So how's the new CK guys?

Post » Mon Jun 18, 2012 3:20 am

Is it better and more functional and easier to use than the CS?
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danni Marchant
 
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Post » Sun Jun 17, 2012 9:58 pm

Yes, yes, and yes! :D
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Sunnii Bebiieh
 
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Post » Sun Jun 17, 2012 7:10 pm

It's slow. Man, it's slow. Otherwise, it's good.
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Andres Lechuga
 
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Post » Sun Jun 17, 2012 2:34 pm

Is it better and more functional and easier to use than the CS?
Since it's far closer to the GECK than the CS, and the GECK was already far better, yet. It's FAR better than even the GECK, and leaves the CS in the dust entirely.

However. God danged heightmap editing is still broken, as will remain as such since they don't use it anymore. So, I am screwed. Awesome.
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ashleigh bryden
 
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Post » Sun Jun 17, 2012 6:24 pm

Nope. Its dumbed down and hard to use.


It is far better then any editor to date.


My one complaint however is the camera controls are weird and it seems like non of the control settings have any effect.
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Adam Kriner
 
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Post » Sun Jun 17, 2012 1:44 pm

I haven't stopped liking it :D
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Jynx Anthropic
 
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Post » Sun Jun 17, 2012 5:32 pm

Ah! Okay, just opened it for the first time, lots of errors about not being able to find things and boxes! Boxes everywhere! No idea what the hell they are! I've never seen them in any other CS!
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jessica sonny
 
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Post » Sun Jun 17, 2012 4:38 pm

Nope. Its dumbed down and hard to use.


It is far better then any editor to date.


My one complaint however is the camera controls are weird and it seems like non of the control settings have any effect.

Biggest peeve I have is the zooming. I know I can edit the zoom speed in the render window but I could have sworn that holding shift multiplies your zoom speed.. Sometimes the default views (top view, cam view) will throw the camera way back.

It's just the learning the new tools thing, that's all!
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Alycia Leann grace
 
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Post » Sun Jun 17, 2012 7:56 pm

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.

Also, BodyPartData is still very much there, but they've stopped us from editing the Damage Mult field for individual body parts, meaning, no locational damage. I suspect they did this so they could remove the code that checked what body part you were hitting for optimization sake, but its really a bummer.
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sas
 
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Post » Sun Jun 17, 2012 3:54 pm

Is it better and more functional and easier to use than the CS?

not for me yet, i can't figure out how dialoge works, what a jumbled mess.
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Jason White
 
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Post » Sun Jun 17, 2012 7:41 pm

Well, how do I put it...?

It's like UDK's [censored] uncle. It's slow, awkward at times and seens to lack functionality.

If you have not tried UDK or CryEngine SDK then give them a go and you will soon realise this editor is from the 90's. It's really not much of an improvement over Oblivion's kit even six years on.
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aisha jamil
 
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Post » Sun Jun 17, 2012 12:49 pm

If you have not tried UDK or CryEngine SDK then give them a go and you will soon realise this editor is from the 90's. It's really not much of an improvement over Oblivion's kit even six years on.

While I agree that there is lots it can't do, and that this bothers me, the things that bother me are probably very different from the ones that bother you, and for much different reasons.

UDK and the CryEngine SDK were designed for use by not only the people who made them, but also 3rd parties who want to license those engines and use the tools to create potentially entirely new games.

The CK was streamlined to do only what the developers making Skyrim needed it to do.

As I mentioned above, though, letting us add (useful) script effects to weapons or apply simple locational damage could have been easy, but they decided to change the way those things were handled (since FO3) in ways that I can see no good reason for.
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Alyesha Neufeld
 
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Post » Mon Jun 18, 2012 2:04 am

Umm... Scripting has suddenly become... complicated... :blink:
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Bek Rideout
 
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Post » Mon Jun 18, 2012 3:29 am

Yeah, and even though theoretically it should be way more powerful, the way that they've built it, and the limited functions available to us, make it pretty much THE SAME.
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Kirsty Wood
 
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Post » Sun Jun 17, 2012 11:53 pm

