Taking your Skyrim WorkshopCreation Kit questions for The Be

Post » Tue Jun 19, 2012 10:28 am

I too would like to see more detailed instruction on creating new worldspaces or expanding the boarders of existing worldspaces.

I also have one major question regarding the workshop. Personally I would love to use the workshop but at present cannot because of one clause in valve's legal agreement for the workshop. (section 2 a) I have no interest in providing a "perpetual, irrevocable" right to "modify, create derivative works," and the ablility to sublicense all of these rights without my consultation.
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Mark Churchman
 
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Post » Tue Jun 19, 2012 3:36 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."

This one, this one!
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Kristian Perez
 
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Post » Tue Jun 19, 2012 4:03 pm

Yes, a solution to the 64 cells bug is so important for quite a few people, including me. please share some information on how to fix it, dear people of the bethesda podcast.
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Bitter End
 
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Post » Tue Jun 19, 2012 10:46 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) Are there any plans to allow end-users to use havok behaviour features for custom animation and AI?
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K J S
 
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Post » Tue Jun 19, 2012 1:36 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


These are my prime topics I would like to see resolved. Other than that, I applaud to the HighResTexture patches recently added. That tells me Bethesda is making effort to make Skyrim better and as the best vid game anywhere.

~ Aoikani, co-leader of MERP-Skyrim version
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Petr Jordy Zugar
 
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Post » Tue Jun 19, 2012 12:19 am

it will be good to see a tutorials about papirus scripting – and how it works
my question is – can i create a new magic tupe of damage(as fire frost or shock)
my second question is – how to make my simple fireball spell to do different damage depending on my players current heals in %
and how to make my spell do a part of damage in fire and another part in physical or shock damage?
can i add a new basic things as a new skill tree as conjuration in skyrim
the last question is about nps ai
can i write battle behavior to my npc to make him use my new spells right?
thanks.
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helliehexx
 
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Post » Tue Jun 19, 2012 4:07 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?

Definitely this one!
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Life long Observer
 
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Post » Tue Jun 19, 2012 12:45 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?"
"You shall not pass - or else I will curse you with everlasting bouncing!" :sorcerer:

But seriously, please fix this. If you ever want to travel Middle Earth in all its beauty on the Creation Engine, please fix this!!!!!!

Since this is only affecting the x coordinate and the y coordinate is fine, there has to be a fix - might even be as simple as replacing a static value with a variable (all right, I don't believe it's that simple myself - but one can dream)
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Ally Chimienti
 
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Post » Tue Jun 19, 2012 4:08 am

Do you plan on adding more objects to the CK?
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luis dejesus
 
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Post » Tue Jun 19, 2012 4:47 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, a thousand times this. Don't take MERP from us.
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Ysabelle
 
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Post » Tue Jun 19, 2012 1:08 am

Options from File Menu to be added..

Combine Loaded Plugins or merge plugins

Turn esp into esm

Resave with newformid
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Emma-Jane Merrin
 
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Post » Tue Jun 19, 2012 2:39 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 :smile:

THIS!
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Nauty
 
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Post » Tue Jun 19, 2012 1:55 am

Is everything shown in the Game Jam video even possible with the tools you've given us and/or is available (including the Creation Kit, 3DSMax, etc.)?
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Roisan Sweeney
 
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Post » Tue Jun 19, 2012 11:31 am

Is everything shown in the Game Jam video even possible with the tools you've given us and/or is available (including the Creation Kit, 3DSMax, etc.)?
I can answer that right now. No. A lot of that stuff requires altering the game engine which we cannot do.
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Nathan Risch
 
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Post » Tue Jun 19, 2012 6:53 am

Options from File Menu to be added..

Combine Loaded Plugins or merge plugins

Turn esp into esm

Resave with newformid

Definitely, most definitely!
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Ownie Zuliana
 
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Post » Tue Jun 19, 2012 8:21 am

I can answer that right now. No. A lot of that stuff requires altering the game engine which we cannot do.

Yeah, to me those mods are like a hamburger, a cheesecake, and a whole roasted chicken, and the CK is a George Foreman Grill. Sure you could prepare meals with the grill just not all of those meals.
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Kayla Oatney
 
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Post » Tue Jun 19, 2012 12:19 pm

Are you planning on providing frequent and regular updates to the Creation Kit, in order to fix the critical and major bugs that exist (as listed in the Unofficial CK Bug List)? Also, is there any possibility that the behaviour of BSA files (http://www.gamesas.com/topic/1351133-is-the-bsa-issue-fixed/) and Steam Workshop will be changed, allowing things like ESM files to be uploaded?

