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Source Code Access


Jopo80

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Caveat before you take anything I say to heart: I'm still a newbie. This is my observations from looking at NVSE and other mods.

 

OK, so you can go pretty far with script extenders, that´s good to hear. Maybe all that I´m suggesting won´t need source code access after all. But the thing is Civilization 5 modding community HAS been promised source code ACCESS, not engine access, but source code access. So why could we not have the same?

My guess is that even if Bethesda wanted to release source code access to the game, they couldn't. They are, to my knowledge, leasing the Gamebyro engine and as such have restrictions placed upon their usage. Exposing source code to the community could be grounds for a lawsuit by Gamebyro, one they'd likely win. Before you state that you're only asking for "source code" access and not "engine" access, the line can be extremely blurry between the two, depending on Bethesda's development paradigms. Most likely unless they created the game with giving out their source code in mind, there's not lot of distinction.

 

I don´t really know if we need source access, but the more ambitious mods might find it useful, if they intend to change the game a lot, add new fundamental elements etc.

Oh, no, I don't doubt modifications could benefit from access to the source code. But it's basically praying for a miracle that this would happen... awesome if it does, but you're trying to win the lottery, more or less. Your energy as a modder is better spent working with what you have. If you're ambitious, extending the NVSE does wonders for everyone.

 

1. Lift skill and SPECIAL maximum limits and make them visible on UI aswell

I already know from other games I've developed mods for that if the game itself doesn't implement the functionality of increasing the cap on a skill/stat/whatever, a script extender near always can. The only thing that will limit you is the amount of storage allocated to any given value. Since Fallout: NV isn't an online game, I don't know how stringent they've been with data allocation... the limit on skills might be 255, or it could be way higher.

 

2. Add new skills and maybe SPECIALS

Don't know. I'm inclined to point to the above, though for all I know there's a way to do this in the GECK.

 

3. Add vehicles and horses to the game.

Faulty logic on this... Oblivion had horses, but Fallout: New Vegas isn't Oblivion. Just because they share the same engine does not mean they share the same features. In short, I'm pretty certain all of the code pertaining to horses has been completely gutted from the game. And making vehicles in this environment has restrictions people just don't seem to appreciate. Make them fast enough and you'll crash the game. The environment of the game is not terribly well suited to vehicles. Etc. Though some people have managed to add in a motorcycle and a jetpack through tricky coding and modeling, so it's possible to fake it... how good faking it is, I have no clue, as I haven't tried the mods yet.

 

4.Add an ACTION MENU to the UI

From what I've seen of Project Nevada, NVSE should make this possible.

 

5. Add WEAPON MODES to UI

You should search for modifications. This has already been done. Project Nevada has a grenade hotkey, and I know there are other mods that add in select fire functionality. The only one I can think of has been removed from the Nexus, but there's probably others. Anyway, all this ARMA stuff could probably already be done with NVSE, given sufficient technical knowledge and determination.

 

6. Add Prone position to movement.

Again, guessing NVSE could support this, but this I'm more ambiguous on. You'd have to look at how mods force animations, like the aforementioned motorcycle mod or the poser that I know nothing about.

 

7. Add targetable melee and unarmed attacks.

No clue. Someone who knows more than me would have to answer you.

 

8. Add ARMA 2 style command menu to team members.

Again, NVSE can do what you want, either to a limited extent or perhaps fully... not experienced enough to say.

 

9. Add a REALISTIC wounding system etc.

There's at least one very popular realistic injury mod, whose name evades me because I already die enough. I suggest you look at it and figure out what it does... I think it's one of ARWEN's works, if that would help searching, but IDK.

 

Anyway, work with what you have. Part of being a good modder in my experience is working around the restrictions of the game to achieve a desired effect.

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