I hope this game has a construction set

Post » Sat Feb 19, 2011 8:13 am

I know nothing about this game, haven't seen pictures, haven't seen the trailer, since my age confirmation thing on youtbue pooped out :P
But what I will say is, if it's not moddable...I might not get it :(

I'd love to mod it! Can't wait to see how this plays out :)
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Sista Sila
 
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Post » Fri Feb 18, 2011 9:06 pm

What will be interesting to see is whether Obsidian's game is as buggy as Bethesda's.
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glot
 
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Post » Sat Feb 19, 2011 2:30 am

From what I understand from JE Sawyer's post in another thread, it's a sort of Shivering Isles level of difference - i.e. yes, it has new assets but it's still the same engine etc with very little under the hood being modified. If it's not moddable out of the box, it would only require a minor update to make it so. We're really only in unfamiliar territory because it's a standalone game, from a separate developer, rather than an expansion like SI or Bloodmoon - but AFAIK the processes are largely the same i.e. they take the GECK and make what is effectively a total conversion. As I understand it, though - as with the Oblivion and Morrowind expansions - if they were missing a hardcoded feature they needed, they could have that added to the GECK as required.


Thank you princess_stomper. :) You give me great hope!
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Dragonz Dancer
 
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Post » Fri Feb 18, 2011 8:48 pm

I know nothing about this game, haven't seen pictures, haven't seen the trailer, since my age confirmation thing on youtbue pooped out :P
But what I will say is, if it's not moddable...I might not get it :(

I'd love to mod it! Can't wait to see how this plays out :)


I would almost second that ! ;) No GECK - No Buy :P
Lets hope they dont change too much so we can still use the GECK like it is now :)
Without the GECK i would also consider not buying it...dont want another Risen or Mass Effect :P (They are good games nevertheless)
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Kelli Wolfe
 
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Post » Sat Feb 19, 2011 10:43 am

What is SEGA's and Obsidian's relationship? I read somewhere that Sega had something to do with Obsidian, but I can't remember what. If Sega is involved what so ever, that will be bad. I'm not saying anything, but another great series of games, with great mods, got locked down in it's latest release and it is speculated that this is due to Sega. I'm speaking of the Total War series here. Not being able to mod NTW to the extent the previous games were able to, is just sad.
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Catharine Krupinski
 
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Post » Sat Feb 19, 2011 12:00 am

SEGA is publishing Alpha Protocol.
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Philip Rua
 
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Post » Fri Feb 18, 2011 7:22 pm

The only real reason they shouldn't give it to us is if they hate the PC as a gaming platform for some reason. :P
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.X chantelle .x Smith
 
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Post » Sat Feb 19, 2011 2:33 am

I wonder when the first FO3-to-FO New Vegas total conversions will start


...

What would be the point of that? I could understand wanting to play a different game on a different engine, but wanting to play a different game on the same engine is pointless. I can, however, see people taking ideas from NV and modding them into FO3.

The only real reason they shouldn't give it to us is if they hate the PC as a gaming platform for some reason.


I thought they made that clear when they introduced Windows Live...
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Logan Greenwood
 
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Post » Sat Feb 19, 2011 2:17 am

What will be interesting to see is whether Obsidian's game is as buggy as Bethesda's.

Obsidian have a horrible record with bugs but in KOTOR2 they had to work under a lot of time pressure and in NWN2 they had to work on a very dated engine. So this time we can hope for the best.
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Mari martnez Martinez
 
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Post » Sat Feb 19, 2011 12:17 am

Bugs can be fixed, [censored] design not. I didn't saw any Fallout 3 mod yet, that transformed Fallout 3 into a good game for me and I guess there will never be any.
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Naazhe Perezz
 
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Post » Sat Feb 19, 2011 10:37 am

scn NewVegasDecisionSCPTInt bConstructionSetAvailableFloat fCostFloat fTaxBegin ShoppingMode	If JustinOtherREF.GetItemCount FalloutNewVegas		StopQuest NewVegasDecisionQUST	Else		Set fCost to FalloutNewVegas.GetItemValue		If (fCost > 50)				Return; I won't pay more than 50$		EndIf		Set bConstructionSetAvailable to BSGWebsite.GetItemCount NewVegasConstructionSet		If (bConstructionSetAvailable == 0)				Return; I won't buy it if I can't tinker with it		EndIf		Set fTax to (GetTaxPercentage * 0.1)		Set fCost to fCost + (fCost * fTax)		JustinOtherREF.AddItem FalloutNewVegas 1		JustinOtherREF.RemoveItem Dollars fCost		VendorREF.AddItem Dollars fCost	EndIfEnd
Suffice it to say, I'll definitely get it if there's a CS. ^__^
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Marine x
 
