Taking your Skyrim WorkshopCreation Kit questions for The Be

Post » Tue Jun 19, 2012 9:28 am

Are there plans on making the Creation Kit easier to use? Editing a room like Breezehome is just way to complicated and frustrating with all the colored lines, circles and awkward camera views. Even trying to click on an item to delete is frustrating. Also, it is too complicated to find an area to edit. For example, I would like a simple top down view of the exterior of Whiterun so I can edit the landscape like plants and trees. I just feel this creation kit was meant for people with 10 plus years of modding experience to be able to use at all. I watched the tutorials on You Tube, but it just feels like I need 2-4 years of training to be able to use and understand the creation kit. I am sure there are many millions of us that feel left out because we are not able to use the creation kit successfully in order to be creative and have fun with it.
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Imy Davies
 
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Post » Tue Jun 19, 2012 7:59 am

Are there plans on making the Creation Kit easier to use? Editing a room like Breezehome is just way to complicated and frustrating with all the colored lines, circles and awkward camera views. Even trying to click on an item to delete is frustrating. Also, it is too complicated to find an area to edit. For example, I would like a simple top down view of the exterior of Whiterun so I can edit the landscape like plants and trees. I just feel this creation kit was meant for people with 10 plus years of modding experience to be able to use at all. I watched the tutorials on You Tube, but it just feels like I need 2-4 years of training to be able to use and understand the creation kit. I am sure there are many millions of us that feel left out because we are not able to use the creation kit successfully in order to be creative and have fun with it.
Errr... If you hit M it toggles markers so you can easily select non FX/Light/Etc. objects... The camera takes some getting used too, but it did in previous editors too.

If you select an object and hit T you go to top-down view.

The CK actually, for the most part, just takes knowing a few handy shortcuts. I don't think they would make it 'easier to use' as you say, since it's been like that for years and obviously works for them. You just need to learn the shortcuts and get used to it. :thumbsup:
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Robert
 
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Post » Tue Jun 19, 2012 1:39 pm

I don't know if this has been asked yet, but it is possible to make the Creation Kit available to those who don't have Skyrim on their Steam account?
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Sarah MacLeod
 
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Post » Tue Jun 19, 2012 4:48 am

I don't know if this has been asked yet, but it is possible to make the Creation Kit available to those who don't have Skyrim on their Steam account?
What for? You can't really do anything with it without Skyrim, and that makes it sound like you mean for people who acquired Skyrim through... other means.
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Cool Man Sam
 
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Post » Tue Jun 19, 2012 12:30 pm

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?
+1
maybe "Show" args are intended for that, but i've no idea how to use them
int Function Show(float afArg1, float afArg2, float afArg3, float afArg4, float afArg5, float afArg6, float afArg7, float afArg8, float afArg9)
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stevie trent
 
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Post » Tue Jun 19, 2012 4:21 am

That function's parameters are used for inserting numbers into a message.

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Camden Unglesbee
 
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Post » Tue Jun 19, 2012 5:32 am

Mjoll, Jenassa and all female housecarls have male stance and walking animation. Is this intentional? I ask because I have a mod that try to fix annoying bugs and I'm not 100% sure it is really a bug. I changed the animation to female and some people didn't like. So any official statement about this?
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Kathryn Medows
 
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Post » Tue Jun 19, 2012 5:48 am

Please fix the 64cell range bug, and release the animation tools or some work around!
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Emerald Dreams
 
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Post » Tue Jun 19, 2012 12:04 am

Are you planning to release tools to enable custom *new* behavioral animation graphs without having to overwrite animation file names?

This one i second.
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Samantha Jane Adams
 
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Post » Tue Jun 19, 2012 7:02 am

Mangue, I have a feeling it is intentional, why else provide the 'use opposite gender animation' option?

The housecarl women tend to have Amazonian qualities, so it makes sense their attacks are more masculine. I feel the same goes for Jenassa... but of course this is all just my opinion.
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Misty lt
 
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Post » Tue Jun 19, 2012 9:04 am

Please fix the 64cell range bug, and release the animation tools or some work around!
+1 on these two issues.

