Bethesda @gstaff, @ Pete Hines read this about a Creation Ki

Post » Sat Jun 07, 2014 11:40 am

It has come to my attention I went on http://skyrim.nexusmods.com/ and I searched on this section for mods to download http://skyrim.nexusmods.com/ and I came across this mod http://skyrim.nexusmods.com/mods/19867

This fellow modder wants to make a whole entire new perk tree for his horse perk tree but because of the limitations in the Creation Kit he had to make a new perk tree in the Light Armor section so has come to my attention to help a fellow nexonian and make his dreams as well as many others dreams come true.

If gstaff, Pete Hines, Todd Howard, or anyone at Bethesda is reading this please make our dreams come true when Dawnguard gets released or Patch 1.7 or Patch 1.8 or some future patch/update.
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Pawel Platek
 
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Post » Sat Jun 07, 2014 9:03 pm

Would be great to not have to lose a tree to gain one....but just an fyi I doubt Pete Hines or Todd Howard have ever read a thing on these forums...hit their twitter imo or something that they do read.
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Lucky Boy
 
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Post » Sun Jun 08, 2014 12:06 am

It is fairly clear no Beth employees with any sort of pull read their boards. I have also read that the higher ups block e-mails from users who have issues with their products. Go figure?
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FABIAN RUIZ
 
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Post » Sun Jun 08, 2014 2:23 am

I agree I don't want to lose perk trees either when downloading perk tree mods
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Bee Baby
 
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Post » Sat Jun 07, 2014 4:57 pm

If that's true then that is just sad.
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Red Bevinz
 
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Post » Sat Jun 07, 2014 11:16 pm

The one time I quoted Gstaff and asked him a rather pointed (but not rude) question, I received a 7 day ban for my trouble.

That's my feelings as well.
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lucile davignon
 
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Post » Sun Jun 08, 2014 12:00 am

Would I liked to have made an entirely new Riding tree with its own place and logo? Yes, I certainly would have liked that.

However, the method I used works fine and is still very minimal in its conflcits. I would love the ability to create new perk trees, and yet at the same time I cannot see how that would be a useful way for Bethesda to direct their resources. I would appreciate it, but looking at how useful that would be to the community as a whole, I'm not sure it's worth them bothering to add to the Creation Kit.
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Facebook me
 
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Post » Sat Jun 07, 2014 5:21 pm

Gstaff is here fairly often. I even messaged him about the stutter issue a few months back, and he quickly sent a nice reply saying he'll have the lads look into it.

Seemed a waste though truth be told, as swapping my 6870 for a gtx 570 fixed it for me /wink.png' class='bbc_emoticon' alt=';)' />

OT: I voted yes, because as a modder it would be really great to be able to create new perk trees. Especially for my hunting mod, rather than peg onto already existing trees.

(please note that although simply adding a new tree would be pretty easy, maybe creating skills for it to manage isnt so easy /shrug.gif' class='bbc_emoticon' alt=':shrug:' />)
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Andy durkan
 
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Post » Sat Jun 07, 2014 10:50 am

I get responses sometimes from gstaff and sometimes I don't but I never got a ban from him you getting a ban you must of done something wrong.
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Lyndsey Bird
 
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Post » Sun Jun 08, 2014 2:51 am

Skills (which are Actor Values) are hardcoded into the executable. There's no chance we'll be able to make new skills, actor values or perk trees.
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Laura Mclean
 
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Post » Sun Jun 08, 2014 1:14 am

Bethesda can change that in the Creation Engine and put an update into the Creation Kit after all they have all the Source Codes for it.
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Marcin Tomkow
 
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Post » Sun Jun 08, 2014 1:14 am

That would involve rewriting the entire game engine. Not something they're gonna do that provides absolutely no benefit to them whatsoever.
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glot
 
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Post » Sat Jun 07, 2014 11:08 pm

Actually it is a possibility there was an interview I read about Todd Howard last year who said that The Elder Scrolls V: Skyrim uses DirectX 11 but very limited he said it uses DirectX 11 for the performance only and that there are things like tessellation and he said there is a possiblity that they will add DirectX 11 to it's full potential in the Elder Scrolls V: Skyrim in the future so I am sure they would add an update like that to the Creation Kit as I said they have the Source Codes and they released I think it was 2 or 3 months ago a update to the Creation Kit that added a new feature and they do not need to rewrite the whole entire engine for that update just a small part.

