Difference in features from Fo3 and NV geck's?

Post » Fri Feb 18, 2011 9:20 pm

Hey everyone!

I have spent the last year or so modding Fallout 3, and then New Vegas. But due to the fact barely anyone plays those anymore, and in preparation for Skyrim, I decided to move down to Oblivion. It seems to have a fair number of people (more than either Fallout) still playing it, and I havent messed around with it in years.

I have an extensive understanding of the Fallout 3 GECK, but have barely used the CS. Can anyone tell me some differences? Things that they added in the GECK so I know they aren't here, things they took out that are here, or things like bugs I should watch out for, etc.

I just really want to learn the differences so I can more accurately plan out what I can and cannot do in the CS. (I aim to make quest mods mainly if that helps.)

Thank you everyone!

Gunmaster95
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Rachie Stout
 
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Post » Sat Feb 19, 2011 10:01 am

You can expect to be severely disappointed in what you cannot do in the CS that you used to be able to do in the GECK.

On another note, there are classes about Oblivion on the http://tesalliance.org/forums/index.php?/forum/81-the-enclave/ website, and you can ask the scholars questions too. I happen to be the scholar of the scripting forum and can script in Morrowind, Oblivion and Fallout 3.

They also cover Morrowind and Fallout 3, so its really a good site to check out. And the people are very nice.
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Alexandra Louise Taylor
 
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Post » Fri Feb 18, 2011 8:52 pm

Yeah... I never modded Oblivion past screwing around like 3 years ago, and making floating buildings above the imperial city. This was with no 'formal education' of it, and no real purpose. Looking now into the documents on it and its functions, I am slowly regretting my decision. As it really looks quite limited compared to Fo3, or even NV. :/
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Johnny
 
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Post » Sat Feb 19, 2011 3:14 am

There are some things that you can do in CSconstruction set that was not allowed in GECK. The first part is that it is more accepting towards skeleton changes, as with this feature you can even make playable and npc creatures through tecniques. Though sadly a lot of things are not included in it, like Embedded weapons, though there are more armor slots to place armor in.

One bug you should watch out for is touchy cells in the game. The most notable is Tamriel cell (-47,-7). Any changes to this one neer the Anvil entrance will cause the game to crash upon exiting the title screen. There are many more, just much more obscure.
Another thing is deleting vanilla references. Doing this will corrupt any savegame that includes that.

Spoiler

==SCRIPTING==
Message Box on Termination Script: "You will very likely get a CTD if you open a MessageBox just before a script terminates. For example, if you have some scripted condition on an item that will force the player to drop the item, don't use a MessageBox in that condition." CSWiki
Activating a Container: If you have an activation script on a container (One that contains the OnActivate Block, Npcs Are also counted as containers) the game will CTD upon starting the script
RemoveCrashes: Using RemoveMe or RemoveItem on an object as soon as it is added to the inventory will randomly cause Crashes.


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Dorian Cozens
 
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Post » Fri Feb 18, 2011 11:25 pm

If you plan to spend time working the CS, I'd suggest that you get the Construction Set Extender OBSE plugin - It should make your life somewhat easier.
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Josee Leach
 
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Post » Fri Feb 18, 2011 9:22 pm

Well now I feel silly. I have decided to go back to New Vegas. :facepalm: I spent the night looking at features and playing around in the CS and it was just too annoying without all the stuff they have added since in the GECK. Plus, I like writing stories for the Fallout environment much more than The Elder Scrolls one. (At least 'til Skyrim) Thanks for the answers, but I'm outta here. :P
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Jhenna lee Lizama
 
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