Taking your Skyrim WorkshopCreation Kit questions for The Be

Post » Tue Jun 19, 2012 12:05 am

Will the SetScale() bugs (where the collision mesh doesn't scale with the object, and the tendancy to crash or lockup when calling it) be addressed?

Also, will a set of local object rotation functions be added, to simplify object manipulation? (Roll, Pitch, Yaw, instead of successive world axis rotations?)
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George PUluse
 
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Post » Tue Jun 19, 2012 6:58 am

Is Bethesda going to fix all the loading errors that come up when you open Skyrim.esm ?
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vicki kitterman
 
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Post » Tue Jun 19, 2012 12:50 am

Is Bethesda going to fix all the loading errors that come up when you open Skyrim.esm ?
There have always been errors for every single BGS game and they mean nothing. Hell, even all of my mods have eventually ended up having loading errors so I don't blame them.
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QuinDINGDONGcey
 
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Post » Tue Jun 19, 2012 2:52 pm

There have always been errors for every single BGS game and they mean nothing. Hell, even all of my mods have eventually ended up having loading errors so I don't blame them.
Still, it would be nice if you were only shown your errors. A "hide loading errors from masters" button would be cool with me.
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Cat
 
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Post » Tue Jun 19, 2012 3:47 pm

Still, it would be nice if you were only shown your errors. A "hide loading errors from masters" button would be cool with me.
Ah, I did not think of it in that aspect. This would indeed be very good!
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Cat Haines
 
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Post » Tue Jun 19, 2012 3:23 pm

1st. How do you create a new skill/skill tree?

2nd. Will you be releasing the content from Game Jam? I would certainly love to download some of those mods.
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Sara Johanna Scenariste
 
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Post » Tue Jun 19, 2012 7:45 am

This week we'll be discussing the Creation Kit and Skyrim Workshop with folks from Valve for an upcoming episode of The Bethesda Podcast.

If you have questions about the Workshop and Creation Kit, feel free to post them in this thread. Time permitting, your question might make it onto the show. :smile:

If not already asked:


Will you be adding the ability to create new Perk/Skill Trees from scratch?
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brenden casey
 
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Post » Tue Jun 19, 2012 1:28 pm

Wanted to add:

Is any consideration being given to DLC to bring other flora and fauna types into Skyrim to expand the modding capabilities. What are Bethesdas thoughts on the longevity and profitability of the TES series caused by mods continuously changing the game and re-inventing it, thereby drawing in fresh players (aka purchasers). Occasionally pay-for download content similar to Shivering Isles kept Oblivion alive for so much longer, extended the modability of the game and surely ensured a continual income. I think Bethesda have got it right with TES series, where other games are a "What you buy is all you will ever get" (and thereby are a one off buy for people) whereas TES games dont seem to go out of fashion. Morrowind STILL keeps selling whilst many competitor games have gone the way of the Dodo.

Have to re-iterate just how important it is to fix the >-64 >+64 bug. Time will tell with this one, but my personal belief and experience from Oblivion was that big projects draw attention to a game and pull in the purchasers who might have little interest in the vanilla product but once they see a world they like, or the potential for it, will buy the game.
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Clea Jamerson
 
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Post » Tue Jun 19, 2012 3:34 pm

1) "Do Bethesda intend to fix the "more than 64 cells from centre, both east and west, making non player characters inoperable." bug. Where any NPC going beyond 64 cells in either direction from centre of the heightmap immediately drops through the ground and bounces up again making any cells beyond those entirely useless." - thekarithian. Also asked previously by Alexander: "Will you guys be fixing the LOD issues and the issues that are preventing some of the large scale land mods like Mesogea and MERP?

Please, please, please this. I cannot stress this enough. This, along with the top five critical bugs on the Unofficial CK Bugs List on this forum, threaten the integrity of the entire modding community. If they aren't fixed, it will be near impossible to realize projects akin to MERP, Nehrim, Mesogea, Dibella's Watch, Total Tamriel, Illiana's Desserts of Anequina, Windfall, Lost Spires, or any other number of extraordinary projects you care to name. Oblivion had an exceptional modding community that accomplished so much. I honestly think the Skyrim community has the potential to be the greatest modding community to date. But first, these bugs NEED to be fixed. Please BGS, don't ignore this serious issue.

-Nuvendil
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Cathrine Jack
 
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Post » Tue Jun 19, 2012 8:26 am

1) "Do Bethesda intend to fix the "more than 64 cells from centre, both east and west, making non player characters inoperable." bug. Where any NPC going beyond 64 cells in either direction from centre of the heightmap immediately drops through the ground and bounces up again making any cells beyond those entirely useless." - thekarithian. Also asked previously by Alexander: "Will you guys be fixing the LOD issues and the issues that are preventing some of the large scale land mods like Mesogea and MERP?

