Geck Speculation and Needed Fixes

Post » Thu Nov 26, 2015 11:18 am

Hey so were all familiar with the CK and The Geck modding tools. What do you think will be revised this time around? My hopes are...

- Easier importing of custom made resources

- Possible 64Bit Support to use more then 4GB Ram

- MultiCore Support

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Shannon Marie Jones
 
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Post » Thu Nov 26, 2015 7:33 am

well, it'll be the creation kit, essentially, i'd say...

some things i definitely think need fixing:

.) how packages expand their whole tree anytime you change the slightest sh* about it is pretty nerve drawing. would also be nice if package branches could be named.

.) being at packages, a script fragment package procedure would be on my wish list, but i guess if that's not implemented already anyway that's a bit of a late request :-)

.) RESIZABLE TAB WINDOWS PLEASE!!!!

.) (more wishlist than fix): full text search for voice type and/or actor filtered dialogue, please...

.) being able to edit (or even open) sound descriptors without ck (resp. geck) crashing really would be groovy. might be specific to my system though

.) i'd like to have that game-control view mode back that was there in an "experimental" version in geck for fo3 (but no more for fnv iirc)

...to be continued

all in all though, i think the creation kit is a pretty cool piece of software as is, so i'm quite sure next geck at least won't be worse :-)

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Yama Pi
 
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