These are the two biggest issues right now for me.
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Zosia Cetnar
 
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Post » Tue Jun 19, 2012 6:06 am

That function's parameters are used for inserting numbers into a message.

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How can i use them in a message? I found and , but nothing about parameters :)
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Bryanna Vacchiano
 
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Post » Tue Jun 19, 2012 11:42 am

Hmm, I'm not sure where that information is on the wiki, assuming it's there at all. Does it work if you use what was used for the Legacy version, http://geck.gamesas.com/index.php/ShowMessage#Formatting_messages?

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Jani Eayon
 
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Post » Tue Jun 19, 2012 5:25 am

I tried what you have linked, and it works! As it's written, u can't place them in buttons and pass just float. Better then nothing :)
I don't know why they didn't write it in CK wiki

Thank u ;)
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mishionary
 
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Post » Tue Jun 19, 2012 3:14 am

+1 on these two issues.

These are the two biggest issues right now for me.

Another vote.
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celebrity
 
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Post » Mon Jun 18, 2012 11:53 pm

Allowing new animations is a must!
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sarah simon-rogaume
 
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Post » Tue Jun 19, 2012 5:49 am

I tried what you have linked, and it works! As it's written, u can't place them in buttons and pass just float. Better then nothing :) I don't know why they didn't write it in CK wiki Thank u ;)
Thanks for the confirmation, Mastrocane. I've brought it up on the wiki's http://www.creationkit.com/Talk:Message page, but until it's been tested fully I'm not confident in just copying the entire section across. Could you tell me which specific bits of formatting you can confirm to work?

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Stefanny Cardona
 
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Post » Tue Jun 19, 2012 1:03 pm

Thanks for the confirmation, Mastrocane. I've brought it up on the wiki's http://www.creationkit.com/Talk:Message page, but until it's been tested fully I'm not confident in just copying the entire section across. Could you tell me which specific bits of formatting you can confirm to work?

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The information you’re seeking is on the http://www.creationkit.com/Show_-_Message#Notes :)
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Lisa Robb
 
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Post » Tue Jun 19, 2012 2:45 am

:o
How did I miss that?

Thanks SmkViper!

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Phoenix Draven
 
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Post » Tue Jun 19, 2012 9:40 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:

What's the status on the podcast? This was supposed to happen last week right? Or is it recorded already but not edited and published? Is there a date?

I'm looking at http://www.bethblog.com/podcast/ and the last episode is from last year.
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Sarah Edmunds
 
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Post » Tue Jun 19, 2012 12:25 pm

The information you’re seeking is on the http://www.creationkit.com/Show_-_Message#Notes :smile:
So thats for messages, but can we display ingame titles like in the opening sequence? There is the http://www.creationkit.com/ShowTitleSequenceMenu_-_Game command, but that appears to be for the menu. Can we display ingame titles?
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patricia kris
 
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Post » Tue Jun 19, 2012 3:40 am

Any chance we'll see the damage multipliers become editable again on body part data, for locational damage?
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Mrs. Patton
 
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Post » Tue Jun 19, 2012 12:56 pm

Since the "x-axis -64/64-havok bug" is "http://www.gamesas.com/topic/1352988-fixing-the-64x64-cell-havok-bug-for-when-you-just-want-a-bigger-world/page__view__findpost__p__20419923" by shadeMe i want to change my question:

Would it be maybe possible to work more together with the modding community in the future to fix issues together with them? There are a lot of geniuses and working together on issues and bugfixes would help the whole gaming communityl
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Dylan Markese
 
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Post » Tue Jun 19, 2012 4:41 am

:ohmy:
How did I miss that?

Thanks SmkViper!

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lol, i missed it too :D
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lillian luna
 
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Post » Tue Jun 19, 2012 12:00 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. 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
THIS! - well said Nuvendil.

Also Merging plugins, esm saving and the ability to clean plugins properly.

I also want to be able to create new animations!!

Quick question to whoever wants to answer: Is it possible to create a mine-game like a card game, chess or drinking game with the tools available? If not what is needed?
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Manuel rivera
 
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