Creation Engine and Kit

Post » Fri May 13, 2011 5:52 am

Why are you saying "we", Gstaff? You don't work for Bethesda Softworks, do you? You just run this website, correct?

See that Bethesda softworks label below his Avatar? That's how you know he works for gamesas.
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loste juliana
 
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Post » Fri May 13, 2011 5:05 pm

Yeah, if the launch of New Vegas is anything to go by I'm going to need a new mega-server :(

It'll definitely be Skyrim Nexus. Things will get too cluttered on TESNexus with Morrowind, Oblivion and Skyrim mods on it.


And we all know Skyrim will have more active modding community than FO NV...at least in the long term since modders will probably have to get used to the new CS.
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Lawrence Armijo
 
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Post » Fri May 13, 2011 6:46 pm

Hopefully there will be a Nexus Client coming out before the launch of Skyrim as well that will make it super easy to get those juicy mods in to your game. It's all happening in the mod community these days.
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Elizabeth Lysons
 
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Post » Fri May 13, 2011 4:38 pm

Yeah, if the launch of New Vegas is anything to go by I'm going to need a new mega-server :(

Make sure to let us know how we can donate to that cause when the time comes.

The work you do for us with Nexus is too important to suffer from resource shortages!
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Ownie Zuliana
 
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Post » Fri May 13, 2011 8:06 am

Hopefully there will be a Nexus Client coming out before the launch of Skyrim as well that will make it super easy to get those juicy mods in to your game. It's all happening in the mod community these days.

Hmmm, are you eluding to some sort of technical collaboration with Bethesda that would link the mod site directly to the game through an official mod manger of some sort?

Forgive me for possibly misreading into this and sensationalizing it but it this has been a fantasy of mine for a couple of years now.
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Maeva
 
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Post » Fri May 13, 2011 3:32 pm

Hmmm, are you eluding to some sort of technical collaboration with Bethesda that would link the mod site directly to the game through an official mod manger of some sort?


No, not with Bethesda. Just envisage OBMM or FOMM meets the Nexus in a crack-lounge and that's the sort of thing that's being worked on :)
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james tait
 
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Post » Fri May 13, 2011 7:42 pm

No, not with Bethesda. Just envisage OBMM or FOMM meets the Nexus in a crack-lounge and that's the sort of thing that's being worked on :)

Nice and who knows maybe this will lead to something more official in few years.

Oh, and on a side note thanks for being equally as awesome as Bethesda when it comes to perpetuating this community. Your cooler than the other side of the pillow.
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sarah simon-rogaume
 
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Post » Fri May 13, 2011 9:38 am

When do you think we will start to see the first substantial mods published (not just some weapon placed by the starting point), considering that this is a new platform?
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Patrick Gordon
 
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Post » Fri May 13, 2011 4:04 pm

I'm curious to see if they maintained the same basic layout as the previous two games, or if the kit uses a completely different layout and interface. I was able to jump right into Oblivion modding due to previous experience with Morrowind's kit. If they changed it, we'll all have to tackle a new learning curve.

Not that I have a problem with that. :wink:
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GLOW...
 
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Post » Fri May 13, 2011 11:24 am

Yes it does. We've always been impressed with what the community has done with our tools. Like the Elder Scrolls Construction Set for Morrowind and Oblivion, we plan to release the Creation Kit so you guys can mod Skyrim :celebration:


Why the arbitrary name change, Gstaff?
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Reven Lord
 
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Post » Fri May 13, 2011 9:42 am

Anyone who was worried about whether they would release one or not obviously doesn't know Bethesda very well.
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!beef
 
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Post » Fri May 13, 2011 4:41 pm

Why are you saying "we", Gstaff? You don't work for Bethesda Softworks, do you? You just run this website, correct?

This is Bethesda's website, he is the community manager - he is employed to be cool. His name even has staff in it! How could you doubt him!
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Kelsey Hall
 
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Post » Fri May 13, 2011 1:06 pm

Good news, then. Now the only thing missing is a comment on full body awareness.
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ladyflames
 
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Post » Fri May 13, 2011 4:39 am

It's not THAT exciting. :rolleyes:

No, your'e right. It's FAR MORE exciting.

Like, minimum one partner required, kinda thing.

We'll be in our bunk...
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Nathan Maughan
 
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Post » Fri May 13, 2011 5:25 am

When do you think we will start to see the first substantial mods published (not just some weapon placed by the starting point), considering that this is a new platform?

If they are not using the nif format, we have to mod without help of niftools, without an exporter for any 3d modelling program, any new models (or old ones ported over from Oblivion mods) will have to wait.
Will probably take a good while to get something exciting happening and a lot of hard work. Hopefully they use nif or obj or 3ds or something standard, that would make it easier I guess.
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TOYA toys
 
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Post » Fri May 13, 2011 4:28 am

The Kit is 100% undeniably the construction set they used to build the game.

