@ admins: Are Bethesda intending to patch the CK or is this

Post » Mon Jun 18, 2012 8:04 pm

Just a quick question to anyone in contact with Bethesda. Are they intending to patch, are they watching and looking for bugs to fix, or is the CK as is.
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Glu Glu
 
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Post » Tue Jun 19, 2012 1:18 am

http://www.gamesas.com/topic/1345049-creation-kit-update/ - so chances are they will patch as problems occur and get fixed !!
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SEXY QUEEN
 
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Post » Mon Jun 18, 2012 11:47 pm

We can only hope.
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C.L.U.T.C.H
 
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Post » Mon Jun 18, 2012 5:37 pm

I hate to be a pessimist because I usually try not to be one. But I would put my money on perhaps a small patch addressing a few things, but I wouldn’t believe the major problems will be fixed. If things like LOD generation, creating new worldspaces, the navmesh bug are holdovers from the previous editors, and they weren’t fixed then, nothing really gives me any confidence they will be fixed now. (I hope they will be, but I seriously have my doubts.)

It’s truly a shame too because I know there are a lot of modders wanting to create some amazing new content, and I know they have the skills necessary to do so. Unfortunately, unless there are some really creative and stable workarounds developed by the community, I think the amount of really, really good, high quality content will be less than it could have been with a more stable and developed CK. I don’t really have the heartfelt desire to start anything at this point, which makes me terribly sad.
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remi lasisi
 
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Post » Mon Jun 18, 2012 4:57 pm

We are currently working on updates for the Creation Kit. More details will be posted when available, but we're paying attention to the community and implementing whatever fixes we can, as well as ongoing fixes for both the dev team and modders.
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Jessica White
 
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Post » Mon Jun 18, 2012 12:32 pm

We are currently working on updates for the Creation Kit. More details will be posted when available, but we're paying attention to the community and implementing whatever fixes we can, as well as ongoing fixes for both the dev team and modders.

What, you guys actually used the CK we have to make Skyrim?

*Suspicious* I do wonder, then, how all your NPCs don't have that colour problem with their faces.
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sarah taylor
 
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Post » Mon Jun 18, 2012 5:56 pm

Smack your self in the head, yes of course they are going to patch it ......
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Gaelle Courant
 
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Post » Mon Jun 18, 2012 2:17 pm

What, you guys actually used the CK we have to make Skyrim?

*Suspicious* I do wonder, then, how all your NPCs don't have that colour problem with their faces.

Because apparently it works if it is an a primary .esm
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Leah
 
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Post » Mon Jun 18, 2012 3:06 pm

Cos the NPC problem can be fixed via pressing ctrl+f4...
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Elena Alina
 
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Post » Tue Jun 19, 2012 1:42 am

Cos the NPC problem can be fixed via pressing ctrl+f4...

Not for me, it created a nif file in meshes and few dds tints in textures, but i still have the issue.
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Rachell Katherine
 
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Post » Tue Jun 19, 2012 1:12 am

We are currently working on updates for the Creation Kit. More details will be posted when available, but we're paying attention to the community and implementing whatever fixes we can, as well as ongoing fixes for both the dev team and modders.

Thanks for answering! I know the threads on these forums sometimes move very quickly and we are always wondering if you guys are able to catch many of our concerns. If I could influnce you at all please try to fix the navmesh bug. It's one of the most frustrating bugs of all. Also if we could get some help on new worldspace LODs issues it would be really appreciated.

Thanks!
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michael danso
 
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Post » Mon Jun 18, 2012 8:28 pm

We are currently working on updates for the Creation Kit. More details will be posted when available, but we're paying attention to the community and implementing whatever fixes we can, as well as ongoing fixes for both the dev team and modders.

Thats extremely re-assuring to have an answer. Where 3rd party tools address the problems there doesnt need to be effort spent. However there are issues that are not carried over from Oblivion.

Issues found:

LOD does not generate
Any NPC and creature placed outside 64x64 cells range sinks into the ground and has problems with collision by the look of it, this one is not fixable with third party tools, but didnt happen in Oblivion, so may be just a minor coding adjustment.

