Maybe someone here can help me with the game engine genealogy.
Fallout 3 was released in 2008, with the Gamebryo endine and the GECK for modding.
Fallout NV was released in 2010 by a different studio, Obsidian, and used an enhanced version of the Gamebryo engine, and GECK for modding.
This engine is very close to the Fallout 3 version; with minor changes to the assets, Fallout 3 will run under it, ala TTW.
Skyrim came out in 2011, with significant changes to the Gamebryo engine. I have not heard of any attempt to run any of the Fallouts with it.
Skyrim came with the Creation Kit for modding (GECK by another name) and added some really neat things.
For the first time we have scenes, and making a scene was as easy as laying out a story board.
Skyrim also, in what must have seemed like a good idea at the time, internalized scripts in save games. This really made a save game cleaner necessary if you use mods.
Now, with Fallout 4, Gamebryo has been completely subsumed in the Creation Engine. Every comment by Todd and company calls the modding tool the Creation Kit.
Prologue out of the way - I can get to my questions:
Has anyone seen mention of scene support in Fallout 4? A feature I really like, but we might have to wait for release of the Creation Kit to see if it is there.
Has anyone commented on save game support? Can we count on up to 1000 save games as usual, with a special concession for console modding?
Does Fallout 4 internalize scripts in save games, like Skyrim?
If it does internalize, will Bethesda give us a way to clean up save games, or do we still need an outside save game cleaner?
Does Fallout 4 make any "enhancements" to the .nif format, or will NifScope for Skyrim still work?
And a big one: Did Bethesda use some of the best ideas from SKSE (and it's Fallout brethren) as Papyrus enhancements to eliminate the need for script extenders?