Taking your Skyrim WorkshopCreation Kit questions for The Be

Post » Tue Jun 19, 2012 1:07 pm

I don't know if this is a Creation Kit question or a 'Not in the Creation Kit!' question, but... howsabouts do we allow the player to perform animations, to assign them to given player inputs? To say 'This is an attackright' or 'This is the animation for when the player presses the shout key'? The new combat animation settings, animation events and animation manager are a bit opaque about this (assuming they handle it and it's not done by something like filenames or The Mysteries Of Havok).
http://www.gamesas.com/topic/1351147-player-animations-and-unusual-races/
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Jack
 
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Post » Tue Jun 19, 2012 11:13 am

Will we ever be allowed to add completely new skill trees? If not, is there any chance we might get an answer as to why not?

What about support for (successfully) adding new animations?

Will the Kit ever allow us to save files in .esm format?
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FoReVeR_Me_N
 
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Post » Tue Jun 19, 2012 3:41 pm

Is Papyrus Object Oriented in implementation and does a "implement" exist e..g myscript implements otherScript

Secondly how is the referencing done e.g. pointers or is it like java and handles it for you?
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LuBiE LoU
 
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Post » Tue Jun 19, 2012 2:09 am

But only minor settings: Hidden (Nobody see's it), Friends (ALL friends can see it), or Public. I would love a field like what the Nexus has where you enter the User ID of anyone you want to be able to see it. So I could say, give user 10238 and 45068 the ability to see it. Then they don't have to be on my friends list, and they can see it. That kind of stuff.

Anywho I'ma back off and stop cluttering the thread so more questions may be asked. :tongue:
Why use Workshop for beta testing then? Just use an external host like Media Fire and PM the people you want to partake in testing with the download link.
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Amanda Leis
 
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Post » Tue Jun 19, 2012 10:05 am

What is love?
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bimsy
 
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Post » Tue Jun 19, 2012 9:10 am

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

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?...
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DeeD
 
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Post » Tue Jun 19, 2012 1:05 am

Will you restore Oblivion's functionality to update non-respawning actor's changed inventories,(via esp for example) by having the cell reload? As it is right now, non-respawning NPCs such as Stormcloak Camp members (Such as the field commanders)and guards in Windhelm, will never update their inventories past your first meeting of the NPC; regardless of how many times you cause a reload of the in game cells. They become frozen in time from your first meeting, and regardless of how many times you change their inventories, those said inventories will remain as whatever it was when they were first seen: Steel War Axes, Iron Swords, and all.

Or, if you don't restore this functionality, can there be a script of some sort given that will enable this functionality again? "Reload inventory on reload cell" perhaps? Any mod that changes any non respawning Actor's inventory can never work as intended as it is right now, so that means huge npc or world overhauls will get stopped to a halt without this functionality.
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Travis
 
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Post » Tue Jun 19, 2012 3:02 pm

Will there be updates to the CK?

Any chance of an official forum thread for "ask the DEV" type questions that no one else can answer?
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Strawberry
 
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Post » Tue Jun 19, 2012 1:36 am

Why use Workshop for beta testing then? Just use an external host like Media Fire and PM the people you want to partake in testing with the download link.
Yes, but that is a lot more work than just clicking 'upload' in the CK, and the next time they go to beta test they automatically get the latest version... The whole point here is convenience, and it's such a minor yet effective feature that they could add.
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Imy Davies
 
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Post » Tue Jun 19, 2012 7:57 am

Will we ever be allowed to add completely new skill trees? If not, is there any chance we might get an answer as to why not?


ahh yeah second that one. The Actor Value window is really odd right now, lets you duplicate but they don't really work.
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lydia nekongo
 
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Post » Tue Jun 19, 2012 5:58 am

Is there any way to achieve the functionality of the old engine version's Script Effects on weapons? Before Skyrim, you could attach a single script to a weapon that would run inside the actor that was hit. So if you did something like hitActor = GetSelf() you could do stuff to the actor. There's currently no way of doing this anymore without replacing the enchantment, making a new critical effect (would have to override existing ones, which svcks!) or putting a script on every living actor that has an OnHit event for being hit by your weapon.
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Austin England
 
