zygster525 Posted August 30, 2017 Share Posted August 30, 2017 Ok so here it is, I'm not a Noob, here, but I don't as yet own Fallout 4, Due to some serious and expensive P.C. Upgrades I had to wait for the release of the Upcoming Game of The Year Edition. I am no stranger to the G.E.C.K. for both Fallout 3 and Fallout NV so I will post the following Questions and hope for a some really good answers from my fellow Modders. 1. How is the creation kit different from the previous versions of G.E.C.K.? 2. How is Papyrus script different from G.E.C.K. script? 3. Are they still using .dds and .nif files for in game items or did that change? 4. Did the sound and .lip files change or are they still the same? 5. Has anyone tried to port in any thing from previous Fallout games, and Did it work? While I do suspect that Creation Kit, isn't all that different from the G.E.C.K. I would really like to know, before I spend a bunch of time having to create a Bethesda.net account and going through all the things associated with it. Link to comment Share on other sites More sharing options...
cypher2012 Posted August 30, 2017 Share Posted August 30, 2017 The only one I can answer is number 3. Yep, still using Nif and DDS. I would prefer to jump off a cliff before I try importing any models again! XD Link to comment Share on other sites More sharing options...
zygster525 Posted November 14, 2017 Author Share Posted November 14, 2017 @cypher2012, I hear that...believe me, I tried to import .nif & .dds files to the creation kit...nope...it's not having any of that. When I asked this question, I didn't have Fallout 4 or the Creation Kit as yet, now I do and I still can't find the damn most of the script files, much less figure out what the hell the ones I did find actually do. It seems that Bethesda is the only game studio that is using papyrus script, with conflicts with C# script. Leave it to Bethesda to give us a broken tool. I miss GECK. Link to comment Share on other sites More sharing options...
Reneer Posted November 14, 2017 Share Posted November 14, 2017 (edited) 1. They are similar in many ways, at least in overall functionality. Dialog is more complicated and there are new things such as navmeshes instead of path nodes. 2. Pretty much completely different under the hood. Some syntax is similar in nature, such as if statements, but the complexity has been bumped up a few notches. 3. Yes, but the NIF files are upgraded. Conversion is possible, if difficult. 4. I'm not sure on this one, but I think they are similar. 5. Straight porting isn't really feasible. I've recreated mods in Fallout 4 that I made in Fallout 3, but I had to basically start from scratch. It seems that Bethesda is the only game studio that is using papyrus script, with conflicts with C# script. Leave it to Bethesda to give us a broken tool. The Creation Kit is not broken. You just need to learn how it has changed from the GECK in order to create mods for it. Edited November 14, 2017 by Reneer Link to comment Share on other sites More sharing options...
MissingMeshTV Posted November 14, 2017 Share Posted November 14, 2017 The Creation Kit wiki has a pretty good list of the new CK features that might help you answer your first question. As for your second question, the CK wiki Papyrus page has two subtopics that might help:Differences from Previous Scripting and Differences from Skyrim to Fallout 4. The Skyrim info in many cases will still be relevant and is probably worth a read. Link to comment Share on other sites More sharing options...
Yulliah Posted November 14, 2017 Share Posted November 14, 2017 And if you want to get a feel for some of the functionality of the CK, watch some of these: https://www.youtube.com/playlist?list=PLElczpoUwHC4jZXDF_3mp_iXgALiLHw-k Link to comment Share on other sites More sharing options...
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