Taking your Skyrim WorkshopCreation Kit questions for The Be

Post » Tue Jun 19, 2012 8:17 am

Will you guys make more video tutorials? (Quests, Exteriors, Advanced Traps, Vendors, etc) I LOVED the first series!!!

This! There's a lot more to mod creation than what was covered in the existing video tutorials (though those were great and informative). Any chance we can get video tuts on scripting and quest creation, for example?
User avatar
Jeff Tingler
 
Posts: 3609
Joined: Sat Oct 13, 2007 7:55 pm

Post » Tue Jun 19, 2012 6:07 am

Hello first of all ,thank you for the amazing creation kit.I wanted to ask is it possible to tell us how to make new perk trees,instead of adding perks to existing ones.Thank you :)
User avatar
Greg Cavaliere
 
Posts: 3514
Joined: Thu Nov 01, 2007 6:31 am

Post » Tue Jun 19, 2012 11:19 am

if at last 50 % of all questions will be answered and help will be provided then we will be able to say to starcraft 2 worldeditor - goodbye and ***off forever... )
and it will be good)
User avatar
Michelle Smith
 
Posts: 3417
Joined: Wed Nov 15, 2006 2:03 am

Post » Tue Jun 19, 2012 1:47 am

This a problem that several modders have encountered - adding a new cell that is connected to any of the city worldspaces will cause a consistent crash to desktop when exiting this cell to the city worldspace. In other words will it remain impossible to add ie. new houses to the cities with the CK?
User avatar
Vahpie
 
Posts: 3447
Joined: Sat Aug 26, 2006 5:07 pm

Post » Tue Jun 19, 2012 3:25 pm

Hello. I have one question ( to Bethesda or Other Specialist ):

Can I use the AddFaceAnimNote(AFAN) command in Skyrim?

ex. AFAN "BigAah 0.8 1 10 1"

This command can be executed in the console, but, anything doesn't happen.
If it is a dummy, please teach me another similar one about this command.
User avatar
Euan
 
Posts: 3376
Joined: Mon May 14, 2007 3:34 pm

Post » Tue Jun 19, 2012 4:23 pm

This a problem that several modders have encountered - adding a new cell that is connected to any of the city worldspaces will cause a consistent crash to desktop when exiting this cell to the city worldspace. In other words will it remain impossible to add ie. new houses to the cities with the CK?

I consider that important - and I would like to add that this also happens when editing an existing interior cell within a city space - so editing players homes in a significant way also is impossible at the current state of the CK.

Is that issue known? Is there a workaround? Is there a tool to track down where the issue comes from?
User avatar
Big mike
 
Posts: 3423
Joined: Fri Sep 21, 2007 6:38 pm

Post » Tue Jun 19, 2012 1:15 pm

I consider that important - and I would like to add that this also happens when editing an existing interior cell within a city space - so editing players homes in a significant way also is impossible at the current state of the CK.

Is that issue known? Is there a workaround? Is there a tool to track down where the issue comes from?
The workaraound is to add an antechamber/entry cell between the city worldspace and the interior cell in question. This has something to do with how the Creation Engine handles its memory usage, because with small cells (low object count) this error does not occur.
User avatar
Robyn Howlett
 
Posts: 3332
Joined: Wed Aug 23, 2006 9:01 pm

Post » Tue Jun 19, 2012 12:38 pm

In the CK all the cities in the game were to have seiges for the civil war questlines but how come all of these were cut given the amount of effort already put in them(scripts, Dialogue, Quests, events between NPCs)?
User avatar
Noely Ulloa
 
Posts: 3596
Joined: Tue Jul 04, 2006 1:33 am

Post » Tue Jun 19, 2012 3:44 pm

In the CK all the cities in the game were to have seiges for the civil war questlines but how come all of these were cut given the amount of effort already put in them(scripts, Dialogue, Quests, events between NPCs)?

You can add the Windhelm Arena to that list too. It has quests, scripts, dialogue, arena area all pretty fleshed out. None of it was implimented.
User avatar
мistrєss
 
Posts: 3168
Joined: Thu Dec 14, 2006 3:13 am

Post » Tue Jun 19, 2012 11:08 am

The workaraound is to add an antechamber/entry cell between the city worldspace and the interior cell in question. This has something to do with how the Creation Engine handles its memory usage, because with small cells (low object count) this error does not occur.

I don't want to sound rude - but I am not that silly. Of course I know that I can add an entry cell - but I don't consider that a workaround. I consider it crap - as you do probably. A workaround for me would be something, that looks the same like vanilla, but works with a different technique. In this case it could be an on-click trigger with a teleport spell, just before the exit door, with a message that says "Open Markarth". I just haven't tried that as I think that the CK is supposed to be able handling the issue (and because I am not really a gifted scripter).

