Creation Kit and You...

Post » Tue Jul 20, 2010 1:28 pm

Firstly, I'd like to iron out some things in vanilla that bugged me (we all know it's going to be good, but there's always going to be things they could have done differently).

After that I'd always wanted to make a quest. Something long and rewarding. With voice acting. There's too many quest mods that arn't voice acted, and for me, that's a no-go.

As for what I hope they add into it, the ability to change body meshes and skeletons per race and gender would be good, although I think I read that they're doing that, at least for the former. It would be even better if you could change those things per person. I imagine there will be mods along the lines of http://www.tesnexus.com/downloads/file.php?id=16843 that also things like posture, adding to each NPC's individual personality.
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Wayne W
 
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Post » Tue Jul 20, 2010 10:51 am

I want the ability to import models into the game rather than having to use 3rd party software.
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emily grieve
 
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Post » Tue Jul 20, 2010 9:54 pm

Gonna beat all of you to making the world's first PC-intuitive Skyrim interface mod. :evil:
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Alkira rose Nankivell
 
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Post » Tue Jul 20, 2010 11:08 pm

I dont think you'll need to this time around.
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James Smart
 
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Post » Tue Jul 20, 2010 4:07 pm

I dont think you'll need to this time around.

I'm going to replace those clean minimalist hipster Apple fonts like Futura and Myraid Pro with some proper, fantasy-esque TES fonts then? :shrug:
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le GraiN
 
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Post » Tue Jul 20, 2010 10:46 am

I've recently been getting really inspired by Kragenir's Death Quest and Integration: The Stranded Light, as far as Oblivion goes. I've only started learning how to use the CS in the past week, but I've taken a real liking to it. My basic plan is to make a quest mod for Skyrim, my eventual goal being to create something on the scale of these two mods, and in part inspired by them. I'm currently in the brainstorming process, but nothing can really be final until I actually play through Skyrim and get into the Creation Kit. So that's my big plan.
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Katy Hogben
 
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Post » Wed Jul 21, 2010 1:20 am

From what we know of so far, the thing I would like to see modded in that is missing would be boats that can be sailed. I have a number of ideas that I would like to see possible in the game such as (now that water has physics) rivers that can't be crossed in some areas except by ferrys, a huge lake with a mysterious island in the middle that must be reached by boat, sailing to other places and raiding them, etc.

I have been thinking about how the water physics will work and I was wondering if something is dropped into a moving stream would it float and go down stream or will items just sink to the bottom?

I was curious if it would be possible to say be fighting on a boat and have it come untied from the dock and go racing down the river toward a huge water fall. You would then have to find a way to shoot an arrow with a rope attached to something and pull yourself to safety


Also if there are any modders skilled at adding creatures to the game I would love to see a giant snake something like you would see in the Conan artwork. That would be awesome and fit with the setting.
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Marguerite Dabrin
 
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Post » Tue Jul 20, 2010 7:39 pm

A nvde mod :tongue:
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Kat Lehmann
 
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Post » Tue Jul 20, 2010 12:00 pm

there was something about Wind effecting the water and waves so maybe there are some physics to it, wouldnt hold my breath though.....ha I made a funny
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Nymph
 
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Post » Tue Jul 20, 2010 12:16 pm

http://www.gamesas.com/index.php?/topic/1187611-a-truly-original-idea/

I will work on that, as soon as i learn the scripting langauge
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Thomas LEON
 
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Post » Tue Jul 20, 2010 9:59 pm

I want the ability to import models into the game rather than having to use 3rd party software.

this.
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Katey Meyer
 
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Post » Tue Jul 20, 2010 5:45 pm

A nvde mod :tongue:


There'll most likely be dozen or so of those mods on the day of release. :P

http://www.gamesas.com/index.php?/topic/1187611-a-truly-original-idea/

I will work on that, as soon as i learn the scripting langauge


Sounds like a pretty sweet idea, I wanted to do something similar for Oblivion, but never really got around to it. Hopefully the script language hasn't changed dramatically. :teehee:
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Svenja Hedrich
 
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Post » Tue Jul 20, 2010 5:47 pm

I've always modded fixes for things that were done wrong in the game, so I have no idea what I'd do with Skyrim yet. The first change I made to Oblivion was to change the weight on the silver claymore. My first character used claymores, and when he got to silver, I found that it weighed 38 units - the same as Dwarven - rather than the 32 it was obviously supposed to be. So I changed it. Over time I changed a lot of things like that (I have one ongoing esp that's called "Misc fixes" that's just for that sort of thing). The Akaviri dai-katana, for example, has reach and speed of 1.0 each - identical to a longsword. So I changed them to 1.2 reach and 0.9 speed - still a bit shorter and faster than a claymore, but longer and slower than a longsword. And so on.

It'll all depend on what needs to be fixed.
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HARDHEAD
 
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Post » Tue Jul 20, 2010 3:18 pm

I want the ability to import models into the game rather than having to use 3rd party software.

Not sure what you mean. The CK is not (and never will be) a modeling tool, so you'll need 3rd party software (Max, Maya, Blender) to make the meshes themselves. Export, plug into the CS, play. Nifskope helps with a lot of stuff, especially when you have an incomplete exporter, but its not a necessity.
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Alexander Horton
 
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Post » Tue Jul 20, 2010 11:52 am

Probably a Skyrim version of my alchemy chest.
Might make some tweaking mods, some redesign of my favourite house.
Mostly modifying other mods so they fit me better.
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Natalie J Webster
 
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Post » Tue Jul 20, 2010 5:25 pm

mostly just tweaking other peoples mods.

the one thing i will probably end up having to do on my own is minimizing the damage differences between different weapons. i started using MOBS but by the time i got done tweaking it, it looked nothing like the original. seeing weapons three times more powerful than a steel sword is just silly to me. it was weird that imperial legion soldiers in oblivion were walking around with the second crappiest gear available. generally i make damages fairly similar with a nod to glass and ebony/daedric which i give a small boost too. i then seperate them by materials. i make glass weapons faster but more fragile and ebony/daedric weapons more durable. steel/orcish/dwemer/elven armor i make fairly similar with steel and elven being lighter and dwemer/orcish heavier but more durable. etc.
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Mandi Norton
 
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