CK Wiki Discussion

Post » Sun Jun 17, 2012 11:20 pm

While none of the devs can promise our time (we're obviously super busy with future stuff), it's important to me that the wiki be a good resource. I also enjoyed writing the tutorials that I did (pretty much made "the thing I wish I had when I was making my design sample as I applied to Bethesda") and am willing to do more if there are topics through which people would like a more guided tour.

Again, no promises. But intent!

Can I put in a request to you Devs if you have the time, we really need information on what things do in the World menu. Most of it has no description (other then the name of the button and what it looks like) and us randomly pressing things in an attempt to find the 'special sequence' for making a world properly has had me spend the last 2 days mucking around and making very slow progress.
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Soph
 
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Post » Mon Jun 18, 2012 7:47 am

Added stuff about aliases in quests not pointing to the correct thing. Some might be obvious, others less so (e.g. the container thing).
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jaideep singh
 
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Post » Mon Jun 18, 2012 1:25 am

Can you tell me what SkyrimCustom.ini has for purpose? :unsure:
If you verify the local tool cache or reinstall the CK, all installed files (including .ini files) are reverted by steam to their default state. This means you'll lose any changes you made. Except for SkyrimEditorCustom.ini, because that's not part of the installation.

This makes less sense for SkyrimCustom.ini, as it's not created by the installation, but by the launcher. But I do know the launcher has a tendency to reset the graphic options in some occasions.
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Sami Blackburn
 
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Post » Mon Jun 18, 2012 10:07 am

I'll try to find the time to make a huge article on heightmaps, worldspaces and LOD, once MERP content development is up and running. Right now I have other priorities than the wiki, plus I first want to make sure I am right about what I write.
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Andy durkan
 
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Post » Mon Jun 18, 2012 2:13 am

If anyone could, I would really like to see a tutorial on how to create NPCs beyond how to name them, give them stuff and put them in a building. I would like to know how to make and give them AI packages.
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Lew.p
 
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Post » Mon Jun 18, 2012 12:28 am

@Dragonbone Someone replied to your thread with a possible solution: http://www.gamesas.com/topic/1346348-better-npc-tutorial-for-ck/
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Crystal Clarke
 
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Post » Sun Jun 17, 2012 8:43 pm

If you verify the local tool cache or reinstall the CK, all installed files (including .ini files) are reverted by steam to their default state. This means you'll lose any changes you made. Except for SkyrimEditorCustom.ini, because that's not part of the installation.

This makes less sense for SkyrimCustom.ini, as it's not created by the installation, but by the launcher. But I do know the launcher has a tendency to reset the graphic options in some occasions.
Ah... I'll try to remember that. Good to know and thanks for the information. :smile:
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josh evans
 
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Post » Mon Jun 18, 2012 10:10 am

Dragoon, once I get my head and chest working again, I'd like to set up an Art Portal, similar to the portals we had for the cs wiki. Mind if I hit you up later on some questions I'll have?
Absolutely not; if nothing else, this is precisely what I'm here for. I may not have time to do everything myself the way I might have once done (or tried to do), but I can definitely try to save people time by answering questions.
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Dezzeh
 
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Post » Mon Jun 18, 2012 3:28 am

I'll happily contribute anything new I find :).
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Sheeva
 
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Post » Sun Jun 17, 2012 9:29 pm

Rama (Evernewjoy @ CK Wiki) started an http://www.creationkit.com/Complete_Example_Scripts, this may compensate the lack of scripting tutorials a bit.
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Vivien
 
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Post » Mon Jun 18, 2012 2:21 am

Looks like a fairly useful page. Particularly now that we can use properties to make scripts that can be reused for common situations, that page could become a useful resource.

