FO3 vs NV Engine hardcoe blow out binary changes

Post » Sat Feb 19, 2011 5:42 am

Hi,

This is a topic to point (and hopefully educate anyone) out the pure differences for modders and deeply about the binary differences what you can and can not achieve with the current released games based on the GameBryo engine for NV compared to FO3. Just to let you know I still like OB and all stuff that still happening around it, let just say FO3 and the TIME SET is "more" to my liking. I have NV installed and well I'm not sure if to put my craft into that engine or stay with FO3 G.O.T.Y. engine.

NV open up some new features that was not in FO3, still OB (MW was even better) has a major advantage regarding clothing slots and pimping your PC and NPC companions. I suppose this is related to the continuing console focus gaming approach to make things "easy" to the main heard of game players.

I'm aware of OBSE, FOSE and NVSE that makes things easier for any modder (and I'm not afraid to use them!). Still what have the NV vanilla game engine that was lost, re implemented or whatever compared to OB and FO3!? This is a question command wise targeted for the scripting and any .NIF or else parts to all the evolving game generations that has been released since OB.

To put things strait I'm not interested in a spit fight what is bad and good! I want to know what is possible, closed, re opened or new regarding the game engine features! Is that hard to comply to?
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Mrs. Patton
 
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Post » Fri Feb 18, 2011 8:52 pm

Many of the slot are still there. actually i think all of them are (i haven't noticed between TES kit and GECK) but it's possible to make different clothes for different parts just like it was in morrowind. Now all armor is as a set, but if someone is ambitious enough they can split all the armor up into different parts and assign it to slot so you can mix and match. this is sort of what tailor maid does with accessories, however the armor is still not completely split apart. i'm not entirely sure i get your post, but i think this is one of the parts of what you're asking. so while there is less customization than morrowind, it still exists as part of the game itself but is not made obvious until you split everything apart and assign it to different slots. of course, you'd need to split them in a program like blender.
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FITTAS
 
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Post » Sat Feb 19, 2011 7:40 am

SNIP!


Yes! , That's one part of the story! (Nice you put that up!) I want the totally mix and match part back (like in OB and MW). And I know that will need some plugin and hard-coding together with FOSE,NVSE to put together (still the standard to use what slot [available in .nif binary] and to what use is not written in stone). There was some slot usage suggestions in the Forum for .NIF tools, but I never seen any statement how to make it proper or any standardized usage suggestion! Seems like a Klondike adventure, the one that sets a standard make the rules...
Still, a clever coder will make that available for FO3 and NV.

One down, the rest is waiting! Who want to put up another difference!
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Ricky Rayner
 
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