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Post » Sat Feb 19, 2011 5:42 am

scn NewVegasDecisionSCPTInt bConstructionSetAvailableFloat fCostFloat fTaxBegin ShoppingMode	If JustinOtherREF.GetItemCount FalloutNewVegas		StopQuest NewVegasDecisionQUST	Else		Set fCost to FalloutNewVegas.GetItemValue		If (fCost > 50)				Return; I won't pay more than 50$		EndIf		Set bConstructionSetAvailable to BSGWebsite.GetItemCount NewVegasConstructionSet		If (bConstructionSetAvailable == 0)				Return; I won't buy it if I can't tinker with it		EndIf		Set fTax to (GetTaxPercentage * 0.1)		Set fCost to fCost + (fCost * fTax)		JustinOtherREF.AddItem FalloutNewVegas 1		JustinOtherREF.RemoveItem Dollars fCost		VendorREF.AddItem fCost	EndIfEnd
Suffice it to say, I'll definitely get it if there's a CS. ^__^


:rofl:
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A Boy called Marilyn
 
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Post » Fri Feb 18, 2011 11:34 pm

:rofl:
Glad that got a laugh. :D

Here's hoping... :foodndrink:
FOOK New Vegas FTW
That recently came up at the http://www.fookunity.com/forum/showthread.php?t=3422 site.

Although it's likely TES4\FO3Edit could and probably will be made to mod it, a bona fide CS would be imperative for such a thing to happen. *knock on wood*
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ruCkii
 
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Post » Fri Feb 18, 2011 9:58 pm

scn NewVegasDecisionSCPTInt bConstructionSetAvailableFloat fCostFloat fTaxBegin ShoppingMode	If JustinOtherREF.GetItemCount FalloutNewVegas		StopQuest NewVegasDecisionQUST	Else		Set fCost to FalloutNewVegas.GetItemValue		If (fCost > 50)				Return; I won't pay more than 50$		EndIf		Set bConstructionSetAvailable to BSGWebsite.GetItemCount NewVegasConstructionSet		If (bConstructionSetAvailable == 0)				Return; I won't buy it if I can't tinker with it		EndIf		Set fTax to (GetTaxPercentage * 0.1)		Set fCost to fCost + (fCost * fTax)		JustinOtherREF.AddItem FalloutNewVegas 1		JustinOtherREF.RemoveItem Dollars fCost		VendorREF.AddItem fCost	EndIfEnd
Suffice it to say, I'll definitely get it if there's a CS. ^__^


LOL! Great one JustinOther! Gonna have to save this one :)
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Jeffrey Lawson
 
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Post » Fri Feb 18, 2011 10:17 pm

[snip]

Just think of how fast we will be able to start putting out mods if the baseline engine and GECK are the same as the one we have been studying and working with for the last year! It will reduce the ramp-up time we need to learn the engine to almost nothing as compared to the leap we had to make from Oblivions's CS to the GECK - and it will make our mods better because we're already familiar with the layouts.


The leap from OBCS to GECK was about three times as fast as MWCS to OBCS and that is because of the number of people involved in development and not difficulty. The more people interested in New Vegas the faster the ramp-up will be.

So perhaps rather than hoping for similar tools we should all be hoping for interest in modding this game by real programmers. All those people out there that took what they learned from modding Oblivion and applied it to Fallout 3 are the one's truly responsible for the speed at which FO3 modding advanced.

For proof of this statement you need only look at the size and age of both forums.

Oblivion mod forums = older and smaller
Fallout mod forums = younger and larger
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james tait
 
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Post » Sat Feb 19, 2011 6:15 am

I really hope there is a GECK, not just for mods but I love making towns and funny people with random encounters once I made Hitler guy rome the wates saying lines from montry python. Well I have about 10 guys that all use monty python voices. One part you see a BoS group on the ground at a Enclave fort on top and they are doing this. http://www.youtube.com/watch?v=9V7zbWNznbs it's very very funny I seem to can't get it onto the internet so i can't get it for you I might put it on youtube later,

(and yes there is flying bramin)
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City Swagga
 
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Post » Sat Feb 19, 2011 2:35 am

I must say I'll be rather dissappointed if the game doesn't get any sort of editor, not necessarily to the point of not buying the game as I got Fallout 3 before there was any word on the G.E.C.K., but nonetheless I would be most dissappointed, because modding has been the main force that keeps me interested in Morrowind, Oblivion and Fallout 3, as much as I enjoyed all three of those games out of the box, I know I would not be playing Morrowind now if it could not be modded, and I doubt that I would have gone back to Fallout 3 and Oblivion again once I had been satisfied with them the first time either. A good game may be able to keep me entertained the first time around, but it takes something more to keep me coming back even after I feel I've already had enough, mods can help a lot with this.
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Hella Beast
 
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Post » Sat Feb 19, 2011 9:42 am

FNV would need its own construction set, since the GECK installs in the Fallout3 directory by default and looks for Fallout3 specific files when opened. But it'd be basically the same construction set as the GECK, with whatever added features FNV will introduce.

