Construction Kit Must Haves?

Post » Sun Jul 03, 2011 2:34 am

What type of things do you guys think the construction kit should be able to do, feature, support?
I think it should be able to read skp files so i can move things over from Sketchup, and be able to texture them with some other tool in the construction kit!
What do you guys think about that? or does anyone want to add to that? I tried doing it with oblivion but once i finally got the model from Sketchup to oblivion(using several other programs) i couldn't even enjoy them because i could easily just walk through the walls. It really killed the enjoyment for me. But being able to create meshes in sketchup and move them over to some other program(maybe even the construction kit itself) to texture and then put them in the game would be AMAZING to me.
I'm not alone on this right?
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My blood
 
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Post » Sun Jul 03, 2011 7:28 am

able to add animation and body slots, was a pain for modders last time around wasn't it
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Killah Bee
 
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Post » Sat Jul 02, 2011 10:14 pm

Being able to directly record voice parts in.
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Gisela Amaya
 
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Post » Sun Jul 03, 2011 5:21 am

Make sure you understand the source of the construction set. It's a tool built by Bethesda and its designed to work with other tools that they acquire licenses for. If your favorite graphics program isn't one that Bethesda uses, the CS likely won't play well with it.
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Darrell Fawcett
 
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Post » Sun Jul 03, 2011 4:14 am

Batch file editors, basically any of the cool and necessary sorts of functions that modders had to develop for themselves with (FO3)Tes4edit/WryeBash/CSE/Gecko etc.
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Brentleah Jeffs
 
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Post » Sun Jul 03, 2011 8:01 am

The ability to test play your project before you save it, etc. (would likely only work with completely standalone mods, or those with few requirements)
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Amber Ably
 
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Post » Sun Jul 03, 2011 4:19 am

Not really a "must have", but could we please have the (alpha version of the ...) CS some two to three months before the game's release date? It would be awesome to already be able to see the features, even if some of them are going to change until the release. It would also make planning out mods that much easier if we already have a head start.
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Jason Rice
 
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Post » Sun Jul 03, 2011 1:18 am

Personally what I'd like to see are deeper and more robust scripting options. For once I'd like to play a gamesas game that allows for mods that do neat new stuff without having to rely on a script extender, if only for stability's sake.
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Wayne Cole
 
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Post » Sat Jul 02, 2011 11:48 pm

if i remember right google lets anyone make programs compatible with sketchup and they even tell people which ones are good so licensing issues aren't present
and ya being able to make new item slots and animation would be awesome! and i def agree about the scripting too , se never worked on my pc without crashing so i never got to enjoy those mods :(
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Dalton Greynolds
 
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Post » Sun Jul 03, 2011 1:22 am

Being able to add in skills and other UI options easily and actually have them matter. (ie, the ability to rebuild the past character systems)
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Emilie M
 
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Post » Sun Jul 03, 2011 10:26 am

Being able to control the actions of Multiple NPC's at once based on certain varibles. something more streamlined than the Schedule AI settings in Oblivion.
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My blood
 
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