Some humble suggestions about CK

Post » Tue Jun 19, 2012 3:58 am

Hello,

Here are some features that could be usefull:

-Concerning Papyrus © interpreter:
+A value tester; you provide base value for each propreties, you start the test, you get the result or error. It could be usefull for standard scripts testing & avoid to start the game.
+A new option that propose you to compile the last scripts on wich you have worked (avoid to compile all script or to make a full check first).

-Concerning imagespace modifiers:
+A simulated first preview, could be interesting to quickly test all effects you want to dispatch.

-Concerning "export" function from CK:
+Allow import too. "I make my change from the exported date, i open our CK, i import and that's it."

-Concerning main work view:
+Allow to see only the modified files, data, script from the current active esp..
+In big project, it's quite hard to see the data you've globaly changed.

-Concerning gameplay values:
+A frriendly user interface to read the large list of information. Tab for each gameplay values category.

-Concerning upload & avaibility on steam:
+Better managing of multiple esp for a single project. Able to make a fusion between one or more personnal mods, extract from specific category and import in a designed esp).
+New option to upload a changelog.

-Concerning "items" properties, ammo should have a weight . Quivers mechanisms could be very interesting.

-Maybe a new function/event that can initialize other things when you just start the game. For the moment , many of us have to attach new gameplay mechanism to a quest to see it working.

Sorry for my bad english & thanks a lot for your Wonderfull work. I've never see a such game since '98.

Kind regards.
User avatar
Stace
 
Posts: 3455
Joined: Sun Jun 18, 2006 2:52 pm

Post » Mon Jun 18, 2012 8:49 pm

+A new option that propose you to compile the last scripts on wich you have worked (avoid to compile all script or to make a full check first).
You can compile scripts individually through the Papyrus Script Manager.

-Concerning "items" properties, ammo should have a weight . Quivers mechanisms could be very interesting.
Would be really helpful. Even if it's just a setting or something. Being able to change ammo weight would be nice, instead of resorting to cheap workarounds.
User avatar
patricia kris
 
Posts: 3348
Joined: Tue Feb 13, 2007 5:49 am

Post » Tue Jun 19, 2012 6:47 am

-Concerning imagespace modifiers:
+A simulated first preview, could be interesting to quickly test all effects you want to dispatch.

Browsing through all imagespace modifiers and checking them in game is possible with http://skyrim.nexusmods.com/downloads/file.php?id=10431. Well, it's better than nothing...
User avatar
sophie
 
Posts: 3482
Joined: Fri Apr 20, 2007 7:31 pm

Post » Tue Jun 19, 2012 9:18 am

Could I suggest they just release (or sell) the Max exporter and nif management tool.
User avatar
Amy Gibson
 
Posts: 3540
Joined: Wed Oct 04, 2006 2:11 pm


Return to V - Skyrim