More support for mods!

Post » Fri Oct 07, 2011 10:32 am

Honestly, any support for mods in this day and age is a good thing. There are far too many companies that seem to think "modding would be too complicated" for their games (as if they haven't seen the mind blowing stuff people will hack in anyway). And so thank you Bethesda for supporting mods for your games! To be honest, that's why I (personally) am going to get Skyrim in the first place.

That being said, if you could take a few minutes of your time and include things like the ability to create ESM's and BSA's from the start that would be awesome. Easy import of animations, as well as being able to use them with something besides custom scripts would also be awesome. Thirdly, and access you can give modders to the engine would be rockin! Your "shader packages" decompiled and commented, the ability to turn on anolytic tools like NVidia Performance HUD, full open source- ok maybe that last one will get you attacked in your sleep by lawyers. But the other stuff is surely doable!

And hey players (who like mods): what sort of mods would you like to see that never appeared for previous Bethesda titles?
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Rachyroo
 
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Post » Fri Oct 07, 2011 4:45 am

That being said, if you could take a few minutes of your time and include things like the ability to create ESM's ...


I might be wrong, but wasn't that already possible with OB's CS?
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Flesh Tunnel
 
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Post » Fri Oct 07, 2011 3:23 pm

I totally agree with all what you said. I would add a alot of immersive story's with a background like: a mod to write a parchment with ink or a journal and tell everything what has happened in the past.etc
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Conor Byrne
 
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Post » Fri Oct 07, 2011 7:22 am

I might be wrong, but wasn't that already possible with OB's CS?


No, unless you use shadeMe's CSE.
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Frank Firefly
 
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Post » Fri Oct 07, 2011 8:32 am

^That
I might be wrong, but wasn't that already possible with OB's CS?

ESM's could not be created with the CS, only esp files. They had to be ESM'ified (ESM flag checked/file extension changed) by TES4Edit or another utility. The GECKs also would only make esp files while ESM files had ONAM lists (overridden forms) which needed to be generated by FO3/FNVEdit. It would be nice if the CK could edit/save ESMs. Skyrim's ESMs will, most likely, have the ONAM lists that its DLCs can be ESMs like the fallouts.

Who knows? There might not be the familiar ESM/esp convention... I hope certain things haven't changed too much.
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jason worrell
 
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