So how's the new CK guys?

Post » Sun Jun 17, 2012 9:28 pm

Umm... Scripting has suddenly become... complicated... :blink:
Properties == awesome :smile:

True, it gives modders the true OOP feels, easy to debug, maintain and add more functions later on :)
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CYCO JO-NATE
 
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Post » Sun Jun 17, 2012 12:13 pm

I came over from Morrowind and I'm tearing my head out. Whole lotta green and red boxes all over the place, some weirdass references, objects have like 5-6 tabs in them and editing them apparently doesn't actually edit, I have to use shift and f to turn a camera as I shound normally be able to, scrolling in takes forever, I understand nothing. :ahhh: Bah, it's great, I just have to get used to it all, which will take a hell of a lot longer than I think. :P
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Marlo Stanfield
 
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Post » Sun Jun 17, 2012 11:48 pm

Looks pretty much the same to me. I've only done very limited scripting and never from scratch so I can't comment on that.

My only (huge) beef currently is that there is no easy way to customize character faces for both available or custom races. The facial customization feature you get in the CK is the exact same one you find in-game. Which means that making faces relies more on using preset shapes of face parts than manual setting like in previous CS.
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luis dejesus
 
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Post » Sun Jun 17, 2012 3:48 pm

Now this is a disappointment. I was hoping that the mechanics to enable locational damage would be there and would be usable. Are you sure the damage mult fields are not editable though? One poster in another topic said that some fields were greyed out (so he initially thought they were not editable) but, in the end, they could be modified despite being being greyed out.

Could you point me in the right direction? I'd like to talk to them.
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Emzy Baby!
 
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Post » Mon Jun 18, 2012 3:23 am

Properties == awesome :smile:

See, the only thing I understood from that was that you made a check to confirm if the value of properties was in fact, equal to awesome, while using only one "=" would mean that you were setting it to be awesome :tongue:

I still don't really understand properties at all though or how they interact with the game on a more meta scale.
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Louise
 
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Post » Sun Jun 17, 2012 8:45 pm

All I've attempted to do so far is edit some landscape and create an entrance to a cave on the side of an existing mountain. HOLY CRAP WHAT A PAIN!

All the mountains seem to be objects, and so much larger than everything else it's hard to work around them. I've had to close out and start over 3 times because I accidentally moved a mountain off screen and can't get it back. Undo only works for me 1 step backwarks.

It takes forever to start the CK, and I keep having to restart.

This last time I moved some object rocks out of the way and prepared to smooth the ground for the cave entrance. As soon as I hit the "c" key in landscape editor to auto-zoom to ground level....CTD.

Maybe it will grow on me, but right now I'm finding it MUCH more tedious that both Morrowing and Oblivion.

It's not a matter of "learning" the system for me, I don't think. But things are going slow, would take forever to do what I want, and I may give up in a few days if I'm not more productive with SIMPLE tasks.
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neil slattery
 
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Post » Sun Jun 17, 2012 12:03 pm

I can live with the CK. Though, zooming is a pain.
And scripting...
:P
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Sharra Llenos
 
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Post » Sun Jun 17, 2012 12:04 pm

Gorgeous, so far. The landscape editing is butter smooth, and the new rendering is awesome :drool: There's some slowdown, but I'm guessing that's largely due to my computer.
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sharon
 
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Post » Sun Jun 17, 2012 12:06 pm

So much drag and drop... so so much...
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sas
 
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Post » Sun Jun 17, 2012 3:33 pm

Landscape editing is done with ease and the need to pop in to the game to check how your mod looks is unnecessary. My problem is that whenever I use large meshes, mainly mountains, they tend to strangely disappear for no reason.
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Eduardo Rosas
 
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Post » Sun Jun 17, 2012 12:57 pm

The "new" CK works very well - for me :D

Landscape editing is done with ease and the need to pop in to the game to check how your mod looks is unnecessary.
But it looks better ingame - i still use the game after a few hours to Check everything from "players view".

- http://img835.imageshack.us/img835/6517/tesv2012020805241570.jpg
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Andrea P
 
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Post » Sun Jun 17, 2012 11:32 pm

But it looks better ingame - i still use the game after a few hours to Check everything from "players view".

It does look better in-game of course, but different from the previous CS's is that you can get a much clearer picture of what you expect to see in-game in the render window.
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Eilidh Brian
 
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Post » Sun Jun 17, 2012 8:18 pm

Seems like a heck of a lot to take in.... Start small, start small....
Im happy with it btw :D
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James Wilson
 
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Post » Mon Jun 18, 2012 1:22 am

Am I interpreting the Actor Values menu wrong, or is it actually possible to add new skills with their own perk trees with this thing?

Because if so, then by the Nine Divines, [censored] yes.
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Jose ordaz
 
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Post » Sun Jun 17, 2012 2:08 pm

Awesome :)
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Thomas LEON
 
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Post » Mon Jun 18, 2012 12:41 am

I FINALLY figured out how to do dialog and some scripting in Fallout New Vegas...and now its all different I just can not understand any of it... *sighs*
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Heather Kush
 
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Post » Sun Jun 17, 2012 3:28 pm

I like it. I just don't like the name lol. I prefer construction set.
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no_excuse
 
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Post » Sun Jun 17, 2012 9:28 pm

After 7 hours of trying to understand Papyrus, I'm still at a total loss.

