So how's the new CK guys?

Post » Sun Jun 17, 2012 11:44 pm

Well the heightmap editor in the GECK had some issues, but it could at least import... I want to say it's most likely that something got updated (With the new engine), the inadvertantly broke this even further, as I don't see why they would break something THEY created to hinder us...

I just want them to fix importing and saving... That's all... That's all I want....

We need band together and post a thread politely asking Bethesda to fix the heightmap editor they just might do it. it should have a poll so people can vote to show interest from the community.
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Noely Ulloa
 
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Post » Sun Jun 17, 2012 11:59 am

We need band together and post a thread politely asking Bethesda to fix the heightmap editor they just might do it. it should have a poll so people can vote to show interest from the community.
Well on the wiki it says the heightmap editor is no longer supported or used by them, but I have a feeling that even though importing heightmaps is not editing them or even really using the tool, that they would lump it together. Plus, we can't really make a petition or anything as those aren't allowed...

I may talk to Gstaff again to see if he can maybe get something going.....
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Racheal Robertson
 
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Post » Sun Jun 17, 2012 1:16 pm

I guess this is the trade off for having a working lipsync thingy.
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Rudi Carter
 
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Post » Mon Jun 18, 2012 1:10 am

I guess this is the trade off for having a working lipsync thingy.
Aparantly... Though I would rather have these heightmap issues, as there are work arounds (Albeit horrid and annoying and time wasting) but the LIP file workaround (Use the CS) is HORRIBLY time wasting and absolutely rediculous and insane. :P
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Kevin Jay
 
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Post » Sun Jun 17, 2012 4:55 pm

Does anyone know how Bethesda generates their worldspaces now, if they don't use the heightmaps anymore? That's probably the better route to take.
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Kayleigh Williams
 
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Post » Sun Jun 17, 2012 4:59 pm

Does anyone know how Bethesda generates their worldspaces now, if they don't use the heightmaps anymore? That's probably the better route to take.
They made their heightmaps in Photoshop, but they HAD to import and save it somehow, which is why I'm saying it makes NO sense that heightmap importing and saving is broken... unless they used a third party program for their own software (which is rediculous) they HAD to use these very features that are now broken... hopefully this means they will fix them.
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kirsty williams
 
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Post » Sun Jun 17, 2012 6:24 pm

Question - Why developers dont like Russian Users. The have a bit of problem with activating general game ESM? WHYYYY? Are the russian people so ugly?
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Rob Davidson
 
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Post » Mon Jun 18, 2012 2:00 am

Morrowind was cake compared to this. Having to relearn this may be just above my paygrade. I'm so lost with dialouge and npcs in general its depressing. Maybe its a snap once you get use to it, but the amount of work it apparently looks like you need to put into a single unique npc and seeing whats produced in the game, is rather mind numbing.
Pretty much this is where I'm at. :confused:
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Syaza Ramali
 
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Post » Sun Jun 17, 2012 8:36 pm

We need band together and post a thread politely asking Bethesda to fix the heightmap editor they just might do it. it should have a poll so people can vote to show interest from the community.
Agreed. They do have some guys working on fixing some things, but we need clear info on what they know about and what they plan to fix. A thread listing every problem in detail would be a good start.

If they don't patch it within a few months we could create a seperate .com for the list and get some headlines on popular news sites to drum up interest.

I wouldn't mind if they hadn't rebranded the whole thing as Creation Kit and created a whole seperate site for it, but they put some effort into the rebranding, so they should put some effort into supporting it and patching it as much as they can. It would only take a few programmers.

I don't want it to end up like Dragon Age's editor which was completely broken in a few important areas.
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Cameron Garrod
 
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Post » Sun Jun 17, 2012 8:56 pm

Ditto, though no doubt someone will say I am just moaning for nothing. Shouldnt we just accept what others say and just be thankful for what we have got?
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Rex Help
 
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Post » Sun Jun 17, 2012 10:32 pm

I was wondering if anyone has looked into the weapon animation situation.
Are the weapon types and animations still hard coded?
It would be nice to be able to add the weapon types from Morrowind back.
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Len swann
 
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Post » Sun Jun 17, 2012 10:07 pm

Agreed. They do have some guys working on fixing some things, but we need clear info on what they know about and what they plan to fix. A thread listing every problem in detail would be a good start.

If they don't patch it within a few months we could create a seperate .com for the list and get some headlines on popular news sites to drum up interest.

I wouldn't mind if they hadn't rebranded the whole thing as Creation Kit and created a whole seperate site for it, but they put some effort into the rebranding, so they should put some effort into supporting it and patching it as much as they can. It would only take a few programmers.