Is there any possibility modders could get the development commands and functions that aren't in our complied EXE to be added?

It's really nice to see the developers come in here and help users sometimes, and also confirm bug fixes and answer our questions. Is this something you guys are looking to continue into doing? It really helps with building a bridge between modders and developers.
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Dona BlackHeart
 
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Post » Tue Jun 19, 2012 3:10 am

My comment is not so much a question as a plea to fix the dark/gray heads on newly created NPCs in the CK. This is very unsightly, and discouraging to those of us who create NPC/follower mods. I know quite a few fellow modders that are refraining from creating new NPCs because of this issue.

Please see http://forums.nexusmods.com/index.php?/topic/560508-creation-kit-errors-custom-npcs-have-dark-heads/ for clarification.
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Jack Bryan
 
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Post » Mon Jun 18, 2012 11:55 pm

Any plans for any better documentation for the NIF file structures that are used in Skyrim? Any sort of official nif exporter support in the future?
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saxon
 
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Post » Tue Jun 19, 2012 1:43 am

My comment is not so much a question as a plea to fix the dark/gray heads on newly created NPCs in the CK. This is very unsightly, and discouraging to those of us who create NPC/follower mods. I know quite a few fellow modders that are refraining from creating new NPCs because of this issue.

Please see http://forums.nexusmods.com/index.php?/topic/560508-creation-kit-errors-custom-npcs-have-dark-heads/ for clarification.
They have acknowledged this and are working on a fix.
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Stacy Hope
 
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Post » Tue Jun 19, 2012 1:43 am

I suppose this isn't a direct question about the tools, but modding in general. Most of what I was thinking of has been brought up already by others, so this is really all I got left:

What do you think about developers who have ignored the appeal of user-generated content? Bethesda and Valve both release these tools and allow content to be spread, but many big name developers in the past few years have distanced themselves from modding communities and not even released tools at all. What do you say to those who have distanced themselves if not hindered the creation of user-generated content? I've been playing Beth's game series since Morrowind, and Valve's stuff with Source and Hammer, and I've watched as other 'big name' developers and publishers have made their games nearly impossible to make maps, mods, and other custom content for over the years, so I appreciate those that are still allowing for this option for those of us on the PC end.
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Farrah Lee
 
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Post » Tue Jun 19, 2012 9:25 am

To my understanding there is currently no way to add new armor/weapon types without overwriting old ones. Will this be changed?
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scorpion972
 
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Post » Tue Jun 19, 2012 12:32 pm

I suppose this isn't a direct question about the tools, but modding in general. Most of what I was thinking of has been brought up already by others, so this is really all I got left:

What do you think about developers who have ignored the appeal of user-generated content? Bethesda and Valve both release these tools and allow content to be spread, but many big name developers in the past few years have distanced themselves from modding communities and not even released tools at all. What do you say to those who have distanced themselves if not hindered the creation of user-generated content? I've been playing Beth's game series since Morrowind, and Valve's stuff with Source and Hammer, and I've watched as other 'big name' developers and publishers have made their games nearly impossible to make maps, mods, and other custom content for over the years, so I appreciate those that are still allowing for this option for those of us on the PC end.
I think a lot of that has to do with how the actual games are made. For example, Valve and BGS games are very moddable because they are modular and very easy to make whatever you want with. However, take a game on the Unreal engine, like Splinter Cell: Conviction for example, to make your own map would be 1000x more complicated. That is modeled and assembled in a modeling program, NOT an editor, so you cant just snap the pre-existing pieces together. Modularity is what allows a game to be modable, and not all games have that.

Also they may not answer that question as it may be getting a bit too 'political', if you know what I mean.
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Anna Beattie
 
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Post » Tue Jun 19, 2012 8:56 am

Will you fix the http://www.gamesas.com/topic/1351453-gamebreaking-bug-for-worldspaces-bigger-than-4-quads-in-width-thread-2/ that affects non-player actors in cells with -64
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M!KkI
 
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Post » Tue Jun 19, 2012 9:11 am

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