CK Trailer Discussion #2

Post » Mon May 21, 2012 2:10 pm

Better yet, pause button :smile:

Not everyone can move the playback bar properly, though ;)
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Sophie Louise Edge
 
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Post » Mon May 21, 2012 1:28 pm

Was anyone else more entertained with the "Joke Mods" rather than the entire bits on the CK?
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Sasha Brown
 
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Post » Mon May 21, 2012 2:02 am

Thanks for the tip guys. I'm trying to make out the names of some of the mods int he workshop. I'm guessing those might be some of the things the Beta testers might have been working on.

No, those aren't real mods, just "place-holders" for demo purposes.

I doubt anyone would name their mod "My Cool Mod", lol.
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Charlotte X
 
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Post » Mon May 21, 2012 1:35 am

Thanks for the tip guys. I'm trying to make out the names of some of the mods int he workshop. I'm guessing those might be some of the things the Beta testers might have been working on.
Some of them could be. "Macho Dragons" has been up on Nexus for a while now. "http://i255.photobucket.com/albums/hh159/esrafael/44264_Untitled_normal.png" was a DLC joke by PCGamer. And I bet a few of them are just plain made up. :biggrin:
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A Dardzz
 
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Post » Mon May 21, 2012 12:16 pm

Mudcrab Armor + Mod that replaces all Mudcrabs with Krabby from Pokemon = Best Mod ever.
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Dustin Brown
 
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Post » Mon May 21, 2012 8:32 am

TESV.exe: 1.4.21.0
Strangely, my Launcher is only 1.3.12.0 ...

My launcher is the same version. The only change I saw from whatever previous version was the Data UI.
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Jerry Cox
 
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Post » Mon May 21, 2012 3:34 am

My launcher is the same version. The only change I saw from whatever previous version was the Data UI.
They are most likely waiting to update the launcher since it is worked in with the CK and Workshop, so the actual game is updated now. But the launcher wont be until those two things are released.
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Hazel Sian ogden
 
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Post » Mon May 21, 2012 1:57 pm

Was anyone else more entertained with the "Joke Mods" rather than the entire bits on the CK?

No, I was actually pausing the vid in all the CK UI bits, trying to draw comparisons between it and the CS.
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casey macmillan
 
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Post » Mon May 21, 2012 6:31 am

After validating not once, not twice, but three times finally I see: 1.4.21. I hate steam.
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casey macmillan
 
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Post » Mon May 21, 2012 12:37 pm

Something interesting I noticed in the trailer....
http://i.imgur.com/VJH0I.png
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sara OMAR
 
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Post » Mon May 21, 2012 1:05 am

Love the fact that everyone is so positive now :D

And I really hope it will come out tomorrow. It's gonna be fun to say 'Hello' to our new friend :D
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danni Marchant
 
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Post » Mon May 21, 2012 8:37 am

Something interesting I noticed in the trailer....
http://i.imgur.com/VJH0I.png

Here's hoping someone will finally fix Breezehome!
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loste juliana
 
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Post » Mon May 21, 2012 3:02 pm

After validating not once, not twice, but three times finally I see: 1.4.21. I hate steam.
I'm not even seeing a version number anywhere anymore... >.>

Something interesting I noticed in the trailer....
http://i.imgur.com/VJH0I.png
Maybe that's why half of the lights in the game dont cast shadows? Either the dev didn't feel like messing with them, or they had these issues no matter what or something? Still, I LOVE the control we'll have over lighting now. It's one of the most important parts of level design, and it was SO basic in previous titles. :D
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Jennie Skeletons
 
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Post » Mon May 21, 2012 6:11 am

Love the fact that everyone is so positive now :biggrin:

And I really hope it will come out tomorrow. It's gonna be fun to say 'Hello' to our new friend :biggrin:
I'll be positive when I have the actual CK on my computer =P.
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Tessa Mullins
 
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Post » Mon May 21, 2012 3:46 am

Maybe that's why half of the lights in the game dont cast shadows? Either the dev didn't feel like messing with them, or they had these issues no matter what or something? Still, I LOVE the control we'll have over lighting now. It's one of the most important parts of level design, and it was SO basic in previous titles. :biggrin:
I'd guess that they have 2 types of lights: Those that cast shadows and those that don't. If every light would actually cast shadows that would probably cause some serious performance issues.
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adam holden
 
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Post » Mon May 21, 2012 2:43 am

The feature I'm really hoping for from papyrus is dynamically hooking event handlers to the target of a spell effect.
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Lauren Denman
 
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Post » Mon May 21, 2012 4:21 am

The feature I'm really hoping for from papyrus is dynamically hooking event handlers to the target of a spell effect.
In Layman's Terms? =P
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Rachel Tyson
 
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Post » Mon May 21, 2012 12:30 pm

I'd guess that they have 2 types of lights: Those that cast shadows and those that don't. If every light would actually cast shadows that would probably cause some serious performance issues.
True that is another factor for sure. They seemed to for the most part only cast shadows where it really had an effect on the level or mood. Put hey, we're on PC so when I make levels I'm doing full shadows for everything! (Unless the light shadows REALLY dont make a different, then I'll turn em off) Plus if you optimize your levels enough you should be able to do this no problem, even on lower end machines.
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Stephani Silva
 
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Post » Mon May 21, 2012 3:59 am

I'd guess that they have 2 types of lights: Those that cast shadows and those that don't. If every light would actually cast shadows that would probably cause some serious performance issues.
This is confirmed in the wiki in the video, iirc.
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Dj Matty P
 
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Post » Mon May 21, 2012 5:43 am

After seeing the trailer i totally want CK, it looks super clear and accessible - mods like those we've seen so far will start coming in packs.
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Terry
 
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Post » Mon May 21, 2012 10:21 am

so, how do you think the steam workshop will handle mod conflicts? they make it sound easy enough, but i'm guessing we'll still have to use wrye.
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Vicki Gunn
 
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Post » Mon May 21, 2012 2:47 am

so, how do you think the steam workshop will handle mod conflicts? they make it sound easy enough, but i'm guessing we'll still have to use wrye.
Yeah I dont see it being able to handle larger mods that conflict often well at all. We'll have to see. :shrug:
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Benito Martinez
 
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Post » Mon May 21, 2012 3:35 am

so, how do you think the steam workshop will handle mod conflicts? they make it sound easy enough, but i'm guessing we'll still have to use wrye.

I am VERY curious about this as well.
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Bonnie Clyde
 
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Post » Mon May 21, 2012 2:47 am

Also, optional packs that both wrye and NMM can already handle. I'd like to know how they'll handle that. Also, .ini conflicts from mods that include those. (Which explains why they made ini's readable from the data folder, atleast)
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Evaa
 
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Post » Mon May 21, 2012 2:23 pm

God yes. I'm going to have over 3000 lines of dialogue in my mod, I'd really really like to have lipsynching built in...

I hope this is the case as well, and it’s been my number ONE desire from the CK. However, I’ll have to admit my heart sank a little when I realized that they were still .lip files. Perhaps I’m being a little pessimistic (as if I don’t have any reason to be, right?) but that signifies to me that they are the exact same file type licensed from whomever they’re licensed from. As a result, until I know for certain otherwise, I’m fully expecting to be using the old v1 CS to make them like we always had to in the past. I ain’t holding my breath, that’s for sure…
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Dean Brown
 
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