Bethesda to use Gamebryo for Starfield and TES6

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As some who spend many hours working in GECK I can use why there use it some regards. Because of the ease of use and it is some what easy to learn. It does have some Good features aswell. It surprising how much you can do if you get it right. It is buggy though some things just don't work. However with better coders and desginers than me I am sure they can just find work arounds. There has been times play testing when things just don't work for no apparent reason. Either reloading the game, or just having to go back to an old version of esp. Things that should work at times just don't. I feel dam sorry for bug testers and people who have to sort that out because there life must be hell. Some of the bugs though are predictable and once you learn about them there some what easy to avoid. An example being after land scaping pressing f4 will to refresh will stop the land scape going all black and stopp glitches and werid shit happening. So it is workable.
The FNV geck is far better than the fo3 Geck. The fo3 geck comes up with these werid texture errors the whloe time even though everything is fine.

I think regarding the pop ins and stuff thats generally there fault for poor game design. I think if they unloaded the cells abit or using lower textures. They might find better work arounds for it.The beta was shocking and the managed to improve it quite well against the finally game. Just stink of laziness though. I think they we're getting the Connors alittle bit just like the rest of the game. Pop-ins appearing round water aswell witch will have something to do with it.

Just an thougth
 
Has someone mentioned what other engine would be better for a Bethesda game? Assuming they would actually take the time to convert over to it and learn it? It seems like either they have a fundamental lack of understanding the Gamebryo/Creation engine or that the engine is not well suited for their game design philosophy.

I'm really curious if something obviously better would work for them now.
 
CryEngine can handle large open worlds with lots of little details, right?

Or hell, just use whatever Witcher or RDR2 used.
 
There are quite a few modern engines to choose from, but I have to admit, whatever the engine Forza Horizon 4 uses (Forzatech?), seems like it could house a nice RPG. Although this is of course purely a speculation by how the world looks.



Obviously you'd have no problem adding vehicles with this one.
 
I drafted an entire lecture pointing out a whole bunch of points for everyone's input.
Then figured it wasn't even worth it.

From my perspective Bethesda Games Studio is circling the sewer drain, and I'm standing on the sidewalk just blowing into it's sails toward the drain. It of course doesn't help that their little boat is rickety as hell, has a whole bunch of leaks, and the rudder broke a long time ago.

Send me a draft for perusal.
 
Adding vehicles isn't the problem; the Speed Racer game uses Gamebryo...

Here is a mod I made that adds a golf cart to FO3.


The [one of the...] problems is AI treatment of characters in vehicles, and [sanely] restricting vehicle use, and intelligent vehicle collision with terrain and dynamic objects—if you don't want a Dukes of Hazard sim; my mod does not have any of this... Too unfamiliar with Gamebryo. I could see that the PC's legs & feet adjust to the terrain without raising the body, but I never managed to get the tires to do the same. This was just an experiment anyway... just enough tinkering to demonstrate driving on the existing maps in the game.
 
That's what I've seen from mods too. That's probably why the Wanderer's Edition mod for Fallout 3 just made the motorcycle a way to fast travel but in a more realistic way. I kinda enjoyed that option. I also appreciate that team for making FWE and PNV for having so much options within the mod to make suit how you wanted the mod to work.
 
A new engine means modders will have to learn how to make mods again though... Keeping the same engine means more high quality mods for us.
 
I'm not too into the modding scene but from what I've heard Fallout 4 has less of a modding community due to the issues that come with modding for that game. Might become even more troublesome for future titles depending on what Bethesda will add in. One of the big issues for Fallout 4 was the "scene" thing when it came to dialogue.

And hell, Bethesda games are usually only good for messing about with mods anyway. It's basically the mods that make the game. We shouldn't have to rely on a modding community to basically fix a game that's extremely lacking.
 
I have not. I will check it out whenever I plan on modding NV again. Thanks!