In my specific case Understone Keep is quite a bit bigger than my edited Vlindrel Hall cell and does not need an entry cell inbetween.

So I'd rather prefer to keep this thread for questions to the developers. I just wanted to underline the question you asked to give it more weight and - hopefully - get an aswer.
User avatar
Baby K(:
 
Posts: 3395
Joined: Thu Nov 09, 2006 9:07 pm

Post » Tue Jun 19, 2012 10:11 am

Is there any way to format text (alignment, bullets, bold, underline, italicized, etc.) in Message Objects or Debug Message Window?
Is there any way to put values obtained from Papyrus Scripting into Message Objects?

If there is none from the two above, are you going to expand it with the features above?
User avatar
Ron
 
Posts: 3408
Joined: Tue Jan 16, 2007 4:34 am

Post » Tue Jun 19, 2012 8:26 am

I don't want to sound rude - but I am not that silly. Of course I know that I can add an entry cell - but I don't consider that a workaround. I consider it crap - as you do probably. A workaround for me would be something, that looks the same like vanilla, but works with a different technique. In this case it could be an on-click trigger with a teleport spell, just before the exit door, with a message that says "Open Markarth". I just haven't tried that as I think that the CK is supposed to be able handling the issue (and because I am not really a gifted scripter).

In my specific case Understone Keep is quite a bit bigger than my edited Vlindrel Hall cell and does not need an entry cell inbetween.

So I'd rather prefer to keep this thread for questions to the developers. I just wanted to underline the question you asked to give it more weight and - hopefully - get an aswer.
Yes, we should not have to use these stupid workarounds when the problem is in the editor itself. I'm not sure if some SKSE expert would be able create such a script that would enable the engine to purge the data from the previous cell before loading the city worldspace. I have actually sunk so low that I am using the the entry cell workaround. It works fine, but it feels as you said damn silly. The problem needs to be fixed.
User avatar
Clea Jamerson
 
Posts: 3376
Joined: Tue Jun 20, 2006 3:23 pm

Post » Tue Jun 19, 2012 2:14 pm

I have made a new mesh for a ship and i believe this is a static. It appears fine in Creation Kit but does not appear in-game. I also tried checking the mark next to "Full LOD" but the ship just doesn't even appear. Basically, the ship NEVER shows up. I have never seen it in-game.
For more detail, go to the link with pictures, recommended please. So you know how it looks like. I think this is the Creation Kit's fault. Please help me out. I have been trying to resolve this problem for like a month now. Thank you in advance. leave me a message in any of the threads below.


http://www.gamesas.com/topic/1352755-i-need-mod-experts-help-me-please/page__fromsearch__1

http://forums.nexusmods.com/index.php?/topic/569417-i-need-mod-experts-help-me-please/page__st__10 = with pictures, recommended.
User avatar
Adam Baumgartner
 
Posts: 3344
Joined: Wed May 30, 2007 12:12 pm

Post » Tue Jun 19, 2012 1:10 am

Will you be fixing the countless bugs with the creation kit? Will you be voicing your intentions about this at some point? I have created several mods all affected, from NPC porting into random places (Navmesh? not sure) buildings disappearing, merchants only selling a few of a multitude of one item category, merchants not selling anything, new NPC's having grey/black faces and normal/pink bodies. I love the worlds that you create but wish I didn't throw about 100 hours (no exaggeration) away.
User avatar
ruCkii
 
Posts: 3360
Joined: Mon Mar 26, 2007 9:08 pm

Post » Tue Jun 19, 2012 11:40 am

Hey guys, I don't mean to sound rude, but can we keep the questions to more functionality-based, or future-based ones? Like 'will you guys be adding/fixing this'.

If you have a normal question like 'How do I do this' you can make a topic about that and we can answer it for you. Let's try to present the devs with questions that can benefit everyone here, and not just your current mod...
User avatar
Rachel Cafferty
 
Posts: 3442
Joined: Thu Jun 22, 2006 1:48 am

Post » Tue Jun 19, 2012 9:06 am

How was the trailer created? There are several trailer 'camera' meshes that can be exported to Max with animations but no way to tell how to change the in-game "player camera" to be that camera. If the script or method to do this were to be made known it would open up a whole new world of machinima possibilities.
User avatar
Oyuki Manson Lavey
 
Posts: 3438
Joined: Mon Aug 28, 2006 2:47 am

Post » Tue Jun 19, 2012 12:35 pm

How was the trailer created? There are several trailer 'camera' meshes that can be exported to Max with animations but no way to tell how to change the in-game "player camera" to be that camera. If the script or method to do this were to be made known it would open up a whole new world of machinima possibilities.
It was all custom coded right into the game engine, and I would imagine most of it was removed before release. We could never do that kind of cinematic stuff. You'll have to stick to TCL, TFC, or moving the player around with controls disabled.
User avatar
Ice Fire
 
