Construction Set - What would you like to see?

Post » Tue Mar 15, 2011 1:13 am

If Bethesda is going to be releasing the next construction set along with Skyrim (hopefully the engine will support it), then what features would you like to see? Anything from the old iterations, or new features to add flexibility - give your 2c here.

Personally, I'd like to see the ability to add custom skills - this is currently implementable using globals and intricate scripting, but it'd be great to have it right off the bat.

And if not, I'm sure scruggsywuggsy, ianpatt and behippo will do as they have always done.
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Michael Russ
 
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Post » Tue Mar 15, 2011 2:28 am

A weapon system that is more like fallout, where you choose what class it is under and then you chose the animation also
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Jason Rice
 
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Post » Tue Mar 15, 2011 1:29 am

i support this thread. custom skills and spell effects would be awsome through scripting



the ability to randomly generate stuff would be cool.


xy/xz/yz planes of view and hotkeys would be good for dungeon crafting.
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Richard Dixon
 
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Post » Tue Mar 15, 2011 3:59 am

I hope it's similar to the previous TES construction sets, it was nice and easy to use.
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Jenna Fields
 
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Post » Mon Mar 14, 2011 2:41 pm

I just hope they don't give us one that doesn't have the New Vegas 'missing interiors' and 'no errors when compiling scripts' bugs.
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xemmybx
 
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Post » Tue Mar 15, 2011 12:40 am

One with better documentation and fewer bugs.
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BlackaneseB
 
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Post » Mon Mar 14, 2011 10:00 pm

Doesn't matter to me. I'm a console player.
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Laura Ellaby
 
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Post » Tue Mar 15, 2011 5:03 am

I just hope they don't give us one that doesn't have the New Vegas 'missing interiors' and 'no errors when compiling scripts' bugs.


Oh yes, damn that 'no compile errors' bug... Was so frustrated, having to CTD every time I debugged... But anyway.

Another thing I'd like to see is AI response previews (if at all possible), in a similar fashion to how the leveled item previews are done - this would allow much easier debugging of AI packages and Ai fine-tuning.
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carly mcdonough
 
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Post » Tue Mar 15, 2011 2:34 am

Hopefully a WYSIWYG option, so you can test you own dungeon for example without having to load up the game first.
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Angela
 
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Post » Mon Mar 14, 2011 8:16 pm

:obliviongate: What do you mean if there is one :brokencomputer: :gun:


a more fluid way to set AI packages, setting event markers that simply call up Random existing NPC's to participate. Global (as in Regional or Town sepcific) schedule setting for NPC's that currently inhabit that location.

Durability with spell effects so I can implement new ones, a solid landscape editor, and the ability to resimulate information from oblivion, not textures not models, persay I'd like to get Karithians mod into Skyrim, the landmass data he made can be imported to Skyrim, no models no texture....just numbers.
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Daniel Lozano
 
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Post » Tue Mar 15, 2011 12:14 am

Morrowind style tile sets, when you can actually construct the interior of the building to suit your needs, not just decorate the pre made shells.
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Arnold Wet
 
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Post » Tue Mar 15, 2011 3:30 am

Honestly? With the more than obvious consolization the game seems to be undergoing, I'll be glad if we even get a bloody Construction Set.
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Laura Hicks
 
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Post » Tue Mar 15, 2011 3:30 am

I'm hoping they expand the scripting language and keep the FO weapon system with animation based on weapon rather than weapon type.

Generally speaking I'd trade user friendliness for more flexibility.
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Mel E
 
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Post » Mon Mar 14, 2011 1:16 pm

A cross between the CS, the CryEngine SDK, and a script compiler (with color coding, proper error-finding, etc.). I include the CryEngine SDK because generating forests and other content is extremely straightforward, making paths and roads and rivers and caves is a breeze. The CS, because as much as it had a couple faults, the CS was awesome, especially the updated GECK for the FO games, with the indexed resources and whatnot. A compiler, because the original script editor was fairly poor TBH.
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jessica Villacis
 
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Post » Mon Mar 14, 2011 3:32 pm

Personally I would like to see it released early so the modding community can get started before the rest of us so that we have mods to download on day one! :D
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Alex Vincent
 
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Post » Mon Mar 14, 2011 11:22 pm

Maybe some improvements in the ease of it's use somehow but maybe also a way we could test our mod? Like drop ourselves into the game?
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cosmo valerga
 
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Post » Mon Mar 14, 2011 5:30 pm

Generally speaking I'd trade user friendliness for more flexibility.

Seconded. The TES CS has never been entirely intuitive or user-friendly compared to other creative software, and it's hardly held back the modding communities of Morrowind and Oblivion. Greater power at the cost of greater user-friendliness would be a good trade.

I can't really think of particular improvements without knowing more about how Skyrim will be put together. As long as there is a construction set (and import/export scripts for Max) released, I'll be happy.
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Jynx Anthropic
 
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Post » Mon Mar 14, 2011 8:19 pm

Possibility to disable/enable walkpaths and ground textures :D
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Invasion's
 
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Post » Tue Mar 15, 2011 5:14 am

Personally I would like to see it released early so the modding community can get started before the rest of us so that we have mods to download on day one! :D


Problem is you need the game to use the CS or you don't have anything to work off of lol. A better scripter, maybe something similar to VisualBasic's scripter. With autofill, color coding, the ability to just highlight something and change it into a comment for debugging. Also, the ability to add factions, spells, items, and other stuff to NPCs without having to open the other menus.

Edit: Seeing how they had the CS with Gamebryo and this new engine is handcrafted by them it is almost a sure bet that we will get one this time too.
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Kelvin
 
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Post » Mon Mar 14, 2011 4:37 pm

Add a Test cell, so you can screw around instead of screwing your savegame ^^
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Mario Alcantar
 
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Post » Mon Mar 14, 2011 1:13 pm

Support for importing Blender meshes and animations built in!
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Hannah Barnard
 
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Post » Tue Mar 15, 2011 12:46 am

Support for importing Blender meshes and animations built in!


OMG THIS!!! A THOUSAND TIMES THIS!!!! Nifskope was the bane of my existence for the past five years, I can model, I can use the CS to do as I wish, but I CANT USE BLOODY NIFSKOPE!!!!!!!!!!!! AARWGasrgasdjgnaslkg
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Dawn Porter
 
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Post » Mon Mar 14, 2011 3:19 pm

3ds Max, and Maya full compatibility plug-in installers.

And yea, implement the options Nifscope has, hopefully simplified too ^^
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Isaac Saetern
 
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Post » Mon Mar 14, 2011 11:56 pm

Personally, I'd like to see the ability to add custom skills

This will probably be easier to do now through perks.


keep the FO weapon system with animation based on weapon rather than weapon type.

Seeing as each weapon has it's own finishing moves, It's a safe bet that each weapon can be assigned a unique animation.

Personally I would like to see it released early so the modding community can get started before the rest of us

That's ridiculous.

I'd like to see room for expansion in the previously hard coded aspects of the game such as races, skills and animations.
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Sarah Edmunds
 
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Post » Mon Mar 14, 2011 2:41 pm

In the MW CS, I sorely missed the ability to apply damage or repairs via script, so you could spawn "worn" items, have an NPC do a limited amount of repairs instead of the in-game "all or nothing", or to apply damage to weapons or armor while doing tasks. You could create a new item with a permanently lower durability, or hand-place a damaged item via the CS, but there was no way to place items via script in less than 100% condition, or alter the condition via script. I don't know if that's changed in the OB or FO3 CS, so I'm mentioning it in case it hasn't.
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Leah
 
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