So how's the new CK guys?

Post » Mon Jun 18, 2012 2:14 am




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.



Yep. This is the main reason why I can't stand going anywhere online where I need technical help, or want to install something. Important bits are missing and in some places, they wont help you out, saying "just search" and when you do, the important bits are still missing ~_~ and they downtalk you like you're supposed to already know what they know right out the box.

Not saying I feel this way about beth or anything. Just stating that I've noticed this too, and it's been going on for a while.
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~Sylvia~
 
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Post » Sun Jun 17, 2012 11:38 am

Not bad so far. I am having issues with building meshes vanishing when I exit an interior cell, back into the exterior. Seems a bit buggy with that. The meshes reappear briefly when I enter back into the interior cell.

My main issue is the resources needed to use the CK, my computer is chugging away like it does playing the actual game. It takes, what seems like a year and a half to load the CK and it freezes my whole computer if I go online while the CK is running and I have to reboot. That said I have managed to build myself a house at least, in Riverwood, and the number of tiles for house building is really good. Reminds me a bit of the Morrowind house tiles.

Personally I miss my good 'ol pink water in the CS, at least it wasn't as resource intensive as the running rivers, which I imagine are the cause of my chugging computer, along with the grass. Maybe there are some CK ini changes that can be made to help with this.

Really awesome to see all the dragon animation blocks and I guess every house from now on needs one on the roof. I have yet to delve into dialog and I guess I will have to throw away all my stored CS scripts. I will have to rely on the scripting geniuses here to pave the way into the new scripting.

Lots to learn, but the basics are very similiar to the CS.
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james reed
 
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Post » Mon Jun 18, 2012 12:18 am

"Ignorance is a choice." -Ulysses

Sure, I can "choose" to understand the new scripting language and CK structure, but my "time-to-knowledge" is LIMITED by the level to which previous contributors chose to DOCUMENT that system!

Much as becoming an assassin, it is an ETHICAL decision! The more comprehensive the documentation, the more successful and less frustrating the learning process, and the more compassionate, generous, kindly and wise seem the contributors!

Of course since we're talking about Bethesda we'll cut 'em some slack, because they just "contributed" one heck of a lot of new tech! :wink:

Yep. This is the main reason why I can't stand going anywhere online where I need technical help, or want to install something. Important bits are missing and in some places, they wont help you out, saying "just search" and when you do, the important bits are still missing ~_~ and they downtalk you like you're supposed to already know what they know right out the box.

Not saying I feel this way about beth or anything. Just stating that I've noticed this too, and it's been going on for a while.

In WoW we called it "Elitist Jerk Syndrome!" =P
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Claire
 
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Post » Sun Jun 17, 2012 2:41 pm

Not so good now, even if some new possibilities seem to be awesome.

Besides the errors messages on launch, i can't properly see the Actor preview window. Some others windows are too big, too.

And i have pain with the new language and the new scripts system, back to the start from the previous ones. I will really need time to learn.
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JAY
 
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Post » Sun Jun 17, 2012 7:44 pm

Sure, I can "choose" to understand the new scripting language and CK structure, but my "time-to-knowledge" is LIMITED by the level to which previous contributors chose to DOCUMENT that system!

I'm really hoping you aren't taking my sig as some kind of personal attack.

I'm having a real [censored] of a time myself trying to even get into scripts with this kit, let alone figure out syntax and methodology.
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Penny Courture
 
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Post » Mon Jun 18, 2012 3:34 am

I've had a couple of let downs already.

As far as I can tell, adding a script to a weapon does NOT do what it used to, so, even though we can add a whole whack of scripts to a given weapon, they won't let you easily do something like perform a function on the actor you just hit, like in previous games.

Just wanted to comment on this, take a look at the way Silver weapons work to increase damage against Undead. It actually adds a hidden Perk to the player, which has conditions set to increase weapon damage. Instead of damage a lot of other stuff can be chosen to be applied on specific Targets, including Spells with scripts attached. It works very different from what we are used, but I bet the same stuff is possible, we just may need to take a longer road in some cases.
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Nina Mccormick
 
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Post » Sun Jun 17, 2012 3:07 pm

Having fun with it. Adding new perks to existing perk trees is super simple and rather powerful.