Please, please, please this. I cannot stress this enough. This, along with the top five critical bugs on the Unofficial CK Bugs List on this forum, threaten the integrity of the entire modding community. If they aren't fixed, it will be near impossible to realize projects akin to MERP, Nehrim, Mesogea, Dibella's Watch, Total Tamriel, Illiana's Desserts of Anequina, Windfall, Lost Spires, or any other number of extraordinary projects you care to name. Oblivion had an exceptional modding community that accomplished so much. I honestly think the Skyrim community has the potential to be the greatest modding community to date. But first, these bugs NEED to be fixed. Please BGS, don't ignore this serious issue.
THIS! - well said Nuvendil.

Also Merging plugins, esm saving and the ability to clean plugins properly.
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Sheila Reyes
 
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Post » Tue Jun 19, 2012 6:00 am

1) "Do Bethesda intend to fix the "more than 64 cells from centre, both east and west, making non player characters inoperable." bug. Where any NPC going beyond 64 cells in either direction from centre of the heightmap immediately drops through the ground and bounces up again making any cells beyond those entirely useless." - thekarithian.

I would like to know about this too.
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Luis Reyma
 
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Post » Tue Jun 19, 2012 8:53 am

Can the Lod generation be fixed?
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Eric Hayes
 
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Post » Tue Jun 19, 2012 4:49 am

Any plan to make global variable easy to set up and use, without resorting to properties ?
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Guy Pearce
 
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Post » Tue Jun 19, 2012 11:33 am

Workflow is seriously impeded by the terrible mouse and keyboard view controls in the CK. Do you plan to implement a more robust control system that includes mouse movement without the need of holding keys down.?
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Melanie Steinberg
 
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Post » Tue Jun 19, 2012 12:10 am

How do I remove the player actor from MQ101 such that starting a new game will begin my mod?
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louise fortin
 
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Post » Tue Jun 19, 2012 9:06 am

Is there a way or are there any plans to allow scripts to access/set variables for items? By this I mean, being able to access/set the armor value of a helmet (the current value from smithing, not the base value), the damage of a weapon, or the weight of an item?
+1
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m Gardner
 
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Post » Tue Jun 19, 2012 6:27 am

1) "Do Bethesda intend to fix the "more than 64 cells from centre, both east and west, making non player characters inoperable." bug. Where any NPC going beyond 64 cells in either direction from centre of the heightmap immediately drops through the ground and bounces up again making any cells beyond those entirely useless." - thekarithian. Also asked previously by Alexander: "Will you guys be fixing the LOD issues and the issues that are preventing some of the large scale land mods like Mesogea and MERP?

Let me join the people who are being a pest about this.
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Quick Draw III
 
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Post » Tue Jun 19, 2012 7:09 am

What are the possibilities with the Jam content? Will it be a free optional content on the workshop or will it be distributed as a free installer DLC, or even neither!
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Ben sutton
 
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Post » Tue Jun 19, 2012 1:26 pm

1) "Do Bethesda intend to fix the "more than 64 cells from centre, both east and west, making non player characters inoperable." bug. Where any NPC going beyond 64 cells in either direction from centre of the heightmap immediately drops through the ground and bounces up again making any cells beyond those entirely useless." - thekarithian. Also asked previously by Alexander: "Will you guys be fixing the LOD issues and the issues that are preventing some of the large scale land mods like Mesogea and MERP?"

2) "Are you planning to release tools to enable custom *new* behavioral animation graphs without having to overwrite animation file names?" - Justinms66
And hear I am to join the choir. Please answer these questions Bethesda.

Bethesda, I was also wondering if you all plan to have any tools in the CK that will allow the combining of esps and esms or converting esps to esms (or vice versa)?
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Natalie Taylor
 
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Post » Tue Jun 19, 2012 3:48 am

Will you add the function to SW, so we can see which mods we have commented on previously?

Will there be some kind of example/sample scripts pack for easier learning and understanding of Papyrus?
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D IV
 
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Post » Tue Jun 19, 2012 2:04 am

question to bethesda: is the CK you have given us really the tool you used to make the game? or it's just a toned-down version?
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Chloe Mayo
 
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Post » Tue Jun 19, 2012 12:14 am

obviously is not ...
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Alister Scott
 
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Post » Tue Jun 19, 2012 10:56 am

question to bethesda: is the CK you have given us really the tool you used to make the game? or it's just a toned-down version?

Better yet: what *other* tools did they use?
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BaNK.RoLL
 
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Post » Tue Jun 19, 2012 4:18 am

1st question:
For Level Designers: are you gonna improve the editing abilities?

i.e. new functions like:

- grouping multiple objects
- lock objects/groups to prevent them from repositioning
- custom mouse-control (middlebutton for movement drives me crazy!!)
- X-BOX controller support for editor-cam movement
.. and things like that.


2nd question: Are you planning to release a list of "Snap-To" values that works best for the different object-types and sizes?


Futher I would appreciate tutorials that go a little bit "deeper" (text or podcast) i.e. explain every option we can adjust in CK not only the most needed ones... ;-)
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Nicola
 
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Post » Tue Jun 19, 2012 1:52 pm

question to bethesda: is the CK you have given us really the tool you used to make the game? or it's just a toned-down version?

GOOD ONE! But I would like to have this answered right now!! :biggrin:


and IF this IS the tool they made Skyrim with: how high was the suicide-rate at Beth?? *gg*
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Thema
 
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