Posts: 3394
Joined: Fri Nov 16, 2007 3:27 am

Post » Tue Jun 19, 2012 2:12 pm

All it would require is the ability to change the player camera to the camera animated from Max.. not sure why that would be so difficult for an advanced scripted/Bethesda and/or why Bethesda would dislike our ability to do sucha thing. TCL/TFC, like you said, essentially is the same thing - now all we need is the ability to attach the player camera and it's location/rotation, etc. to the Max animated camera.
User avatar
Eire Charlotta
 
Posts: 3394
Joined: Thu Nov 09, 2006 6:00 pm

Post » Tue Jun 19, 2012 4:10 am

BETH REpair , FIX , adjoust the WOrldspace creation process is TOTALLY broken !! no lod no texture generation broken navmesh all is broken , can you be able to repair and fix it so that we can mod something else apart retextures and replacements?
User avatar
Catherine N
 
Posts: 3407
Joined: Sat Jan 27, 2007 9:58 pm

Post » Tue Jun 19, 2012 9:50 am

For the steam workshop: Maybe more search category like Lore corect, Radiant quests, Voice acting...
User avatar
Nauty
 
Posts: 3410
Joined: Wed Jan 24, 2007 6:58 pm

Post » Tue Jun 19, 2012 12:35 am

For the steam workshop: Maybe more search category like Lore corect, Radiant quests, Voice acting...
Oh god yes I second this! Please add a 'Fits Lore' catagory. I, personally, hate mods that are random or silly or blatantly break lore. I would love to be able to filter them out and keep just the ones that fit into lore.
User avatar
Nicole Coucopoulos
 
Posts: 3484
Joined: Fri Feb 23, 2007 4:09 am

Post » Tue Jun 19, 2012 1:17 am

Oh god yes I second this! Please add a 'Fits Lore' catagory. I, personally, hate mods that are random or silly or blatantly break lore. I would love to be able to filter them out and keep just the ones that fit into lore.
Problem is the many varying degrees of "fits lore." Do you mean "doesn't blatantly contradict lore," "isn't explicitly contradicted in lore," "is based on stuff in lore," etc.?

Some questions from me:

1) The CK went through a beta test - what exactly where you testing for? Were any new features added to the package due to the test?
2) Skyrim added a lot of new functionality to the Construction Set Creation Kit - is there anything you wish to add in the future, or wish you'd had in the past?
3) Are there any mods released/in progress that you're particularly excited about?
4) Any update on what is being done with the Steam Workshop?
User avatar
Susan
 
Posts: 3536
Joined: Sun Jun 25, 2006 2:46 am

Post » Tue Jun 19, 2012 12:16 pm

Problem is the many varying degrees of "fits lore." Do you mean "doesn't blatantly contradict lore," "isn't explicitly contradicted in lore," "is based on stuff in lore," etc.?
That is, of course, a hard line to draw and it wouldn't be exact but it would at least help. For example; I am making my own new land, it's an island off the coast of Tamriel. I have worked in parts of lore through thousands of years of TES history, and my island and everything that occured on it could have easily happened. That, I would could as lore friendly. It never existed, but it certainly could have, and it doesn't contradict any established lore.

However, some mods are blatantly not lore friendly. Macho man dragons, the Portal robot, Dr. Zoidberg mudcrabs, my little pony dragons, that kind of stuff. At the click of a button I could filter out all that craziness and have the, at least semi-lore friendly mods to look at.
User avatar
Nicole M
 
Posts: 3501
Joined: Thu Jun 15, 2006 6:31 am

Post » Tue Jun 19, 2012 4:54 am

For example; I am making my own new land, it's an island off the coast of Tamriel. I have worked in parts of lore through thousands of years of TES history, and my island and everything that occured on it could have easily happened. That, I would could as lore friendly. It never existed, but it certainly could have, and it doesn't contradict any established lore.
I wouldn't ;)

See?

(I'd count it as lore plausible, i.e. not explicitly denied, but not supported either.)
User avatar
Milad Hajipour
 
Posts: 3482
Joined: Tue May 29, 2007 3:01 am

Post » Tue Jun 19, 2012 5:48 am

I wouldn't :wink:

See?

(I'd count it as lore plausible, i.e. not explicitly denied, but not supported either.)
Exactly, lore plausible. Which I would say is interchangable with friendly. No it isn't part of lore, but it easily could be.

But it would at least be a way of narrowing it down. You don't consider it lore, so you can either see it along side macho man dragons, or you can tick the box and only see it (And other mods that you would consider lore friendly). It's just another way of narrowing down your searches further.
User avatar
REVLUTIN
 
Posts: 3498
Joined: Tue Dec 26, 2006 8:44 pm

PreviousNext

Return to V - Skyrim