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License: MIT License
OpenGCK is an open source tool made with Godot Engine to create mods for Skyrim AE.
License: MIT License
OpenGCK's ReadMe. OpenGCK is an open source tool made with Godot Engine to create mods for Skyrim AE and other games. Used version of Godot is 4.3-stable. Please read the "how_to_develop.txt" for further instructions. Translation is done via POT and PO file formats. Please read the "how_to_translate.txt" for further instructions.
User can move those to the list so they are being drawn. Also supports colour picker and drag and drop object addition to the list.
There is an option to simulate roombound so user can preview result in real time. also a reverse so user see only those object that will be hidden. to see what objects are missed.
In this way no need to keep pivot inside of roombound. And two roombount can show the same object.
this should exclude need of making large portals where they are hard to make and left portals only for some small areas bootle neck like locations where there is nothing to cover view of player and it would be useles to add half of the room to one roombound list as it would be exessive waste of time, so simply put portal. but when it is a big cave comes into not standart door and portal is not able to be set becouse other roombound would conflict this is the way. Short tiny corners, near door areas, not standart connections, it is for such type of roombounds to have this list.
so roombound to roombound connection without portal. Again used when one roombound prevents other roombound to have its full size. Like in two or multilayer dungeon and etc.
As well add Portal Area. In cases where portal is not possible becouse of the complexity of level that would require the portal be too bigh and miss many objects and shared roombound objects are not possible as it would require manually adding too much objects to shared list. This is why portal are comes in and forces to draw both roombounds. It is not like I am dictating use cases but I am giving instruments to the craftsmen who will knwo how to use them better.
Create Main windows Ui that:
Add a view functionality of plugins. .esm; .esp; .esl
A pdf manual, showcasing every feature of the OpenGCK. Keybindings, what every element does, and all all.
It is pitiful when you want to create a new book but need to dublicate the existing to actually have a 3d model and etc. I need to add default ressources list and paths so user can create new book and not dublicate to create. Applies basicaly to everything.
Add the ressource extractor so if needed users could use it.
So basically disassemble plugin content to spread it across whole app within own sorting and grouping rulles, and at the moment of exporting plugin assemble app format back to game format, default plugin format with additional file with all the leftover metadata.
So in home tab there should be buttons:
Import plugin. GF>EF
Save plugin. EF>OpenGCK/Library/ModName/ModVersion.
Load plugin. OpenGCK/Library/ModName/ModVersion>EF
Export plugin.EF>GF
Also add Library Browser from where you can delete the mods in library or select active mod version.
Mod Version is actually: Recent manual save, 3 recent autosaves every 5 minutes.
There is a button to create a plugin.
There is a button to open to open Blender like visual node.
Listst parent and child plugins, inside of windows and every file and shows which file is being refered by child
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