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

I hope that means a lot is possible :D

Honestly, the editors for these games will always be old, outdated and archaiac as long as they decide to still use the same exact engine and development pipeline that they've been doing for the past 10 years. If there is one thing I've learned, its that Bethesda is an extremely conservative game studio when it comes to technology, coding, engines, and certain game design habits. Most developers have moved on beyond the type of editing the CK does in favor of WYSIWYG editors like CryEngine, UDK, etc. I think Bethesda is the only major successful AAA company out there that uses stuff like Creation Kit anymore :P
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Sebrina Johnstone
 
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Post » Mon Jun 18, 2012 3:51 am

While I agree that there is lots it can't do, and that this bothers me, the things that bother me are probably very different from the ones that bother you, and for much different reasons.

UDK and the CryEngine SDK were designed for use by not only the people who made them, but also 3rd parties who want to license those engines and use the tools to create potentially entirely new games.

The CK was streamlined to do only what the developers making Skyrim needed it to do.

As I mentioned above, though, letting us add (useful) script effects to weapons or apply simple locational damage could have been easy, but they decided to change the way those things were handled (since FO3) in ways that I can see no good reason for.

I understand that, but surely it would have been easier for the developers too if they had (for example) editing of materials via links and nodes in editor. They could have quickly edited the materials and created much better textures, lighting and effects. Also the NIF format is a bain to all modders. You have to make it, texture it, add collision, and then have advanced knowledge of this file format that is pretty complex. In UDK you can import straight from the program, add collision and anything else in-editor via a few clicks. It's like they were trying to hinder themselves and waste a load of time. How about real-time testing too? I'm sure they had that. They wouldn't have to boot the game up everytime they wanted to test something, let's be honest. I'm sure someone is going to jump in and say "Well Epic only really make small levels and not open world like Skyrim." That's not true as there is a massive landscape feature, so you could basically make any sort of game. There's no excuse really. Bethesda need to use IDTech 5 or something for the next Fallout, that's for sure. I'm sure the functionallty is all there for a game like that.
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Chloe Lou
 
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Post » Sun Jun 17, 2012 4:39 pm

I only had a brief look and was relieved that it was so similar to the CS. After that I went back into Photoshop as there's work to be done for me there! :biggrin:
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Ron
 
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Post » Sun Jun 17, 2012 11:47 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..
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Rex Help
 
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Post » Sun Jun 17, 2012 2:32 pm

It seems pretty good. I think scripting is going to be a bit harder for newbies to pick up. Things are more complicated, but that gives us more functionality.
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Louise Dennis
 
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Post » Mon Jun 18, 2012 3:15 am

It's daunting compared to the MW and OB Construction Kits, but I'm figuring it out. I just made my first Skyrim plugin that adds a new cookable recipe for "Haafingar Clam Chowder" (finally a use for clam meat!)

Tim (aka the Slipperman)
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Rex Help
 
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Post » Sun Jun 17, 2012 12:08 pm

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..

Agreed. I was able to pick up morrowind cs fairly quickly, couldn't get the cs for oblivion to work at all. This is a redo for me and i'm going to have to learn this crap all over again. :swear:
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Enie van Bied
 
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Post » Sun Jun 17, 2012 7:39 pm

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

Properties == awesome :)
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Elizabeth Lysons
 
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Post » Sun Jun 17, 2012 11:39 am

Agreed. I was able to pick up morrowind cs fairly quickly, couldn't get the cs for oblivion to work at all. This is a redo for me and i'm going to have to learn this crap all over again. :swear:
Indeed. I can't even figure out how to open a store. This is stupid. Or perhaps I am. :swear:
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louise hamilton
 
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Post » Sun Jun 17, 2012 2:49 pm

Haven't used it to extensively yet, but I started work on a house. To me, the zooming/turning seems really wonky compared to the Construction Set (might just be me though). I haven't looked at scripting yet, but I was only doing basic scripts in the GECK, your comments are starting to scare me :confused:
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stephanie eastwood
 
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Post » Sun Jun 17, 2012 3:58 pm

Also, BodyPartData is still very much there, but they've stopped us from editing the Damage Mult field for individual body parts, meaning, no locational damage. I suspect they did this so they could remove the code that checked what body part you were hitting for optimization sake, but its really a bummer.

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.
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Sxc-Mary
 
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