But it's not just about the construction set, since the construction set is only used to put things together. I am more concerned with the meshes and what tools will be available to manipulate them. Nevermind the leap between the OBCS and the GECK, the leap between the meshes is what made it more difficult to mod FO3 than TES4.
For example, if you had 2 armors in TES4 and you wanted to put the pauldrons of one onto the other, a simple copy and paste action in nifSkope accomplished that. With the FO3 meshes, sometimes it works, but more likely than not, you have to re-align the bones, otherwise you'll get funky results in game. If you wanted to tweak something in the mesh using a 3D program, then a lot of times you need to do a song and dance to get the edited mesh into a .nif the GECK would accept. Dismemberment in FO3 didn't help either.

I am referring of course to free tools like Blender and nifSkope.
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Mark
 
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Post » Sat Feb 19, 2011 8:20 am

It will, as it uses the same engine as FO3, it's just a matter of whether the people making NV will give it to us.


Well logic and theory dictate that since it uses the same stuff as FO3 then all they would have to do is release an update to the GECK to give it to us. However as you state it is just a matter of them giving us that "Update" to allow us to mod the game.
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Joey Bel
 
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Post » Sat Feb 19, 2011 4:11 am

Not necessarily. I'd imagine that Bethesda has updated the GECK/Construction Set since it was released to the public. I mean, Shivering Isle (Oblivion's expansion) required a new Construction Set.


The $7410893410847134 dollar question is how the content will be handled between the two games (Fo3 and NV). With Oblivion and Shivering Isle this question was a non-problem, and we could use content from Oblivion in the updated CS. However now the difference much greater, with even the companies being different. This being the fact, will we be able to use content from one in the other for modding? From the screenshots I've seen, I can clearly make out many Fo3 models in the NV teasers, so at the very least many of the models have been ported over - so its a big open question right now.

I suspect we will be told the classic line, "What happens in Vegas stays in Vegas" and that we wont be able to port content from Fo3 directly into NV, but the GECK would seem to make it easy for us modders to port stuff over ourselves from Fo3 to NV mods without much trouble - so it seems like it would be very difficult to prevent the modding community from moving things back and forth.

I would Love more clarification on how this will really be handled. :)

Miax
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WYatt REed
 
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Post » Sat Feb 19, 2011 11:20 am

Since its a new company, a new code structure and everything is different i highly doubt with 99.9% certainty that no mod will be able to cross over. Its like asking why Morrowind mods dont work in Oblivion.... same engine right?

on a side note, No CS no purchase... i'll just get my friends old copy after he beats it for PS3. But if i hear a promise from the devs (like they did with F3) you have my $60+30 and i'll happily give it to you with a smile and a tear in my eye!
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Crystal Birch
 
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Post » Sat Feb 19, 2011 2:11 am

The $7410893410847134 dollar question is how the content will be handled between the two games (Fo3 and NV). With Oblivion and Shivering Isle this question was a non-problem, and we could use content from Oblivion in the updated CS. However now the difference much greater, with even the companies being different. This being the fact, will we be able to use content from one in the other for modding? From the screenshots I've seen, I can clearly make out many Fo3 models in the NV teasers, so at the very least many of the models have been ported over - so its a big open question right now.

I suspect we will be told the classic line, "What happens in Vegas stays in Vegas" and that we wont be able to port content from Fo3 directly into NV, but the GECK would seem to make it easy for us modders to port stuff over ourselves from Fo3 to NV mods without much trouble - so it seems like it would be very difficult to prevent the modding community from moving things back and forth.

I would Love more clarification on how this will really be handled. :)

Miax



It depends on how many tweaks went into the FNV Gamebryo engine and the version .nifs the engine handles. If the .nif versions are the same in FNV as they are in FO3, then you would be able to port a lot of mods from FO3 to FNV with some minor tweaking. As long as the same .nif is in FNV or the FNV Gamebryo accepts the FO3 .nif version, it should be all good. I'm sure scripts will transfer just fine, as it was the case with Oblivion and FO3. Although, gamesas didn't like the idea of using Oblivion meshes in FO3 and vice versa, because of copyright issues.

You probably would not be able to just take a FO3 plugin and plug it into FNV, as a ) FNV would have to have the exact same .nifs with the exact same hex IDs and b ) all FO3 plugins require the Fallout.esm file to run. I'm sure FNV will have its own .esm file that will be rewuired for FNV plugins.
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teeny
 
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Post » Sat Feb 19, 2011 7:26 am

Has there been any confirmed word, SDK or no SDK with New Vegas?
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e.Double
 
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Post » Fri Feb 18, 2011 11:31 pm

Has there been any confirmed word, SDK or no SDK with New Vegas?


http://www.gamesas.com/index.php?/topic/1098302-fallout-new-vegas-fan-interview/

Confirmed since June.
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Quick Draw
 
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Post » Sat Feb 19, 2011 9:09 am

http://www.gamesas.com/index.php?/topic/1098302-fallout-new-vegas-fan-interview/

Confirmed since June.

This game just jumped to the top of my christmas list!, an early christmas that is!, best news i've had in the last two months, thanks!
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Poetic Vice
 
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