Whether it is included with the PC version (or will be available as a separate download) is unknown, but incredibly likely.

SORRY but i was wondering the same thing about dlc cs and alot of people convinced me it was impossible because the console companys would never sell rights to condone the action, and the consoles could not support a construction set and its illegal and a bunch of other reasons i cannot remember, the only actual construction set will be on the pc
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Symone Velez
 
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Post » Fri May 13, 2011 3:51 pm

I wouldn't make any assumptions yet on the file format, it may very well be NIF given their extensive experience in using it.

We can only hope that news on this kind of stuff will be known ahead of launch, but in the last 3 games we didn't get much in the way of forward information. For FNV their lead developer confirmed NIF format, maybe we can hope for that at least!
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Del Arte
 
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Post » Fri May 13, 2011 11:58 am

a bit off topic ...

My hope is that if indeed a semblance of the esp/esm format is maintained that the max allowable is extended beyond 255, whatever the next iteration would be.

And man what if they hired Wrye to make the launcher - maybe that is where he went.
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Danial Zachery
 
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Post » Fri May 13, 2011 6:53 am

A thought that just occurred to me-since the Creation Engine is going to be using Havok Behaviors for animations, what would that mean for anyone who wants to create a custom creature or a new animation? Would they need to have a Havok Behavior SDK or will some component of this exist inside the Creation Kit? Worst case scenario would be that it'll be impossible to add new creatures or animations without the SDK, second worst is that we can but they won't look nearly as good without use of the SDK. Best case scenario is that some component of it will be included in the Creation Kit.

There's also of course the question of whether or not it will be easy to create custom models at all-here's hoping they release import/export scripts for popular 3D modeling applications (ideally including Freeware such as Blender) for whatever format they're using-or that such scripts already exist.


I'm hoping their love and acknowledgment of Akatosh Mount means you'll get what you want, really hoping, seeing I loved that mod. (Just the fact it was possible, then I got to ride........weeeeeeee.)


Hmmm, are you eluding to some sort of technical collaboration with Bethesda that would link the mod site directly to the game through an official mod manger of some sort?


Now that would be very cool! I would love for something like that to happen. Use something like OMOD's for the installation while in game. (That auto-reloads the new files after installed.) You people need to get together and make it happen!! (If only it was that easy.)
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Rachel Tyson
 
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Post » Fri May 13, 2011 6:19 am

Yes it does. We've always been impressed with what the community has done with our tools. Like the Elder Scrolls Construction Set for Morrowind and Oblivion, we plan to release the Creation Kit so you guys can mod Skyrim :celebration:


Epic win! Thank you so much for confirming this!

And man what if they hired Wrye to make the launcher - maybe that is where he went.


Oh, if only! Well, if not, there'll be a Wrye... Smash? :celebration:
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Sarah Unwin
 
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Post » Fri May 13, 2011 7:40 am

I wouldn't make any assumptions yet on the file format, it may very well be NIF given their extensive experience in using it.


I can speculate

imo. It's either going to be HKB/HKX. this is the havok file format for assets and animation. Now seeing Havok Behavior is used, which means they are probably using the havok behavior tool kit for animation set up. This would make a lot of sense.
Good news about that is that you can DL havok developer tools for free.

however, bethesda is likely using a custom code of havok, much like they have done since oblivion. Bethesda's havok blocks always started with BHK, which I always thought stood for bethesda havok, And as such the vanilla havok tool set isn't going to export files with the data structured in the same way if they need custom code. There could be a simple cmd line proggy that fixerates the data structure though. Now that would be the best all round solution that satisfies both Beths need for tweaking the code, and ease that modders can get assets into a usable format, while still having use of full developer tools for exporting.

Or they will use a new bethesda format. Something starting with B I reckon. While that sounds cool, there maybe an issue with them releasing all sorts of modified code for havok tools and what not

worst case is still no tools. But at least if they went a custom hkb format. we'd have a rather large start to getting working assets made by the community.
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Marguerite Dabrin
 
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Post » Fri May 13, 2011 4:41 pm

I don't know why anyone would think that there wouldn't be a "construction set". You know Bethesda does this maaan.


They think that BGS wouldn't because of irrational pessimism.
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Eilidh Brian
 
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Post » Fri May 13, 2011 2:04 pm

@GStaff: AWESOME AWESOME AWESOME! Thanks for the information!

@BethesdaGameStudios: Keep up the good work! You'll be rewarded and awarded for this game, I am sure!!! :)
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Cameron Garrod
 
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Post » Fri May 13, 2011 5:34 am

Awesome news. Everything else would have been a major let-down.
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~Amy~
 
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Post » Fri May 13, 2011 5:13 am

I'd like to know if it's going to use the same scripting language as the oblivion kit or if we're going to have to learn a new scripting language.
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krystal sowten
 
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