I was totally proficient in the old language, and have been having a blast programming stuff in Unity using Javascript.

The language is a nightmare and the documentation leaves out what are (in my opinion) some of the most basic and important things.

You can use RegisterForUpdate(float) to make OnUpdate() events happen, but what even do you call the RegisterForUpdate() function in to begin with? How does a script ever even start doing stuff.

I wanted to apply some imagespace modifiers via a quest script attached to a background quest I created, but, like everything else, an imagespace modifier can only be accessed from within an imagespace modifier-specific script, which has no other functionality. It's making me insane!

Accessing quest variables still makes no sense at all to me and I can't do it. Even if you base something off a bit of example code from the wiki, it fails to compile reporting errors at every position on every line practically. There is so much missing before the documentation is anywhere near usable, and until then, I don't understand how anyone is going to figure this stuff out. To be expected to try to use it this backwards new system by flailing uselessly in the dark after they spent so long "trying to make it more accessible and powerful for the community" makes no sense to me.
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Matthew Aaron Evans
 
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Post » Mon Jun 18, 2012 12:13 am

Pretty hard to go from Morrowinds CS to this one.. gash the camera controls are so diffrent and it's kinda hard for me moving around. Also not a fan of the cell system nor the menu.s to find items. Never really made any sense to me why they left the tabs and the awesome cell-view window. Hard to get any sort of overview without both of those.

On the other hand the Creation Kit does have a lot of other powerfull features which the MW cs lack. Oh well..
haha, agreeeeed. is D still the deselect button? cause 100% sure i can't stop panning around items. moving the camera is impossible.
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Annick Charron
 
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Post » Sun Jun 17, 2012 11:21 pm

Lots looks really good, but I want the old scripting language back! If I'm going to "go back to school" to learn another language it should be one that can pay to keep a roof over my head. Otherwise it's just more limited physical brain space allocated to memorization of more new syntax that always seems obsolete before you pay off your loans, even when it does!

But I understand, that is the ethic. Driven to compete, to succeed, to show off! =P

Hi ho hi ho…

That said, the dungeon design and dialogue/event systems look totally awesome.


EDIT: I agree with Phinius, the documentation for the new scripting language is really inadequate. With programming, or any technology really, documentation is EVERYTHING. ANYONE can learn to do something if it has been well documented. I run into this too often as it is in the "industry." So many programmers use "spaghetti logic" and intentionally sparse documentation on purpose, so they can pretend to be way smarter than everyone else who can't translate their arcane knowledge without Rosetta stone.

I'm not at all saying this is what Bethesda has done, but the absence of adequate documentation and tutorials is just as frustrating. Being a wiki though, I'm sure it will fill out in the coming months.

Being homeless with limited time and patience for guesswork, I'll be holding off until then to even attempt any of the projects I had planned.
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Soku Nyorah
 
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Post » Sun Jun 17, 2012 2:54 pm

I agree with Phinius, the documentation for the new scripting language is really inadequate.

Thank goodness I'm not the only one.

Most every other aspect of the thing looks about as un-user-friendly as before, which is totally fine, because it was never that bad, and its all in all a great set of tools. But somehow they managed to totally fry what is the most important part if we feel like making any real change to gameplay, not just dropping in a house here or there or tweaking perks.
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jasminε
 
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Post » Sun Jun 17, 2012 3:30 pm

Pretty good, I like it. More like an improvement over the GECK which I had trouble with, but the CK is much easier to use and smoother imo.
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Nina Mccormick
 
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Post » Sun Jun 17, 2012 1:58 pm

I am very disappointed with the combat styles tab, they cut the options in half and made it so generic that I am afraid I will not be able to do what I need to do as I did in Oblivion.

For example I can jack up the Block slider (no digital input only a ...slider bar...svcks for trying to use my programmable keyboard to automate edits) but that just makes the actor block ALL THE TIME where as in Oblivion I could make the actor block all the time only IF the opponent was attacking. As it is now you have an actor that is "aggressive" or "Defensive" but not smart enough to CHANGE this depending on what the opponent is doing. :confused:
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katie TWAVA
 
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Post » Mon Jun 18, 2012 3:34 am

For example I can jack up the Block slider (no digital input only a ...slider bar...svcks for trying to use my programmable keyboard to automate edits) but that just makes the actor block ALL THE TIME where as in Oblivion I could make the actor block all the time only IF the opponent was attacking. As it is now you have an actor that is "aggressive" or "Defensive" but not smart enough to CHANGE this depending on what the opponent is doing. :confused:

Seriously??

Ugh... Bethesda, first BodyPartData, now this... WHY!!?
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Connor Wing
 
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Post » Mon Jun 18, 2012 2:18 am

I'm totally lost (and frustrated). Probably, that's a direct result of being so used to the New Vegas GECK.

I can't find scripts (there was a "Script" category in the GECK). I can't figure out how to create/edit/save new scripts, nor do I have any clue about where they will go when they are saved. I can't find the dialog for Falk Firebeard that is specific to upgrading Proudspire Manor - I found his dialog, but nothing at all linked to Proudspire. Perks seem to be associated with AVIF form type that is strangely unavailable for viewing/editing. :sigh:

Basically, right now, it's exceedingly frustrating. I'm sure that'll change once I get used to the thing but... right now... I'm just f'ng raging.
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Adriana Lenzo
 
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