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CArla HOlbert
 
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Post » Sun Jun 17, 2012 9:51 pm

In order to keep this thread up to date: Cipscis just made a http://www.creationkit.com/Category:External_Tutorials! If you know any more, please add them there. This also counts for http://www.creationkit.com/Video_Tutorials#Community_Video_Tutorials of course.
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Sabrina Steige
 
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Post » Sun Jun 17, 2012 10:31 pm

It could be easier to navigate through pages about various tabs in dialogue window or other windows if there was a template on the bottom of a page that displays all corresponding tabs. You know, like in Wikipedia you go to a page about some music album and on the bottom you see links to other albums by that band, band members and other stuff like that.

I'm not exactly sure how to even do that but that's my suggestion.
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Curveballs On Phoenix
 
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Post » Sun Jun 17, 2012 6:47 pm

Those are do-able, and a good idea. I'm pretty handy with templates, if I can find the time... Any more suggestions?

EDIT: Though that particular one should be pretty simple.
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Astargoth Rockin' Design
 
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Post » Mon Jun 18, 2012 6:01 am

It's a good suggestion. There's something similar for the tutorials already (next/previous tutorial boxes).

I'll try to make some templates for this that make sense.

EDIT :ninja: I guess that takes it out of my hands.
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Crystal Clarke
 
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Post » Sun Jun 17, 2012 7:53 pm

I enjoy the indepth level design tutorials that are going up now very much but I'd also like to see a "How to" section for specific basic things, such as:

How to make a spell.
How to import a heightmap and get it working.
How to create a new perk.
How to create a staff.

Things along these lines where people that don't have the time to look through numerous tutorials and piece together how to do something can find a quick step by step solution for something.

I agree with this.

I would also love to see more script examples. These are invuable for seeing how things all go together. Even if they are examples that are from the vanilla game, that's fine, because it's not always easy for a newbie to find example scripts in the creation kit itself.

I can't really add much myself, because I'm new at this, but if I find good tutorials elsewhere I might PM the author asking if I can copy it to the wiki.

Are links to external tools within the scope of the wiki? e.g. blender, 3ds max, sculptris, gimp, dds plugins, nifskope etc.
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Bethany Short
 
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Post » Mon Jun 18, 2012 7:00 am

Are links to external tools within the scope of the wiki? e.g. blender, 3ds max, sculptris, gimp, dds plugins, nifskope etc.
Yes they are. The wiki is a perfect place for this information, along with any notes about the tools specifically about modding skyrim. Tutorials about other tools than the CK are welcome as well.
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Reanan-Marie Olsen
 
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Post » Mon Jun 18, 2012 1:51 am

Remember, folks - it's your wiki. Whatever the community envisions, that's what it should be.
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Mizz.Jayy
 
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Post » Mon Jun 18, 2012 7:33 am

At any rate, the lack of response to this is rather disappointing. Please post here if you intend to contribute your knowledge to the community by improving the Wiki.

I'd love to be able to contribute, and maybe I'll learn enough to actually be able to. However, I'm not at that level yet, and anything I could offer is covered in the basic tutorials.
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CRuzIta LUVz grlz
 
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Post » Mon Jun 18, 2012 12:43 am

Contributing new information isn't the only way to be useful, though. For example, a lot of information on the wiki is currently unclear, and editing the wording to make it easier to digest would certainly be a good change to make.

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Lily
 
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Post » Mon Jun 18, 2012 9:13 am

I'd love to be able to contribute, and maybe I'll learn enough to actually be able to. However, I'm not at that level yet, and anything I could offer is covered in the basic tutorials.
Ya know, in all honesty: previous Wikis have had enough expert editors. I mean, not really; we had to do too much work each and it could have been better if we had more, but we got by.

What we had not nearly enough (read: none) of were just regular users trying to learn things, and contributing the results of their struggles. If you read something, don't get it, fight with it, try a few things, and finally learn what it was — try to document that so the next guy doesn't have to!

This is all about avoiding the need to reinvent the wheel.
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Alexxxxxx
 
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Post » Mon Jun 18, 2012 8:54 am

Dude, if you just need proofreading, I can do that. I'm with Balok, it seems that everyone knows way more than I do. But I'm great with syntax, spelling, punctuation, all that little stuff. And I have oodles of time.