I'm not too into the modding scene but from what I've heard Fallout 4 has less of a modding community due to the issues that come with modding for that game. Might become even more troublesome for future titles depending on what Bethesda will add in. One of the big issues for Fallout 4 was the "scene" thing when it came to dialogue.

And hell, Bethesda games are usually only good for messing about with mods anyway. It's basically the mods that make the game. We shouldn't have to rely on a modding community to basically fix a game that's extremely lacking.
We never should but people do. It is a selling point at the least. If you wasted your money, you might be able to get something more enjoyable back out of it.
And I think the Creation Club caused a lot of modding issues if I'm not mistaken.
 
Really the entire way they framed their 4-prong dialogue, "cinematic conversation" (where they keep cutting between the player and another), lack of attribute ties to interaction, and required voice acting all did more to get in the way of modders than anything else. Most didn't want to hassle with those things alone, let alone the other bolted on stuff. Some did, the Cascadia guys had to graft on skills and real perks, even working at removing the current perk-map art, but it took them a really long time. By the time the diehard modders were done making it a bit more manageable most of the others that might have been interested probably just shrugged and started using their time for more rewarding things.
 
Some did, the Cascadia guys had to graft on skills and real perks, even working at removing the current perk-map art, but it took them a really long time.
And only because of the F4SE guys. If it wasn't for those guys, it wouldn't be possible to do any of that.

So it's all thanks to an external tool that increases the scripts and capabilities of the base game made by great and knowledgeable people who work hard on it.

Because Bethesda doesn't care about modders, even when they say they do. They wanted to limit modding, so people would make basic mods for consoles, instead of complex and fancy ones that could only be played on PC. Which would then clash with the ridiculous Creation Club content. Because who would pay to get a reskin of an armor or pipboy, when they could get new quests and better stuff for free?
 
I have not looked at FO4; never played it. Didn't someone create a mod for conventional dialog?

I wondered about FO:76... If it's a blank slate (and modd-able)... couldn't it be used as a basis for a Fallout RPG? I heard that there were robots in it.

Imagine a standard FO2 style total conversion using the FO:76 engine? Is it possible?
 
As far as I know, there is a mod to reveal the dialogue you'll say like every other Fallout. Fallout 4 has a Mass Effect style of dialogue system. You get 4 options and they are all usually one or two words and aren't really revealing what you'll say. So the mod is probably nice only if you actually care about Fallout 4.
 
I have not looked at FO4; never played it. Didn't someone create a mod for conventional dialog?

I wondered about FO:76... If it's a blank slate (and modd-able)... couldn't it be used as a basis for a Fallout RPG? I heard that there were robots in it.

Imagine a standard FO2 style total conversion using the FO:76 engine? Is it possible?
There is a mod to change the presentation of dialogue, but it's just that, a change in the presentation. It displays in full what you are about to say and it's displayed on a list, but because it's FO4 you still only ever get 4 choices and you will even find yourself with a list of 4 identical choices in certain conversations because that's how much they phoned that game in.
 
I have not looked at FO4; never played it. Didn't someone create a mod for conventional dialog?

I wondered about FO:76... If it's a blank slate (and modd-able)... couldn't it be used as a basis for a Fallout RPG? I heard that there were robots in it.

Imagine a standard FO2 style total conversion using the FO:76 engine? Is it possible?

I think Gizmojunk that it is easier to convert FO4 than FO76.
It would be nice if the Cascadia guys perhaps upload their modified GECK or whatever tool it is called that includes SPECIAL, Skills, Traits, and Perks for others to use.
Big question is of course; do we want to see more conversion or expansion in the FO4 engine.

I honestly wish that someone or a team would developed a complete 3D engine with assets of Fallout 1, 2, New Vegas, and Van Buren recreated in it (and open for new assets) using the rule system of Fallout New Vegas (I do not know how the Van Buren system would have worked), that can be both isometric and First Person.
And perhaps the option of turn based and real time combat.
 
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