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[-] leftzero@lemmy.ml -2 points 1 year ago

Is he talking about trying the paid mod thing again..? Because the game's been moddable since day 1 (or -7, if you don't count the early access as day 1), and the nexus is already full of mods, including the script extender...

[-] Kolanaki@yiffit.net 7 points 1 year ago* (last edited 1 year ago)

I'm sure he's just talking about the Creation Kit toolset. We can do script related things and add models and textures; we can't add new locations or NPCs afaik without the toolset. Or at least, nowhere near as easily. If it can be done, I'd like to read up on that.

[-] Ser_Salty@feddit.de 3 points 1 year ago

He's talking about the Creation Kit, the proper mod tools to make more complicated stuff like quest mods

[-] leftzero@lemmy.ml -4 points 1 year ago

Eh, it's all the same 26 year old gamebryo engine, we can probably just use the Skyrim tools. Or the Morrowind ones. Hell, at this point modders have probably made their own better ones, like they made the script extender, and wrye bash, and whatnot. 🤷‍♂️

[-] Ser_Salty@feddit.de 2 points 1 year ago

That is not how that works.

[-] dudewitbow@lemmy.ml 1 points 1 year ago

The mods made by creation kit, and the mods made using script extenders arent the same kind of mods.

CK allows modding in custom NPCs, followers and more models, as well as modifying vanilla asset models in the game easier (part of the reason why the only thing you see in modding space are texture swaps and full model swaps) as well as quest mods. These are the types of mods you see like in skyrim that can be enabled by console as well.

Script extenders enable mods that rewrite how the game functions, be it physics, adding new interactions and such.

this post was submitted on 10 Sep 2023
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