Taking your Skyrim WorkshopCreation Kit questions for The Be

Post » Tue Jun 19, 2012 1:20 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. :)
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Joanne Crump
 
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Post » Tue Jun 19, 2012 12:11 pm

Is anything going to be done with the Workshop to compensate for the complexity of some mods, and possible incompatibility with other mods? Right now it's just subscribe and hope for the best for new mod users.
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Chloe :)
 
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Post » Tue Jun 19, 2012 12:14 am

In no perticular order:

1. Will you guys add a privacy setting for files so I can upload a file to the WS and ensure that only a select other few can see it? This would allow mod beta testing and whatnot to occur far more easily.

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? Will you give it one or two good patches then move on, or continue to patch it whenever an issue is reported? We currently have a thread with a HUGE list of issues that need patching. How much of that are you guys planning on fixing?
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brian adkins
 
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Post » Tue Jun 19, 2012 1:30 pm

Will the CK get frequent updates like the game proper does?
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Rachel Hall
 
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Post » Tue Jun 19, 2012 4:51 am

Are there any plans to fix the .esp navmesh bug?
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Anne marie
 
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Post » Tue Jun 19, 2012 7:06 am

Will we get new features like adding new Skills and Skilltrees?
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matt white
 
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Post » Tue Jun 19, 2012 3:59 am

Are there any plans to fix the .esp navmesh bug?
It's already been confirmed repeatedly that they are currently working on a fix. Next CK patch should include it.
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Stephani Silva
 
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Post » Tue Jun 19, 2012 2:35 am

1. Will you guys add a privacy setting for files so I can upload a file to the WS and ensure that only a select other few can see it? This would allow mod beta testing and whatnot to occur far more easily.

You can already set to Hidden, Friends-only, or Public by clicking on "Change Visibility" on the upper right of your mod page. There's no current option for Unlisted (visible to anyone who has a direct link), but that seems like a useful thing to consider.
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Allison C
 
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Post » Tue Jun 19, 2012 7:52 am

Are you planning to release tools to enable custom *new* behavioral animation graphs without having to overwrite animation file names?
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Beulah Bell
 
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Post » Tue Jun 19, 2012 9:18 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."
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Mizz.Jayy
 
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Post » Tue Jun 19, 2012 11:10 am

You can already set to Hidden, Friends-only, or Public by clicking on "Change Visibility" on the upper right of your mod page. There's no current option for Unlisted (visible to anyone who has a direct link), but that seems like a useful thing to consider.
Yeah but what if I have 8 random people on the forum that need to see it for some reason. I don't want to add them all to my friends list, and therefor also allow all my other random friends to see the file. An Unlisted option or a 'enter priveledged user ID' type thing is what I'm going for.

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.
If you load an ESP without making it the active file, when you save it will ask you for a new name and you can save it as an extension to the other esp, though it wont require it so be careful with this. (Make sure the person knows you need both, etc)
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victoria gillis
 
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Post » Tue Jun 19, 2012 11:18 am

Ignore this post. Accident. (Please Delete)
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Tessa Mullins
 
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Post » Tue Jun 19, 2012 8:55 am

If you load an ESP without making it the active file, when you save it will ask you for a new name and you can save it as an extension to the other esp, though it wont require it so be careful with this. (Make sure the person knows you need both, etc)

And what of renaming the optional variant, is that possible through that method as well?
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Amy Siebenhaar
 
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Post » Tue Jun 19, 2012 9:54 am

Yeah but what if I have 8 random people on the forum that need to see it for some reason. I don't want to add them all to my friends list, and therefor also allow all my other random friends to see the file. An Unlisted option or a 'enter priveledged user ID' type thing is what I'm going for.

Right, that's why I suggested Unlisted as a potential new option.
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Sabrina Steige
 
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Post » Tue Jun 19, 2012 11:47 am

And what of renaming the optional variant, is that possible through that method as well?
When you save using the method above, you will ONLY save the few little changes listed, meaning that would BE the optional stuff that would be to be loaded in addition to the other ESP. Though I agree a simpler way of doing this would be nice...
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Charleigh Anderson
 
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Post » Tue Jun 19, 2012 7:50 am

Are there any new native functions or other features that we can look forward to being added to the Papyrus language when any upcoming downloadable content is released? Or perhaps any other new features that might be added to the Creation Kit for this, like when the "Placed Object" feature for explosions was added with one of Fallout 3's pieces of downloadable content.

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Jake Easom
 
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Post » Tue Jun 19, 2012 3:19 pm

1. What exactly does the Reanimate Archetype?
2. Why seems to be impossible to attach a faction or a dialogue to a Reanimate character?
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Manny(BAKE)
 
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Post » Tue Jun 19, 2012 5:24 am

Is anything going to be done with the Workshop to compensate for the complexity of some mods, and possible incompatibility with other mods? Right now it's just subscribe and hope for the best for new mod users.

To expand on that... The beta currently available adds load order customization. That is a good start. What we require on top of that is a few things: Ability to upload multi-esp mods. Ability to upload esm mods. Ability to merge mod lists a la Wyre Bash. Better priority for mod BSA files (alphabetical is just stupid.) Also could use a fix so that the archive correctly picks up scripts.

In no perticular order:

1. Will you guys add a privacy setting for files so I can upload a file to the WS and ensure that only a select other few can see it? This would allow mod beta testing and whatnot to occur far more easily.

That is already in there I believe. Once you upload theres a link to change visibility settings.
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Vera Maslar
 
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Post » Tue Jun 19, 2012 11:27 am

That is already in there I believe. Once you upload theres a link to change visibility settings.
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. :P
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Devils Cheek
 
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Post » Tue Jun 19, 2012 3:29 am

What sort of long term support is being planned for the CK? Is there a cut-off point beyond which no further fixes/changes will be done?

What kind of improvements are being planned for the Steam Workshop to handle more complex mods?
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Amy Cooper
 
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Post » Tue Jun 19, 2012 10:45 am

Which are the best mods/ideas you've seen in the Workshop?
Not necessarily the best mods/ideas, but at least some mods you liked.

**By the way, is the podcast going to be live?
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Jordan Fletcher
 
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Post » Tue Jun 19, 2012 9:57 am

Is there any plan to increase the level of papyrus documentation. In particular i'm interested in animation events related to weapons and there isn't alot of documentation on animation events in general beyond the example on the wiki.

Also is there any plan to release the tools you actually use to edit the animations or are they already available elsewhere?
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Danel
 
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Post » Tue Jun 19, 2012 9:21 am

can we get a second filter box on object window? or allow comma for double filter option?
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GPMG
 
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Post » Tue Jun 19, 2012 9:02 am

Will Steam Workshop ever support ESM uploads?
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Laura Simmonds
 
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Post » Tue Jun 19, 2012 12:19 am

Is there any plan to increase the level of papyrus documentation.
That's the community's job now. There might be some future contributions by the developers, but I don't think there will be anything along the lines of what I expect you're thinking of.

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KU Fint
 
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