Bethesda made $600 million dollars selling The Elder Scrolls V: Skyrim and with Dawnguard released for Xbox 360 and soon coming out for PC and PS3 they will make a few hundred million more dollars so they can easily add an update like that.
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stacy hamilton
 
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Post » Sat Jun 07, 2014 11:38 pm

Bethesda also said they will support The Elder Scrolls V: Skyrim alot until they finish all the DLC's and patches/updates for it until they work on Fallout 4 or The Elder Scrolls 6 and release them Bethesda seems to be supporting their games more now i mean they gave us Kill Cams, Kill Moves, A Portal Mod, and Horse Mounted Combat for free in patches/updates.

I however would be happier if they released us the Source Codes you know give us a Source Development Kit (SDK) the mod tools they give us are great and all but Source Development Kit (SDK) are so much better.
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Maddy Paul
 
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Post » Sat Jun 07, 2014 9:01 pm

The whole DirectX 11 thing is a lie. The game doesn't use anything more than DirectX 9 and won't in the future. Bethesda however can obviously add whatever they want, they can change the engine as they see fit. That's how they can add mounted combat and such. It's also how they can add new skills and perk trees, they simply get one of the people who work with the engine to add it to it (and therefore the executable). It's just like they did in Oblivion for the Shivering Isles when Spell Effects were hardcoded.

To re-write the skills and actor values part of the engine so that it reads from an ESM file would be a huge amount of work. As they can just modify the engine as they see fit, it would be of no benefit to them whatsoever to change the way actor values are modified and stored. It's literally a pointless thing to do.

And the CK is the tool they used/are using to make the game. Obviously third party tools are used to make meshes, textures and such outside the CK. And obviously the engine was made, along with utilising third party tools such as Havok for the animations. They'll never, ever release the source code, or the tools they use to modify or build the engine. We have the tool they used to make the majority of the game with.
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Alina loves Alexandra
 
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Post » Sat Jun 07, 2014 1:34 pm


in a nutshell, what you are asking for is access to modify Scaleform files. even if beth wanted to let us do that they have no legal right to do so.

tl;dr version - physically impossible, sorry
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CYCO JO-NATE
 
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Post » Sat Jun 07, 2014 7:11 pm

Ah yes, third party rights are something I completely forgot to mention in addition to the above.
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JESSE
 
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Post » Sat Jun 07, 2014 3:27 pm

Don't act like Beth shouldn't do that.

Can you imagine getting like 10,000 emails a day? That isn't even a remotely effective way to deal with issues, so they block it and avoid it entirely. I would do the same.

And the perk tree's are done mostly through Scaleform, which as mentioned, Beth doesn't have legal right to redestribute. So they CAN'T do this and it isn't their fault.

If anything it's forced them to hardcode most of the perk tree info, which I'm sure was an inconvenience to them.

*The more you know*
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lucile davignon
 
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Post » Sat Jun 07, 2014 8:37 pm

The best way to get a message through to any company is to send them a nicely handwritten letter via snail mail.
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Bonnie Clyde
 
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Post » Sun Jun 08, 2014 2:00 am

DirectX 11 is not a lie The Elder Scrolls V: Skyrim does use DirectX 11 every time I install it on Steam it asks me if I want to install DirectX 11 or update it to DirectX 11 in order to play The Elder Scrolls V: Skyrim and why does it being no benefit or benefit to them have to do with anything because to me it looks like Bethesda is caring more and more for their loyal customers who pay for their video games IGN did a poll vote and asked people if they want Expansion Pack like how The Elder Scrolls III: Morrowind had or DLC's that sell Horse Armor for $2 or 5 books for $3 like how they did with The Elder Scrolls IV: Oblivion and more people voted for Expansion Pack type DLC's for The Elder Scrolls V: Skyrim that's why we got Dawnguard as a Expansion Pack type DLC and all future Skyrim DLC's will be Expansion Type DLC's Bethesda is not going the way it did with The Elder Scrolls IV: Oblivion on DLC's they put greed aside and put care toward the video game and people who buy their video games a first priority.

