial reaction to Bethsoft releasing tools other than CK was also "no way", but then I got to thinking... Bethsoft says mods will be available on Xbox. That's unprecedented, because Microsoft keeps a very tight rein on what they allow on the platform for quality and stability (at least compared to the "wlld west" environment of PC gaming). Flaky NIFs can cause CTD and all sorts of other weirdness, and "use at your own risk" disclaimers might not mitigate the backlash if console players think their consoles are going wonky. I doubt Bethsoft wants to spend a ton of money validating thousands of mod submissions, and it would help if they made more dev & QA tools available for FO4 than they did for FO3 & FNV. I'm not holding my breath, just saying it seems at least possible.

 

I've wondered the same thing.

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I just want the geck already so I can build homes. Honestly though I'm not sure how that will go or I'll even release. I feel like everyone will be expecting castle sized homes with red workbenches. It doesn't help that theres so many mods that add their own workbench to be created. All those work benches take up a ton of room.

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I just want the geck already so I can build homes. Honestly though I'm not sure how that will go or I'll even release. I feel like everyone will be expecting castle sized homes with red workbenches. It doesn't help that theres so many mods that add their own workbench to be created. All those work benches take up a ton of room.

 

Lots of people (including myself) have little interest in building settlements and would rather have a variety of house mods to choose from. I am so looking forward to the day when I can completely ignore settlement building and skip out into a world filled with modded houses and settlements to explore.

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Lots of people (including myself) have little interest in building settlements...

 

 

Count me as another.

 

Beyond creating house mods, I want to create new locations that have nothing to do with Boston or even the sole survivor. The engine would lend itself really well to creating a variety of different environments. Just poking around in NifSkope reveals a lot of streamlined tech and new tech.

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