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Post » Tue Jun 19, 2012 3:04 am

I want to know why you cant release a propper 3dsmax model exporter for your game. Im sick tired of using nilftools and whatnot. I really hope the reason is not to restrain content creation for skyrim (imagine modding if you guys released all the tools, it could be made into an entirely new game-something like what you did with fallout, its oblivion with guns-), that would be lame.
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Ashley Hill
 
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Post » Tue Jun 19, 2012 3:37 am

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

This all the way. Without the tools we are left to very basic modding in terms of creation. I would even pay for the blasted tools if need be. Just think of what its like to be a 3D artist that has gone through all the steps needed for a new creature and then get to the last quarter mile only to find you can't do it. I know it's a lot to ask but, could you please release them?
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sally R
 
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Post » Tue Jun 19, 2012 10:31 am

I'd really like to know how it's possible to get the name string of an object (like a book) or any other item into a script without typing it in manually over and over as a property. Since you can call the same script on multiple different objects it would greatly shorten the required time to do this on a bulk of objects.
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Andy durkan
 
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Post » Tue Jun 19, 2012 3:20 pm

The Creation Kit is bugged. do you plan to fix all those bugs?
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Laura Samson
 
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Post » Tue Jun 19, 2012 11:01 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.

2. Will any help be given to developers trying to make viable plugins for 3ds Max and make Nifskope compatible with Skyrim

3. LOD creation is not operable. Will this be fixed.

4. Will a plugin to master, plugin merge and merge plugin to master file operator be added to the CK

Many thanks Gstaff.
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Taylor Bakos
 
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Post » Tue Jun 19, 2012 9:05 am

Are we going to be able to create new actor values, and new game settings in the creation kit, I want to know if we are going to be able to create whole new perk tree's/Skills
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Jani Eayon
 
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Post » Tue Jun 19, 2012 4:30 am

Can you please bring Back the "Merge" & "Import" Text from CSV Function for ESPs?
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Katie Samuel
 
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Post » Tue Jun 19, 2012 6:32 am

Is there anyway to repick an alias' reference through a script? I would like to repick an object that meets the alias' conditions by using some method like myAlias.Reevaluate() in a script.
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Anna S
 
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Post » Tue Jun 19, 2012 8:44 am

I'm curious to how the "Fall of the Space Core, Vol. 1" mod was created.
Who came up with the idea, and how did development of it pan out?
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Bambi
 
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Post » Tue Jun 19, 2012 6:34 am

1 Would be possible to have more focused tutorials especially on how to work the apparently buggy outside world editor camera?
2 Would be possible to have more focused tutorial on exterior world editing?
3 Would be possible to have more focused tutorial on new landmass worldspace creation?
4 Would be possible to have bugs on CK fixed in upcoming updates?
5 Would be possible to have support for tools to import export objects creation of collision meshes and new animations? so far we are relying only on custom created plugins and tools that are not precise and some cannot work well without a support from internal game developers of Bethesda , especially on animations .
4 a tool to merge plugins toegther , clear them of unwanted parts would also be usefull and help optimization ...

On Steam workshop
1 will be possible to have different version uploads for the same mod? sometime modders put online also alternative plugins or variations that need to be placed along side with the mod
2 will be possible to havea better rating of the mod? So far all mods get a 5 stars usually and so all look the same and there is no real differentiation or judging in terms of quality ... I think a more indeep review system woudl be nice especially a rating level assigned also by other modders other than just users ....
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sunny lovett
 
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Post » Tue Jun 19, 2012 8:11 am

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

This. If we can't add new animations then new actions are severely limited. I know there's a wide range available in vanilla Skyrim, but no-one can ever allow for every occurence.
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Arnold Wet
 
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Post » Tue Jun 19, 2012 12:36 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


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 :)
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Kira! :)))
 
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Post » Tue Jun 19, 2012 8:52 am

I just want a 'save as...' option. Pretty please? :)
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P PoLlo
 
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Post » Tue Jun 19, 2012 8:47 am

I just want a 'save as...' option. Pretty please? :smile:
That would definitely be nice to have.
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Julie Serebrekoff
 
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