They might of used 3rd party tools to make meshes and texture but I don't think they used 3rd party tools to make the Creation Engine where did you get that kind of information they clearly stated in videos and interviews that they made the Creation Kit it is just a re-written version of the Gamebryo Engine as for the Havok animation I don't think they need to pay anything I mean look at Nvidia they let you use their APEX Clothing, APEX Destruction, and PhysX features for free.

Show me this information that they have to pay for the stuff that I believe they used for free.
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Epul Kedah
 
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Post » Sat Jun 07, 2014 10:21 pm

Why wouldn't they have the legal rights?

Bethesda made The Elder Scrolls V: Skyrim they have the Source Codes they own the game it is their property.
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Ricky Rayner
 
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Post » Sun Jun 08, 2014 12:27 am

Very true...that they made the game. But you might not know that Bethesda used various other products from other companies in conjunction with the Creation Kit. Bethesda purchased a license to use these products, but since it is not theirs to freely give away, they needed to strip out some features/abilities. It's a shame but I'm sure Bethesda did not buy enough licenses for every CK user /laugh.png' class='bbc_emoticon' alt=':laugh:' />.
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michael danso
 
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Post » Sat Jun 07, 2014 11:18 am

The base engine. But third party programs such as Scaleform, Havok, and other things used in the engine were licensed for them to use in the game engine. Not hand out to all of us. Therefor they cannot. They can give us the creation kit, because they own it, but they must remove the parts that were not licensed for open destribution.
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suniti
 
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Post » Sat Jun 07, 2014 7:34 pm

Then Bethesda should just stop buying licensed parts and make everything in house in their studio or they should of used Unreal Engine 3 since it has everything and Epic Games lets you release the video game for free until you make $50,000 but even after that Epic Games still lets you have all the Source Codes you want to release to the community so modders can enjoy.

Epic Games is very very mod friendly Epic Games CEO Time Sweeney even said in a video interview himself in 2009 he was asked if Epic Games will make Unreal 4 or Unreal Tournament 4 and he said well we are working on Gears of War for now and the Unreal franchise is shelved for the time being and then he said the modders can make Unreal 4 or Unreal Tournament 4 for us with our game engine.

Interesting I just looked up Scaleform Crysis and Crysis 2 uses it and Crytek gives us their CryEngine Source Development Kit (SDK) with all the Source Codes for free in it.

I looked up Havok and that one seems to be a licensed product. In my opinion Nvidia's physics such as APEX Clothing, APEX Destruction, and PhysX is better than Havok.
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^_^
 
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Post » Sun Jun 08, 2014 2:42 am

first of all UDK is not the same thing as UE3. it uses the same engine, but is not the same thing. huge difference (not only the fact that UE3 costs about $300,000 or more).

for bethesda to go full proprietary, that all depends on whether they have the manpower to build the software from scratch and whether the higher ups believe it is a cost-effective route. since they already have assets and the foundation/workflow is already established with these existing tools, i seriously doubt they would streamline their entire workflow that has already worked for them for the past several iterations of the franchise.

cryengine SDK, again, is not the same thing as CryEngine3. it is the equivalent of the UE3/UDK difference, and you can sure as heck be guaranteed it does not sublicense Scaleform with it. it also does not come with the source code for free. at best, they provide the scripting documentation, the same way bethesda offers papyrus scripting documentation in the wiki, but no company in their right mind would ever give away low-level game engine source code for free.
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jodie
 
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