In fact "super simple and rather powerful" pretty much sums up the Creation Kit for me so far; though it's still probably something of a baptism by fire for the rush of new modders it seems to have created.
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Invasion's
 
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Post » Sun Jun 17, 2012 4:44 pm

Absolutely error ridden. Look at the list of problems in just a single day. Considering the delay, considering the time taken, considering that it was beta tested, I cant help shaking my head. I've found a lot of really good stuff in it, but it seems entirely designed for very basic functionality and is inferior to the CS in many ways. So far its a let down, but hopefully the community can come together and do a lot of work-arounds and third party tools.
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Sun of Sammy
 
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Post » Sun Jun 17, 2012 11:41 am

Umm... Scripting has suddenly become... complicated... :blink:

Yeah... Let me rephrase that...

Scripting has suddenly become... [censored] confusing! :brokencomputer:

I just want to make a simple Start-Game enabled quest script as you would when you wanted to have a script just.. run. But, I've not so much stumbled at the first hurdle, but more not been able to find my way on to the track.

Sheesh...

As others have stated, I really don't have time for this - I'm supposed to be learning something else...

So...

o/

~Xeph'
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Anne marie
 
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Post » Sun Jun 17, 2012 9:14 pm

Camera is the biggest grudge. So damned unwieldy and no option to just go and freefly. It's incredibly annoying in open world areas, since you have to play with the camera for about a minute at the least in order to point yourself to a normal horizon point.

Otherwise, everything is most definitely an improvement, at least on the base level. Loving the navmesh, the variety of assets, and ease of placing clutter.
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Scarlet Devil
 
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Post » Sun Jun 17, 2012 11:34 am

Absolutely error ridden. Look at the list of problems in just a single day. Considering the delay, considering the time taken, considering that it was beta tested, I cant help shaking my head.

Yes I am somewhat baffled by this too. Bags of errors on start up and a lot of things a little shaky and buggy already. It looks like others are having the disappearing building and mountain mesh problem too, so it can't just be my computer.
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Rebecca Dosch
 
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Post » Mon Jun 18, 2012 1:35 am

Confused, frustrated, and disoriented. I (somewhat) knew how Fallout 3/Fallout New Vegas worked, I had a pretty good idea how Oblivion worked, Morrowind's construction kit would be the easiest of all to me to comprehend as it currently standards. This new creation kit, just frustrates me horribly though. Say for instance I want to add a permanent effect that fortifies the players speed to be three times as fast, without old fashioned stat types I'm at a loss as to how to do that, and with the kit being so new, everything I google brings up outdated stuff (Pre Skyrim construction kit stuff). Or even more simply, say I want some very simple script that gives the player 30 additional permanent hp, I can't figure out how. The spells/spell effects all seem very unfamiliar as well. I also wanted to do a few minor retextures/recolorations (and I know how to use GIMP/Aorta too), but I don't know how to access the Skyrim texture folder to copy it.

So... At the moment, deeply frustrated. I guess Bethesda had to do what they had to do, but I just wish (ideally if unrealistically) that the construction kit was nearly identical to Oblivion's or Morrowind's, because then I could at least understand things a lot easier. I'm afraid because a lack of guides on how to do things beyond what I already know (making buildings), that it is going to take me quite a long time to adapt to these changes, until more guides come out, all I can do are changes so small they are utterly unsatisfying to me. Sorry if this sounded ranty, I guess Bethesda had no choice but to make it so different, that people used to older fashioned kits would be confused. Though I never was very good at scripting to begin with.

Edit: And the new camera moving... It's not... Comfortingly familiar for sure. I don't know why they altered that.
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RAww DInsaww
 
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Post » Sun Jun 17, 2012 2:07 pm

Been mucking around with it for a few hours now. To be honest, I am a little disappointed, it could definitely be better, it certainly isn't the most user-friendly program around. But alas, I guess I'll get over myself and get back to work on my mods.
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Justin Bywater
 
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Post » Sun Jun 17, 2012 11:23 am

So far I have managed to import the biggest heightmap possible as an esp, which is beyond the CS ability (tick one good thing for the CK) but saving landscape causes it to hang, and hang and hang. I have been waiting some time now and I suspect it has crashed just saving terrain texture. Too many errors and bugs. I just cant understand why Bethesda havent fixed a lot of the very basic functions, especially the heightmap editor. Its just beyond me that they release a tool that they know is bugged, so why not simply fix it?

All in all it just feels as if I am coming across one after another error, crash, hang, hold up, limit etc. Now I accept that these errors are by pushing things fairly to the limit, but looking through the forum its a poor show all around. So many errors in the first few hours of release? Not good at all, not good in the least.