I don't want it to end up like Dragon Age's editor which was completely broken in a few important areas.

Totally agree, I think (though some disagree) that we should expect basic functions for the heightmap editor. If 3rd party tools can fix it, then surely Bethesda can with little effort make it functional. LOD is also so bugged and difficult that its currently unworkable.

I cant subscribe to the views of others that their required functions are fine so the rest of us should shut up and be thankful. If the boot was on the other foot they would be raising as much of an issue as we are now. It may all boil down in the end to 3rd party tools filling the gap entirely but certainly we should try to get Bethesda to give it a shot.
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NeverStopThe
 
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Post » Mon Jun 18, 2012 1:59 am

If I rotate the camera too fast buildings disappear until I reload the cell. Not even all static objects, just buildings and boats specifically, which is odd as rocks and such are fine yet they are still just static objects.

I'm loving it anyway, it is quite nice. Coming over from MW's CS is definitely a big change.

Also, I feel like a dope for having to ask but.. how exactly do you paint terrain with textures? On the Landscape Editor I can select a texture but I just have no idea how to apply it to terrain

F5 to reload the statics and to paint terrain, make sure you have the box checked and just right click when you have th terrain selected.
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Trevi
 
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Post » Sun Jun 17, 2012 7:29 pm

I'm very disapointed by this CK.

With the delay, and the new rebranding, I was thinking that it was going to be a real update of the Oblivion CS... But no, it's almost the same buggy software with tons of windows everywhere, drag'n'drop, and full of slowdown (I'm running it with win 7 64 on a i7 with 16gb of RAM ).

We still have no official ways to import 3d content, (yeah I know, propertary software blah blah) and ergonomy is awfull. Serisously, I feel like I'm using some obscure windows 95 software.

And, I'm sure a lot of members are going to bash me with "please no more whining, you should be happy" but no, I'm not happy at all.
And I'm really not a noob, I used to mod a lot in 1997 with Duke Nukem 3d, doing total conversion, script, etc. then modding with Hammer on HL1, and so on.
I'm a professional CG artist, and my skills ranges from 3dsmax to photoshop, after effects, to Cubase, html, CSS and a lot of obscure plugins, or softwares, but THIS is total nonsense, it's like all logical things are twisted.
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Kari Depp
 
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Post » Sun Jun 17, 2012 10:55 pm

^ Then it looks like you won't be modding for Skyrim. They made the game with it. It's a highly capable piece of software - as with any software, it's going to have its shortcomings. Like with life, if you focus on the negatives, you'll never live.
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Sheeva
 
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Post » Mon Jun 18, 2012 3:39 am

"Im alright jack"
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Scotties Hottie
 
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Post » Sun Jun 17, 2012 11:53 pm

I'm very disapointed by this CK.

With the delay, and the new rebranding, I was thinking that it was going to be a real update of the Oblivion CS... But no, it's almost the same buggy software with tons of windows everywhere, drag'n'drop, and full of slowdown (I'm running it with win 7 64 on a i7 with 16gb of RAM ).

We still have no official ways to import 3d content, (yeah I know, propertary software blah blah) and ergonomy is awfull. Serisously, I feel like I'm using some obscure windows 95 software.

And, I'm sure a lot of members are going to bash me with "please no more whining, you should be happy" but no, I'm not happy at all.
And I'm really not a noob, I used to mod a lot in 1997 with Duke Nukem 3d, doing total conversion, script, etc. then modding with Hammer on HL1, and so on.
I'm a professional CG artist, and my skills ranges from 3dsmax to photoshop, after effects, to Cubase, html, CSS and a lot of obscure plugins, or softwares, but THIS is total nonsense, it's like all logical things are twisted.

Please tell me you're not actually saying that you're annoyed that modding a 2011 game is more complicated than modding Duke Nukem 3d and HL1.

If you haven't seriously modded anything since then, well, yes, you are a noob when it comes to modding Skyrim. So am I, despite my ability with Freespace 2 Open modding.
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Angela Woods
 
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Post » Sun Jun 17, 2012 2:54 pm

I strongly suspect they either had a separate utility to edit heightmaps in a way compatible with the engine (i.e. a utility that generates esp WRLD etc. data), or they had a lot of people using the landscape editor to create everything by hand (i.e. didn't need a heightmap editor at all).

Given that I was ready to create a mod using imported raw heightmaps for the base layout and tweak using the landscape editor, the fact that it goes asplody if you try to import heightmap data is rather discouraging news for me. I'll try it anyways, though, once the heightmap data's done...

Edit: The scripting language has my mouth watering, though... seems pretty powerful. I'm curious as to how extensible Radiant Story is, though...

