Good question. But realistically, a mod like that would also need an installer software able to pull and convert also: textures, meshes, game plugin data, scripts (and perhaps some other misc stuff I overlooked), or…
In practice, Bethesda does not permit mods with assets from a different Bethesda game. Everything else is negotiable, there are kid toys trains turned into Skyrim dragons, but mods with assets from another Bethesda game…
I don't know if Skyoblivion ever managed to write a robust solution for translating the codebase from the old scripting language to Papyrus, and I can see why it might be a huge hurdle for modding teams.
It happens a lot in the modding scene, that the project team is strong in landscaping, but not so much in everything else that needs to be ported. Often they don't have software guys to code the custom tool for that,…
Good question. But realistically, a mod like that would also need an installer software able to pull and convert also: textures, meshes, game plugin data, scripts (and perhaps some other misc stuff I overlooked), or…
In practice, Bethesda does not permit mods with assets from a different Bethesda game. Everything else is negotiable, there are kid toys trains turned into Skyrim dragons, but mods with assets from another Bethesda game…
I don't know if Skyoblivion ever managed to write a robust solution for translating the codebase from the old scripting language to Papyrus, and I can see why it might be a huge hurdle for modding teams.
It happens a lot in the modding scene, that the project team is strong in landscaping, but not so much in everything else that needs to be ported. Often they don't have software guys to code the custom tool for that,…