Edit: CK crashed. hmm
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dav
 
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Post » Sun Jun 17, 2012 6:16 pm

I've found a lot of really good stuff in it, but it seems entirely designed for very basic functionality and is inferior to the CS in many ways.
I'm rather curious - Would you mind elaborating?
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casey macmillan
 
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Post » Sun Jun 17, 2012 10:29 pm

I also wanted to do a few minor retextures/recolorations (and I know how to use GIMP/Aorta too), but I don't know how to access the Skyrim texture folder to copy it.

This is done exactly the same way as it was in Oblivion/FO3. It also doesn't involve the CK at all.
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Markie Mark
 
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Post » Mon Jun 18, 2012 1:47 am

been looking a way to add depth of field effect without adding any graphic enhancement like ENB or the rest..and so far...nothing -___-
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CHARLODDE
 
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Post » Sun Jun 17, 2012 11:49 pm

I'd probably like it a lot more if it didn't try to crash every 7-10 minutes. >.>
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krystal sowten
 
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Post » Mon Jun 18, 2012 1:42 am

A grind, written by a programmer for programmers hence UI, accessability for the average user is zero. 95% of Skyrim users who would like to dabble at mod creation won't bother in it's current form.

It's obviously an extremely powerful piece of software, but a [censored] to use for the average Joe. I'm not surprised it took so long for the developers to create Skyrim using this.
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Cool Man Sam
 
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Post » Sun Jun 17, 2012 12:15 pm

its daunting. I'lll have to say its going to take me some time to figure out this complex program.
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adam holden
 
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Post » Sun Jun 17, 2012 7:43 pm

It still hasn't crashed for me, and I've opened and exitted it atleast 30+ times... I seem to experience none of the problems you describe.
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Lew.p
 
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Post » Sun Jun 17, 2012 11:36 am

A grind, written by a programmer for programmers hence UI, accessability for the average user is zero. 95% of Skyrim users who would like to dabble at mod creation won't bother in it's current form.

This.
While looking for the things I need as just a little user who wants to adjuste some ingame things
1. I discovered nearly endless other features which looks great but 95% of the ppl will never use this
2. But I can't find the little things I want to change...

For example I
- want to adjust follower equipment bevhaior => seems to be hardcoded...
- want to remove some default equipment => working but where is the default [censored] wooden bow every followers use?
- want to remove that every single object in the game is respawning after a while => Every object you drag into game is tagged as "respawnable" per default. There is no global variable to differ between respawnable NPCs (fine) and objects/items (which I dont want to...). To change this I would have to click to every single reference and change this, ...

So If you want to modify smaller things the CK is really a pain for you. If you want to add huge amount of content based on the things already exist in the game like caves, castles, radiant quests, enemy armies or just some random npcs wandering arround, the CK seems to be a great and easy tool to use. So for me it is a two sided sword and I'm really disappointed as a user but from the programmers side (the easy linking between objects, the use of templates, etc) just looks great

Btw I hope they change at least one thing in the CK: make windows resizable. While the window itself is resizable, the displayed content does not scale. For list of objects it would be really useful (For example the list of default items of a template for an actor is so small, i want to make it larger, not possible)
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Marine Arrègle
 
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Post » Mon Jun 18, 2012 1:30 am

For a designer who is one by trade, it's got some nice 3D controls, but it's too buggy to use at the moment.

We also need an error reporting button, it dumps what's in memory, with and option to attach your dxdiag, explain the ways to reproduce the error, and and other relevant information
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Nauty
 
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Post » Sun Jun 17, 2012 9:41 pm

I'm still drowning in a sea of confusion.

My mind is not program-oriented. The new scripting language is... complex, to say the least. I'm slowly making headway into mastering it, but I wish to death that the old scripting language was still around. Or that it still worked. Or something. I don't know, I'm so confused.
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Unstoppable Judge
 
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Post » Sun Jun 17, 2012 1:10 pm

Scripts seem harder to get my head around. Just the flow of adding them and what does what.

The dialogue editor doesn't seem as good as New Vegas's. A simple tree view would have been better. It's almost like they thought of the weirdest way they could do it.

I wish they had better camera controls. WASD/arrow keys and right-click to look around would be far easier than having to scroll the mousewheel and hold shift.
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kelly thomson
 
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