How the CK should be like for TES VI

Post » Fri Mar 11, 2016 7:49 am

Hi everyone.



I've been working for about 40 hours with the CK and I'll be honest with you, the CK is terrible. These are the problems and annoyances I've encounter so far



1.- The menus and tools are a mess.

2.- The objects are organized in an ugly hierarchical structure puking at you all the objects using weird-ass names.


3.- The "Regions" menu is so abstract


4.- When you create a new NPC it appear in game with a grayed face. "easy" to fix but it is an uneccesary annoyance.


5.- The common user shouldn't worry about the LOD generation the process is ridiculously complicated. You have to use 3rd party software to do it because the CK's LOD thingy doesn't work.


6.- The texture painting is ridiculous. The terrain is divided in cells that contain 4 squares that can contain a maximun of 6 textures each if you apply a 7th you get a black texture. Wow just wow.


7.- Every time I open or close the CK it throws me a lot of warnings and errors about Todd Howard only knows what. the solution to this is just ignore them. ok... i guess.


8.- The Render windows only show's 5 cells at the same time, you can increase the number but objects tend to disappear anyway so you have to press F5 everytime making the world creation process annoying.

9.- I tried to add a sound effect to a magic stone I use as a portal to acces my exterior world from Skyrim. There is no option to listen to the sound beforehand, there is no "Play" button. Beautiful.


10.- It feels really awkward to have access to critical game content in the CK. You can accidentally delete or modiffy something rendering the main game unplayable once your mod is active. I suppose it is necessary it's just scary XD



Basically the CK is nowhere near to be user friendly. If you are going to release this to the Public, you have to make it stupid proof, easy to use, intuitive, pretty, simple and elegant. Maybe some people will argue that game engines like Unreal and Unity present similar challenges but those are clearly offered as raw game engines, for people with a background in programming, 3D artists and game design enthusiasts. But the CK looks more like a World editor so the common gamer can have fun making their own maps and quests.


And that's why the CK for TES VI should be like the one in Farcry 3 and 4. You can access it in the main menu and in no time you can start terraforming, adding stuff to your world and as soon as you finish it you can start playing with your friends or publish it, no LOD generation, gray faces, glitches or navmeshing. Of curse the CK must have advanced tools so we can make more rich and complex mods but that doesn't mean it has to be broken and plagued with glitches forcing the user to rely on 3rd party software to get the job done.


Making the CK like this would make possible to have Mods for consoles and PC alike. Just a simple option in the main menu, clean tools, easy to use, intuitive interface, 100% functional advanced tools.



Thanks.

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Carlos Vazquez
 
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Post » Fri Mar 11, 2016 11:05 am

I have no problems using the CK. I find it it easier than the previous Construction Sets and G.E.C.K's.

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-__^
 
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Joined: Mon Nov 20, 2006 4:48 pm

Post » Fri Mar 11, 2016 9:18 am

Heya. please use this thread to discuss anything related to a TES VI



http://www.gamesas.com/topic/1593816-official-beyond-skyrim-tes-vi-74/

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Cheville Thompson
 
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