Plus, I'll learn a whole lot on stuff I'd be reading anyways! :D
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Queen
 
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Post » Mon Jun 18, 2012 4:12 am

. If you read something, don't get it, fight with it, try a few things, and finally learn what it was — try to document that so the next guy doesn't have to!
I’ll definitely be more than happy to try and do that. One thing that was really difficult for me using the GECK wiki was that sometimes, things were written in advanced terminology, and it seemed that the writers assumed the readers knew and understood what they were talking about, when in fact beginners probably didn’t have a clue (raises hand!). That can also be very frustrating to pick through, try to decipher the bits we can understand and apply that to what we were trying to achieve. So I can understand where you’re coming from.

One thing that I feel would be VERY helpful for beginners and novice’s (experts probably already know how to do this) would be taking some of the bits of scripting from the GECK and explaining how to do the same things with the new scripting. For example, the old “removealltypeditems” function and the item type codes. This was great to set up automatic inventory sorters via a computer terminal. (Click on a line and it would sort your gear into a designated container.) Hopefully, the same thing could be done in Skyrim using an activator or switch, but I haven’t been able to figure it out or get any helpful responses from the topic I created asking for help. (I haven’t been able to find item type codes either) So somewhere that would explain examples of how to script things we did in GECK with the CK would be awesome.

Anyway, as susurruss also commented, I’m a decent writer and pretty good with grammar and such, so if I can be of any help in that area, please free to PM me. I’ll be glad to contribute in any way I can.
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Undisclosed Desires
 
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Post » Sun Jun 17, 2012 9:04 pm

Grammatical and spelling corrections are always appreciated. The "minor" checkbox is there for exactly those sorts of things (it's not really that important to check it for minor things, but it's very important not to check it for anything that isn't minor -- i.e. anything more than spelling or grammar fixes).

I’ll definitely be more than happy to try and do that. One thing that was really difficult for me using the GECK wiki was that sometimes, things were written in advanced terminology, and it seemed that the writers assumed the readers knew and understood what they were talking about, when in fact beginners probably didn’t have a clue (raises hand!). That can also be very frustrating to pick through, try to decipher the bits we can understand and apply that to what we were trying to achieve. So I can understand where you’re coming from.
Makes perfect sense; the best approach, IMO, is to make the term a link to wherever you find the definition for it -- or if you cannot find a definition for it, to flag the article and note the issue on the Talk page.

I don't think the article flagging templates have been ported yet, but those need to be done ASAP.

One thing that I feel would be VERY helpful for beginners and novice’s (experts probably already know how to do this) would be taking some of the bits of scripting from the GECK and explaining how to do the same things with the new scripting. For example, the old “removealltypeditems” function and the item type codes. This was great to set up automatic inventory sorters via a computer terminal. (Click on a line and it would sort your gear into a designated container.) Hopefully, the same thing could be done in Skyrim using an activator or switch, but I haven’t been able to figure it out or get any helpful responses from the topic I created asking for help. (I haven’t been able to find item type codes either) So somewhere that would explain examples of how to script things we did in GECK with the CK would be awesome.
Hrm. I'm... somewhat leery of doing too much of that, because while it would be massively useful right now, it will be less and less useful as time goes on (as more and more of those who were familiar with the CS/GECK learn the CK, and more and more of the newbies being genuinely new to the entire series and therefore not familiar with the GECK either), but certainly a few, especially those exhibiting the new features/functionalities of Papyrus, would definitely be good.

Replacing missing "native" functions like that, though... I mean, that particular function seems useful, but I'm not sure that should generally be a focus of the Wiki. I'd rather just have "useful" things rather than "this is a function we used to have, let's recreate it!", ya know?
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Amy Melissa
 
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Post » Mon Jun 18, 2012 3:36 am

The existing http://www.creationkit.com/Differences_from_Previous_Scripting page would probably be a good place for some more resources on "translating" scripts from the old language.

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Julia Schwalbe
 
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