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Transitioning Oblivion mods into Skyrim?


vixenfinder

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I'm sure this might have been talked about once or twice, but is there a certain process involved in transferring mods from Oblivion into Skyrim. I've tried simply renaming the files to replace default weapons but am getting the error symbol instead of my swords. I know there has to be a methods since I've seen a few releases from the old game.
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What about scripts - is it the same "language" There are a couple of scripts my personal Oblivion mods that i would like to add in Skyrim when CK is released. While i'm new at writing them, i'm not fully confident enough to be able to write my own from scratch. I'm still learning the language
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Until the CK actually comes out it's difficult to be sure what has & has not changed.

 

I suspect that porting models (.NIFs) to Skyrim would involve the use of NIFSkope or 3DSMax, and the permission of the original creator. Any 3D modellers on the boards would likely have a much better understanding than I.

I suspect that scripts could be ported with relative ease however.

 

But like I say when the CK comes out it could be a whole new ball game.

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In all actuality, the closest comparison anyone should be making is the GECK for New Vegas. The CS for Oblivion was a lot less capable than the GECK, and I am pretty confident that the GECK will be less capable than the CK will be. Scripting languages have also changed dramatically between Oblivion/FO3/NV and Skyrim, so it would be foolish to assume a lot of Oblivion stuff can just be easily ported. We have had a taste of the changes in Skyrim's engine, but the full extent won't be known until they publish the toolset.
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