Taking your Skyrim WorkshopCreation Kit questions for The Be

Post » Tue Jun 19, 2012 4:11 pm


  1. Are there any plans to add features to the CK (tweaking the interface, more control over content, etc) or are any future updates just going to be bug fixes?

  2. Are there anymore tutorial videos planned or are those 10 the lot?

  3. What would you say Bethesda's philosophy behind releasing a mod tool for each of your games is? Do you just want to keep the community happy or are there pragmatic reasons (or both)?

  4. What's the best way to pass the time while the CK loads data?

  5. Who's idea was linking the CK to the Steam workshop? Did Valve offer it or did someone on the development team get the idea and pitch it to Valve?


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NeverStopThe
 
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Post » Tue Jun 19, 2012 8:48 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:


1) is by far the most important one from a game longevity and modding community point of view.
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Pixie
 
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Post » Tue Jun 19, 2012 1:35 pm

What's the best way to pass the time while the CK loads data?
Shopping for an SSD. You'll never look back...

Beth: Pretty please, with sugar on top, can we directly edit ESMs?
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Betsy Humpledink
 
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Post » Tue Jun 19, 2012 6:53 am

What is love?

It is an overwhelming feeling that originates from the heart and makes it way to the mind. That is the base description of love. Due to subjectivity and the varying ranges of emotions in all of us, there is no concrete definition of love. But I will say it is a state of being - you will know you are in love thats for sure.
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i grind hard
 
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Post » Tue Jun 19, 2012 2:45 pm

Another vote for:
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.
This destroys the opportunity to create some truly epic mods that have been in planning since long before Skyrim was even released.
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MARLON JOHNSON
 
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Post » Tue Jun 19, 2012 4:31 am

I have a question! Can we have an "instant coffee" button? I don't even drink coffee but it'd be pretty cool to have.
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yessenia hermosillo
 
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Post » Tue Jun 19, 2012 6:16 am

Is it possible to view the map for areas outside the original Skyrim border region?
Is it possible to view the map for worldspaces other than Tamriel?
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Jamie Lee
 
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Post » Tue Jun 19, 2012 2:55 pm

What are the chances of getting the 'Summon Intern' toolbar button back?
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Kevin Jay
 
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Post » Tue Jun 19, 2012 1:07 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."
This is a big one.

Also, can we get modder profiles for Steam Workshop? Or just better organization?
I have a mod on the nexus that has 3 plugins. 1 main, two optional(that require the main, but are independent of each other).
It would be better for me and for users to have access to those plugins from one mod page.

And at Valve specifically, When are we getting Half-Life 3?
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Dean
 
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Post » Tue Jun 19, 2012 3:22 am

Are there any plans to fix the .esp navmesh bug?

I second, third, fourth and fifth this question :)
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Glu Glu
 
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Post » Tue Jun 19, 2012 12:44 pm

please make tutorial about adding completely new content - models/animations etc. - what aditional tools needed for this
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Liv Staff
 
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Post » Tue Jun 19, 2012 12:43 am

I only have a couple questions off the top of my head.
  • Will anything be done regarding the Save features? By this I mean, There is no "Save As" function. This prevents updates to the same .esp files to be saved as a seperate, optional .esp.
  • Will there be an update to the way error messages are handled? Primarily, a more detailed description of the cause of the errors. The most specific one I am thinking of is the error message: "Failed to write mod to the cloud."

This is already possible. Simply selecting you file you want to save in and check it as the active file.

My questions are:
  • When having some large scaled objects or items, you get LOD issues. Such as not being able to see the object or item (like it isn't even there), is this going to be fixed?
  • Will the Creation Kit receive minor and major updates, just like Skyrim itself?
  • Will there be any option to lower the quality of the render window? I run on a very bad video card and graphic card, sometimes my computer crashed when I rotate the camera in the render window.
  • May the Creation Kit have some usefull links in future, such as clicking one time to go to a tutorial that teaches what every value is for an object.
These were my questions, I hope all or some of them are going to be answered!
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Miguel
 
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Post » Tue Jun 19, 2012 2:04 am

Will there be a fix for the default npc face tones, so my npc faces will use their tattoos and not be all grey?
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James Shaw
 
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Post » Tue Jun 19, 2012 3:28 pm

Is there a way to make an environment with different gravity vectors? (i.e. making a small planet that one could walk around)

And if no one has asked this yet, how do we make open worlds like blackreach or skyrim itself?
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Haley Cooper
 
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Post » Tue Jun 19, 2012 9:32 am

This is already possible. Simply selecting you file you want to save in and check it as the active file.
But once that's set, it can't be changed. Which is what I think fume0101 was going for.
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luke trodden
 
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Post » Tue Jun 19, 2012 9:11 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


3) "Are there any plans to fix the .esp navmesh bug?" - Hideous.

This ^^
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Andrew Lang
 
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Post » Tue Jun 19, 2012 4:03 am

Will there be a fix for the default npc face tones, so my npc faces will use their tattoos and not be all grey?
If I remember correctly they have acknowledged this issue and are working to fix it.

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.
They have already confirmed that a fix is on the way for this bug. :smile:
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Sunnii Bebiieh
 
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Post » Tue Jun 19, 2012 2:13 pm

Yes, these two do appear to be on the fix list.

We're still desperate to see some recognition from Bethesda that they are aware of the broken collision beyond 64 cells from the origin in the x-axis. This has a crippling impact on the All-Tamriel heightmap, MERP and Mesogea as well as any other large worldspace mod
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dean Cutler
 
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Post » Tue Jun 19, 2012 10:17 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 is mine as well, please look into it Beth!
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Prohibited
 
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Post » Tue Jun 19, 2012 3:07 am

But once that's set, it can't be changed. Which is what I think fume0101 was going for.

It can be changed, simply reload the master file and set another esp as the active file.
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Motionsharp
 
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Post » Tue Jun 19, 2012 8:22 am

It can be changed, simply reload the master file and set another esp as the active file.
Missed the point :tongue: Saving the active plugin under a different name. This would [probably be trivial]* for BGS to implement.

*: I say probably because I've never seen the source for the CK and I've very little knowledge about Skyrim's save format.
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Danii Brown
 
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Post » Tue Jun 19, 2012 4:02 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 is also my question for beth, i hope for an answer, thank you!
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Nadia Nad
 
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Post » Tue Jun 19, 2012 4:13 pm

Multiple dittos on the ESM and multiple ESP functionality option for steam workshop questions.

Also, why oh why when setting weapon racks and plaques (with their activators) at 90 or -90 degrees on their Z axis do giant swords, staffs, and war axes float when placed?

Simple work around is to rotate the weapon racks and plaques a degree or so, but why is this happening? Just curious.
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C.L.U.T.C.H
 
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Post » Mon Jun 18, 2012 11:44 pm

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?
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Danii Brown
 
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Post » Tue Jun 19, 2012 11:28 am

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

I second Third this awesome question.

Also, will there be support for mods involving multiple .esp files on Skyrim Workshop?
EDIT: Wait, that's been asked before as well...
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Sami Blackburn
 
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