Taking your Skyrim WorkshopCreation Kit questions for The Be

Post » Tue Jun 19, 2012 8:18 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?"

This. Although I'd be keen to know in general what kind of continuing support, if any, is planned for the CK.
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Alessandra Botham
 
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Post » Tue Jun 19, 2012 6:18 am

FYI, Gstaff kindly put a comment in the broken heightmapping thread re the 64x64 bug, that navmesh issues are being dealt with but the 64x64 bug is a havok issue. Not sure if thats good news or bad. It still needs raising for clarification on the podcast though.
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Celestine Stardust
 
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Post » Tue Jun 19, 2012 12:55 am

Hello,
in the next videos, il would like to know

How to assign hotkeys to armor (ex : ctrl+F1 to put in memory, and F1 to load a complete kit of armor corresponding to a use of a bow, F2 .... to deal with merchants, ...etc) we coud have 1 to 8 for the weapons and spells, and F1 to F8 to have 8 corresponding equipments.
How to assign hotkeys to potions ( ex : H to any healing potion, K to any stamina potion, ...) in order NOT to navigate through menu and make the game faster (navigate takes time, it's boring and it doesn't bring anything to the gameplay). Remember, we play on a PC, not on PS3 or Xbox, and a keyboard have 105 keys.
How to give 2 points to spend when the player advances a level, or for example, give an extra point to spend each trhee levels (what is the influence of the game setting "fXPperskillrank" ?)
How to modify the interface in order to make something like SKYUI, whithout the skse, and even better than skyui.
How to create a new skill tree.
How to create quests ( i already have several ideas to make good quests)
How to modify the HUD in order to have health, stamina, magic, a minimap, ..... in fact more infos on screen.
How to create a spell who can harvest automatically (flowers, mushrooms, ...) in a radius of x meters (and the radius increase with the level of the player'skill.)
Is it possible to have a wiki to learn the convention you used to name the wall, the roof, the corners, to easily find the pieces to create a new dungeon.
How to create new pieces (rooms, swords, ...) and with which software ? 3dsmax, pro e, solidworks...)
How to create an equip slot, (for example, to wear a ring on the left hand)
How to modify the loot (for example, a rabbit always give two legs)
How to create new animals ( there are pheasants in faendal's house, but none in skyrim world...lol)

and my wishes about the CK himself :
modify the keyboard shorcuts (rotation, pan , zoom) to be the same as the software i use everyday at work (solidworks)
possibilty to merge mods that are compatible
add a language parameter, to add a filter in the workshop, and find easily the mods that are in french (for example, because i'm french, and i make mods with texts in french)

and my wishes for the future
Oblivion HD with skyrim's gameplay

And, ...that 's all for the moment.
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Hairul Hafis
 
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Post » Tue Jun 19, 2012 4:59 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?"

That Bug makes modding for bigger Landscape Mods nearly impossible. I really hope you will fix it or give at least any advice how to remove or work around it.
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Vickytoria Vasquez
 
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Post » Tue Jun 19, 2012 11:03 am

Will there be some kind of example/sample scripts pack for easier learning and understanding of Papyrus?
About 10,000 "sample scripts" are downloaded as part of the Creation Kit package, if you want a few to look at.

Cipscis
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Undisclosed Desires
 
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Post » Tue Jun 19, 2012 11:57 am

What improvements and features are you planning to add to the steam workshop and when can we expect them to be released?
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Rowena
 
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Post » Tue Jun 19, 2012 8:03 am

In no perticular order:

1. Will you guys add a privacy setting for files so I can upload a file to the WS and ensure that only a select other few can see it? This would allow mod beta testing and whatnot to occur far more easily.

2. 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?

3. How long are you going to patch and support the CK? Will you give it one or two good patches then move on, or continue to patch it whenever an issue is reported? We currently have a thread with a HUGE list of issues that need patching. How much of that are you guys planning on fixing?

I'll second this.

Will you be fixing the disappearing world objects bug?
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joannARRGH
 
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Post » Tue Jun 19, 2012 6:38 am

Are you planning to add attach scripts to projetiles in the near future?
Is it possible that you will add new functions scripts, like .AddHavokLimitedHingeConstraint () .launchproyectile() .GetPlayerEquipedAmmo()...?
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Michelle davies
 
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Post » Tue Jun 19, 2012 8:49 am

is there anyway we can use the creation kt with other games? i mean like if i wanted to use it for oblivion or morrowind or maybe dead island?
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jess hughes
 
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Post » Tue Jun 19, 2012 1:05 pm

is there anyway we can use the creation kt with other games? i mean like if i wanted to use it for oblivion or morrowind or maybe dead island?
Not even close. Not only would that not work on the technical side for like 10000000 reasons, it's also not allowed. It's liscensed for Skyrim, and Skyrim alone.
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Chavala
 
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Post » Tue Jun 19, 2012 2:11 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?"

2) "Are you planning to release tools to enable custom *new* behavioral animation graphs without having to overwrite animation file names?" - Justinms66



+1
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u gone see
 
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Post » Tue Jun 19, 2012 8:27 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?"

This.
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Robyn Howlett
 
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Post » Tue Jun 19, 2012 6:37 am

Some detailed answers on how to create spells and effects. The wiki is extremely terse on the subject and doesn't cover half of it.

