![]() Its really a touch of strategic genius in my view, that Bethesda realized that they could release the GECK with nearly all features turned on - just so long as the Version Control wasn't enabled. This allows a large team of people to work on the same content - which is Not something that Bethesda would want to release to the public. We know for a fact based on records and broken references that the GECK was actually built to work with some kind of version control system (if its not built right in). The only Key difference between the GECK we get to play with and the GECK that Bethesda (and I'm sure Obsidian) use is Version Control. Even the Fallout3.esm master file is not Required for the engine to work - which speaks to just how powerful and versatile the GECK/FO3 engine really is. ![]() You are right on the mark Princess Stomper, and by that same logic, every ESM and ESP made for Fallout3 is a plug-in with the sole exception of the hardcoded references which we can't edit. The rest of it, though, that's what we have. What the designers build the game with is - to my knowledge - the same tool that gets released to the modding community, albeit a couple of functions are locked off for legal reasons (the havok/speedtree stuff). The programmers make the GECK and then the designers build the game. ![]() ![]() I mean, that's what DLCs and expansions are, and effectively the game itself. I don't understand - I thought that was exactly what it is.
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