Also, maybe it'll be possible to reverse engineer Skyrim's worldmap data and simply create an external heightmap editor that allows placement of statics?
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NeverStopThe
 
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Post » Mon Jun 18, 2012 2:50 am

Loading cells is slooow too, you need a large resolution to get all the windows to fit. Feels like to me I need more higher spec PC to use the editor, while the game plays find.

I am fine working on everything but the Render Window - once I open that then I start having problem's. Take a while to render, and load, and even if turn the havok off things like grass and trees etc are still animated..If I can turn that off permantly that would help when moving around in the render window.

My Quad Core 3.0ghz is fine but my 512vram 3650 is taking a punishment in the render window,

I may need to hook my CRT that has 1600x1200 so that I read everything in the Windows..Or else buy a bigger Monitor..1360x768 is not big enough for sure..
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Charlotte Henderson
 
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Post » Sun Jun 17, 2012 9:45 pm

The fact the Kit crashes when I import RAW is a deal breaker for me. I was really looking forward to importing and rebuilding the worldspace I made for Oblivion.

The kit can do many other things, but until that basic problem is fixed the Kit is effectively useless, to me at least.
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Kayla Bee
 
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Post » Sun Jun 17, 2012 4:40 pm

Glad I didn't even waste time downloading it...

Seems equally as buggy as the game, and now I understand why the game has so many issues... And took four years to complete. (And they knew what they were doing!)

Thank-you for the two good games, and half the third game... (Oh and thanks for Fallout-3)

But if I am going to expend this much effort, just to make a mod... and have it not-work... I might as well make a whole new game, with an engine I know works, and uses code I already know. Not sorta-script, on a sorta-game, using sorta-someones game-engine.

I'd wipe a tear from my eye, if there was one.

The flame has burned-out in this house. Best wishes to those tolerant enough to stick with the game, and the editor. May your assets remain visible, and your scripts continue to shape the lives of those who can get them to work. On the PC. ;)

As for the artists... Find places where you can earn money for your art. There are several places that don't require self-sacrifice, for less than a signature that few will see, and even less will remember. Don't become just another asset of the game.
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LADONA
 
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Post » Mon Jun 18, 2012 2:01 am

My one peeve so far, item rotation in the render window. Everything pans/rotates just like Ob's CS and FO's GECK, except for the Y axis of a single asset. No matter what I set the render window's options, the Y axis for single assets rotates counterwise compared to the other construction kits. Very frustrating :)
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Darren Chandler
 
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Post » Sun Jun 17, 2012 7:00 pm

I dabbled with Morrowind CS back in 2004...and I just finished my own mod last year which I worked on for 3 yrs(signature) in CS. This is different...I've mostly looked at the wiki. Seems like alot of things have been streamlined..alot looks the same. First impressions...scripting + alias is going to be good compared to previous systems. Alot of refinements and customizations can be done with actors which previously was restricted or limited. Also exposing procedures within packages..seems like it will save me ALOT of work with AI behavior instead of writing scripts for sequences of actions.

Quest system..I'm totally confused. It's changed...and seems to harken back more to what morrowind did??? So far I've only been able to view filtered dialouge, and for Oblivion CS using that window was a no no. I'm sure I just have to learn the new quest system and adjust.
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Princess Johnson
 
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Post » Sun Jun 17, 2012 10:27 pm

My biggest problem with scripting is still the lack of effective documentation. I know this will improve over time, and Bethesda has done a great job setting up the "backbone" for the wiki. But take a look at http://www.creationkit.com/Actor_Script

I wish that for each of these they had included a more comprehensive example, and some statements about where they could be used and where they could not. Like using a word in a sentence to give it proper context!
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sunny lovett
 
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Post » Sun Jun 17, 2012 11:29 am

My biggest problem with scripting is still the lack of effective documentation. I know this will improve over time, and Bethesda has done a great job setting up the "backbone" for the wiki. But take a look at http://www.creationkit.com/Actor_Script

I wish that for each of these they had included a more comprehensive example, and some statements about where they could be used and where they could not. Like using a word in a sentence to give it proper context!

What about those functions? Nearly every single one of them works the same. They are boolean - so when you call them it'll return a true/false based on the reference you called it on. Make sure you introduce the proper properties or use Game.GetPlayer() if you're calling it on the player.

They either return a boolean or for the set functions, you pass it a boolean. MyActorProperty.SetPlayerTeammate(True, False) will set the actor referenced by MyActorProperty to be a teammate to the player.

If ever you can't figure something out the best way to figure it out is to go through Beth's code and find an example
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Lynette Wilson
 
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