Pointers as to how to create good content, and not how to create it; see the NavMesh tutorial for an example of the opposite kind. 15 Minutes of clicking, and in the end, you don't know why this is necessary nor what the actual thing is supposed to look like.
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Suzy Santana
 
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Post » Tue Jun 19, 2012 10:26 am

About 10,000 "sample scripts" are downloaded as part of the Creation Kit package, if you want a few to look at. Cipscis

i cant find at least any one complete tutorial in papirusscripting -
all tutorials i soo - all them for people who knows scripting at good level -
but a have not found any complete tutorial - how any script done -

i mean test script with full text and explaining - how it works
i so only an explained commands but its useless for me because i still dont know - how skyrim scripts works at all - i dont know a strucrure of scripts in skyrim
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sas
 
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Post » Tue Jun 19, 2012 2:25 am

Is there any possibility that you'll release (or integrate into the CK) some of the external tools used in conjunction with the CK, such as the one used to create the Havok behavior files used by the game?
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lauren cleaves
 
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Post » Tue Jun 19, 2012 7:57 am

is there anyway we can use the creation kt with other games? i mean like if i wanted to use it for oblivion or morrowind or maybe dead island?

if scripting is really able to edit basics - then you no longer need to use creation kit for other project - swat, cars rallys all u want u can make in skyrim . even new multiplayer version of battlefield 2142 or crysis
if not - then its useless for other projects

anyway there is no reason to use ck in other way but for skyrim.
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OnlyDumazzapplyhere
 
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Post » Tue Jun 19, 2012 12:02 am

as i understand the situation - papirus scripts that writed directly in CK are directly reads by the program (skyrim) when they are used by program
and as i see a script that called actor - if i right it means thet any basic thing can be created by scripting.

the Ck itself is simple, and not really able to make anything new never existed in skyrim - cars as example
so then main work must be avaible to be done in papirus.

but im not shure - will a new type of damage u writed appears in the list directly in Ck or not?


MY question is -
after you will write a script that wil be a clone of fire magic tupe of damage - what we need to do to make it appears in dirrecty in Ck as we must to make it appears in CK first to be able to use in for spell?
can a new scripts be integrated in the basic default settings to the Ck and then to the skyrim and how?
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Austin England
 
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Post » Tue Jun 19, 2012 4:27 am

The last question (i really hope) skse allows to edit the basics of skyrim -
so why the basics are hidden from CK and why we cant edit it ??
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Dalia
 
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Post » Tue Jun 19, 2012 9:40 am

is there anyway we can use the creation kt with other games? i mean like if i wanted to use it for oblivion or morrowind or maybe dead island?

I hope you're not serious...

No way in hell would an SDK like the Creation Kit ever work for any game it wasn't designed for, especially if the engines are completely different (Dead Island especially, but Morrowind and Oblivion are similar because Skyrim's Creation Engine has evolved from these two). Factors such as coding, graphics, and differentiating file formats all contribute to this. Besides, Morrowind and Oblivion already have their own publically-released SDK, so why ask for them?

And please, don't expect them to implement the "capabilities" either...
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Nikki Hype
 
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Post » Tue Jun 19, 2012 10:52 am

Well ... everyone has asked the really important technical questions, so I'll just add ..

When can we expect The Elder Scrolls VI : (insert province) ?
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Benito Martinez
 
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Post » Tue Jun 19, 2012 8:31 am

Well ... everyone has asked the really important technical questions, so I'll just add ..

When can we expect The Elder Scrolls VI : (insert province) ?
I would assume after Fallout 4, naturally. And since I think V was between Skyrim and Elsweyr, that VI would be Elsweyr.
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kelly thomson
 
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Post » Tue Jun 19, 2012 12:00 pm

Do you guys plan to fix the huge issues with the CK or is it to be used as it is forever?
I'm a huge victim of the LOD problem with big statics myself.
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Carlos Vazquez
 
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Post » Tue Jun 19, 2012 11:24 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?"

2) "Are you planning to release tools to enable custom *new* behavioral animation graphs without having to overwrite animation file names?" - Justinms66


3) "Are there any plans to fix the .esp navmesh bug?" - Hideous. Or at least, how much progress is being made here? I know you've confirmed that you're looking into the issue.

These are my most eager questions, already asked by the above posters. If you could answer these, I'd really appreciate it.

Thanks for the Q and A :smile:

Please!
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Marnesia Steele
 
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Post » Tue Jun 19, 2012 2:09 pm

Based on potential possible esp limits I must highlight the question: Can you make it so we can save work on and save esm's with the CK, or build a simple, quick converter into it?
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Genevieve
 
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Post » Tue Jun 19, 2012 12:38 am

as i understand the situation - papirus scripts that writed directly in CK are directly reads by the program (skyrim) when they are used by program
and as i see a script that called actor - if i right it means thet any basic thing can be created by scripting.

the Ck itself is simple, and not really able to make anything new never existed in skyrim - cars as example
so then main work must be avaible to be done in papirus.

but im not shure - will a new type of damage u writed appears in the list directly in Ck or not?


MY question is -
after you will write a script that wil be a clone of fire magic tupe of damage - what we need to do to make it appears in dirrecty in Ck as we must to make it appears in CK first to be able to use in for spell?
can a new scripts be integrated in the basic default settings to the Ck and then to the skyrim and how?
It sounds like the stuff you are talking about can't be done through scripting. It's hardcoded.

But I may have misunderstood you..
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Fluffer
 
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