thats good to hear though, also STEAM ISN'T THAT BAD, really guys, I use it, I've never had a single problem with it EVER. If anything its easier cuz i can play them on all my computers without carrying discs around. also, it's better then that [censored] games for windows live we used earlier.
I hadn't thought of that, that the New Vegas DLC would most likely be coming out on Steam rather than GFWL. If that is the case, anyone that's complaining about Steam needs to have their head examined.
I can not stand Steam and it will never touch my computer's again !!! -> I will not be buying or Modding FONV until a solution for needing Steam installed is created.
FOSE will be one of the serious issues that determines how well the FO:NV modding scene will be.
What I'm wondering is whether the FO:NV GECK will finally give modders the ability to add new animations, for example for holding and using weapons that require different handholds. That was one of the biggest weaknesses, in my opinion, with the FO3 GECK. It would be one of the things I would request if I knew where the developers of FO:NV would hear it.
There are TONS of empty Animation Slots though I think what your referring to is teh ability to define new weapon types, would be nice but I doubt its going to happen.
I don't think it is great to think this way. The game was not created with FOSE. You can do well without FOSE.
I occasionally see posts in the GECK forum from people saying that FOSE is the only way to do something in-game when I know it's not because I've done what they are saying cannot be done, and I've seen Beth devs do powerful things in scripts too.
I've come to think that people using FOSE has, to an extent, made them unfamiliar with what the guts of the game can be made to do without it. I think that when you have the easy functions there for you in FOSE, you don't have to push what the game can do, so you might not learn as much.
There's some things that really are FOSE-only, admittedly. Like, I know that FOSE can intercept keystrokes, which mimics you being able to code special controls into the executable. Even sho, it seems to me that it is not so often that someone does something in FOSE that cannot be pushed through the regular scripting in some way.
hmmm people can add animations now can't they? They just have to be an animator... like say SaidenStorm . He's got new animations in there. Animations aren't a simple department, that is for sure. But I could be misunderstanding what you are saying.
You can't add more weapon types- 1handpistol, 2handrifle and so on, with their own Idle animations, own Aim animations, own Movement animations. Because weapon type is stored as what is presumably a 5 bit flag, so there's no room for any more types unless you completely reworked the weapon forms to redistribute where all the flags were saved.
http://www.youtube.com/watch?v=4qMwradWw3Y http://www.youtube.com/watch?v=pP1jgr4PKyU http://www.youtube.com/watch?v=C44dK2UiQTg http://www.youtube.com/watch?v=zxmI9w2TKoI
From Sawyers comments on the FONV forums it seems that the game engine might be able to read the FO3 .nif and .kf file format without any need for conversion -> which will make conversions for people like me who insist on createing at least 80-90% of everything I touch Original, most everything else is going to be hit or miss as even if the assets is included in both games if they altered it in any way then the FO3 version can not be used and anything based on those assets are off limits -> which I would imagine will have updated/altered quite alot more of the assets then people are thinking even if they do both exist in both games -> http://www.youtube.com/watch?v=TDW1cEitYd8 for instance seem similar but I would think they altered just enough for me to not be allowed to port over the FG meshes I used for the link.