But thank you very much for replying, we appreciate it.
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Shaylee Shaw
 
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Post » Mon Jun 18, 2012 4:02 pm

We are currently working on updates for the Creation Kit. More details will be posted when available, but we're paying attention to the community and implementing whatever fixes we can, as well as ongoing fixes for both the dev team and modders.
Thanks for the update. I sure hope this buggy mess get's fixed soon, particularly the navmesh bug. Considering how buggy it is, it's hard to believe they created Skyrim with this CK. :blink:
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Roberto Gaeta
 
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Post » Mon Jun 18, 2012 5:52 pm

Thanks for the update. I sure hope this buggy mess get's fixed soon, particularly the navmesh bug. Considering how buggy it is, it's hard to believe they created Skyrim with this CK. :blink:

The Navmesh bug affects ESP files. Bethesda built Oblivion as an ESM file. I've also got this impression that BGS also had some helper utilities built into the in-house version of the CK that were not licensed for distribution and were therefore removed prior to the CK's release. Some of the official tutorial videos show a CK with more buttons than what we have. The removal of these elements could have resulted in some of the issues the CK has. And let's face it... the CK IS a pretty complex piece of software, designed to produce some pretty complex stuff. And how do we know that it didn't go buggy on them as well? Cause we don't.

You notice he said that there would be "ongoing fixes for both the dev team and modders." That tells me that they intend to make use of the CK as well. I have said it else where but it wouldn't hurt to repeat it here. The way they are set up with Steam Workshop, they can produce a resource library .ESM file as a DLC, and release a .ESP that they can update on a regular basis. The .ESM could be sold while the ESP would remain a free download that only works with the ,ESM present. If they price it low enough and release updates fast enough, then Skyrim could be a very profitable title for them, long term. With libraries that can include voice files being archived with .ESP distribution through SW, there's a lot they can do a lot faster and easier. They were NOT set up anywhere near this efficient with Morrowind or Oblivion. It's in their best interest to support the CK.
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Amber Ably
 
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Post » Mon Jun 18, 2012 9:12 pm

The Navmesh bug affects ESP files. Bethesda built Oblivion as an ESM file. I've also got this impression that BGS also had some helper utilities built into the in-house version of the CK that were not licensed for distribution and were therefore removed prior to the CK's release. Some of the official tutorial videos show a CK with more buttons than what we have. The removal of these elements could have resulted in some of the issues the CK has. And let's face it... the CK IS a pretty complex piece of software, designed to produce some pretty complex stuff. And how do we know that it didn't go buggy on them as well? Cause we don't.

You notice he said that there would be "ongoing fixes for both the dev team and modders." That tells me that they intend to make use of the CK as well. I have said it else where but it wouldn't hurt to repeat it here. The way they are set up with Steam Workshop, they can produce a resource library .ESM file as a DLC, and release a .ESP that they can update on a regular basis. The .ESM could be sold while the ESP would remain a free download that only works with the ,ESM present. If they price it low enough and release updates fast enough, then Skyrim could be a very profitable title for them, long term. With libraries that can include voice files being archived with .ESP distribution through SW, there's a lot they can do a lot faster and easier. They were NOT set up anywhere near this efficient with Morrowind or Oblivion. It's in their best interest to support the CK.
The buttons that were removed are leftovers from the CS/GECK that are no longer functional. Hide branches, the old grid button, the scripts button, that sort of thing. My guess is they were just removed to make the whole thing a bit less cluttered.
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Samantha Pattison
 
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Post » Tue Jun 19, 2012 3:02 am

I agree that they have a lot more to gain by supporting the CK than not. If even three big total conversions come out (not unrealistic with a working CK) they've effectively quadrupled the content of Skryim. Even with the bugs and limitations of the Construction Set Oblivion had one complete TC and several that made significant progress. If all the time and effort that modders put into coming up with workarounds to editor bugs and limitations went into creating content (eg. with a supported CK) I think 3 TCs is a conservative estimate, considering how many modders are now experienced veterans working on mature teams.

:excl: [radical concept alert]
Spoiler
It's not unrealistic to imagine them going even further: with a few additions and some strong support, they could package the CK to be a serious competitor for UDK, Unity, etc. Not as flexible as a standalone engine, of course, but robust enough to create a wide variety of RPGs, as evidenced by Skyrim and Fallout: New Vegas. Introduce some licensing and a rev share package and you have yourself a winner. I, for one, would buy a license if it included dev support and continued upgrades. I have at least 3 game concepts that fit nicely within engine limitations (more or less).
[/end radical concept] :excl:
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Marina Leigh
 
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