SwiftDeathSK Posted March 17, 2017 Posted March 17, 2017 (edited) I have an acquaintance who has been working on a skyrim mod that is mostly scripted content, and just so happens to be making the exact mod I was considering making from the ground up in FONV before I learned about his mod. My first thought of course, is why reinvent the wheel when it just needs tweaked to fit a different car? Are there key differences between scripting in CK and GECK that would make this a worthless hassle? Or would it be largely comprised of changing variables and names? PS. Obviously I'll be doing this with his permission. Edited March 17, 2017 by SwiftDeathSK
DoctaSax Posted March 17, 2017 Posted March 17, 2017 They're really quite different, so I wouldn't hold out any hopes about being able to copy-paste most of a skyrim script mod into an FNV one.
SwiftDeathSK Posted March 18, 2017 Author Posted March 18, 2017 Thank you. I've not ever used the CK as a modding tool beyond simple fixes, so I appreciate the heads up.
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