Tutorials for Skyrim modding

Post » Fri May 13, 2011 6:50 pm

Whaa? A non-frivolous poll? THE SKY IS FALLING!!! :ahhh:

I'd like to see a tut for using this Havok Behavior system, actually.


I'm a bit concerned about this area cause it could involve something from Havok that we won't get access to.
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Fluffer
 
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Post » Fri May 13, 2011 6:32 pm

Video is good, but whatever gets the info across is great.

I'd prefer a tutorial on basic scripting rather than the areas listed in the poll, though.
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alyssa ALYSSA
 
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Post » Fri May 13, 2011 9:35 am

I'm a bit concerned about this area cause it could involve something from Havok that we won't get access to.

I dunno... I am downloading the kit right now. The license appears (at first glance) to allow non-commercial projects (game or otherwise).
This would seem to provide the tool for editing behaviors to hobbyists.
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Heather M
 
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Post » Fri May 13, 2011 12:20 pm

Whaa? A non-frivolous poll? THE SKY IS FALLING!!! :ahhh:

I'd like to see a tut for using this Havok Behavior system, actually.


Actually I'm not sure that we'll have an access to Havoc Behavior, it seams to be an outside development tool, and not a part of Construction Set or Creation Kit.
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meg knight
 
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Post » Fri May 13, 2011 5:25 am

It seems like you left out about creating AI and quests...

Oh well.
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Lillian Cawfield
 
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Post » Fri May 13, 2011 9:09 am

Hammonds
If you could figure out the correct pipeline for getting all physics, materials, texures, animation, and objects into the new engine a week before the game comes out, for both max and blender, thats what I want.
Thanks
Oh and provide your own custom tools to do it like nifskope that would be a major plus to the above.
Cheers :foodndrink:
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Kyra
 
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Post » Fri May 13, 2011 6:50 pm

Actually I'm not sure that we'll have an access to Havoc Behavior, it seams to be an outside development tool, and not a part of Construction Set or Creation Kit.

Bethesda won't provide you with the Havok SDKs. But Havok will. We ALREADY have access to havok behavior toolkit.

At least 1 person actually read what I wrote.
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Jamie Moysey
 
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Post » Fri May 13, 2011 4:47 am

Bethesda won't provide you with the Havok SDKs. But Havok will. We ALREADY have access to havok behavior toolkit.

At least 1 person actually read what I wrote.

What?
I'm worried about figuring out havok. :lmao:
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Claire
 
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Post » Fri May 13, 2011 12:19 pm

Bethesda won't provide you with the Havok SDKs. But Havok will. We ALREADY have access to havok behavior toolkit.

At least 1 person actually read what I wrote.


Oh, that's good. Than maybe they provide tutorials for it's usage as well? If it's not Bethesdas tool than it's not they who need to write a tutorial :) And do they specify what kind of animation format it uses?
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BEl J
 
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Post » Fri May 13, 2011 11:44 am

if you want modeling and texturing tutorials then just check out the websites for that
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Brian LeHury
 
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Post » Fri May 13, 2011 3:03 pm

I sure wish there was a way to use the creation kit for the console...but maybe it's just better not to :/
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Matt Bee
 
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Post » Fri May 13, 2011 9:12 am

Oh, that's good. Than maybe they provide tutorials for it's usage as well?

I linked to havok behavior tutorials in a previous post.

As for format. No ideas yet as to what bethesda will end up using. I am leaning towards favoring the havok file format, or more likely a derivative of it. but that is pure speculation. And relies on a bunch of things, are the shaders assigned in the asset file, or the their creation kit entry. Is the havok format set up to contain them already, or is Beth going to work them in themselves. I expect a lot of custom code. bethesda has very specific needs for assets to do certain things. Just depends whether they have xml files for the extra data, it's in the asset file, or the creation kit entry, and whether havoks file format already has fields for all that. It's all possible. :shrug:
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Alexis Estrada
 
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Post » Fri May 13, 2011 6:11 am

I glanced at the Havok site and it looks they support all of the big graphics apps like 3DS Max, Maya, etc. but no mention of Blender support so that may be the big hurdle the modding community faces. If we can get Blender to work with Havok and Bethesda doesn't stray to far with their own tweaks we may be in luck.
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ashleigh bryden
 
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Post » Fri May 13, 2011 9:39 am

I linked to havok behavior tutorials in a previous post.

As for format. No ideas yet as to what bethesda will end up using. I am leaning towards favoring the havok file format, or more likely a derivative of it. but that is pure speculation. And relies on a bunch of things, are the shaders assigned in the asset file, or the their creation kit entry. Is the havok format set up to contain them already, or is Beth going to work them in themselves. I expect a lot of custom code. bethesda has very specific needs for assets to do certain things. Just depends whether they have xml files for the extra data, it's in the asset file, or the creation kit entry, and whether havoks file format already has fields for all that. It's all possible. :shrug:


Well than we have a starting point, which is great. As soon as some Blender plugins show up we'll be set to go! :) Thanks for the link btw! :)
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Adrian Morales
 
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Post » Fri May 13, 2011 2:54 pm

Text and image based is preferred since I like to go back and forth reading while I experiment. Video would be a close second, nice to see how something is done.

The first kind of tutorials I want to see are for the Creation Kit, show us how similar or different it is from what we are already used to. The CK is the foundation for which most of our mods will be based. After that I would love to see some info on texturing (Photoshop for myself, but any are good), is there any difference in how we save them and file formats? And my third would be modeling stuff, mainly for whatever free programs out there (Blender, Wings3D, NifSkope), unless Bethesda gives us some other option.

I guess my main thing is wondering how much of our modding experience will change. What will change and what will stay the same?
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Judy Lynch
 
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Post » Fri May 13, 2011 8:56 am

Text + images, one cannot print out video... :)
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x_JeNnY_x
 
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Post » Fri May 13, 2011 8:22 pm

FYI - I bundled "Creation Set" as a single entry because expanding the potential sub-tutorials related to that needs to be in a different poll (e.g quests. scripting, AI, level design, vendors, etc.)

In regards to "getting info a week before release"...It would be nice but I wouldn't hold my breath waiting for that to happen. ;)
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Lavender Brown
 
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Post » Fri May 13, 2011 7:32 pm

I think this poll has run its course.

I will be opening another poll soon with a multiple choice pick list of what tutorials you'd like to see the most when Skyrim hits the shelves.

Here is my current list of choices...feel free to chime in if I am missing any major items. I can only have 10 options per section, 3 seconds max.

Adding/Modifying Assets
  • Animation Import/Export
  • Cinematic/Video Sequences
  • Creatures
  • Face Import/Export
  • Model Import/Export
  • Voices


Basic Tutorials
  • Classes
  • Dungeons
  • Guilds/Factions
  • Non-Player Characters (NPC)
  • Quests
  • User Interface
  • Vendors
  • What's New with this tool


Advanced Tutorials
  • Artificial Intelligence/Havok Behavior
  • Dialog/Lip Sync
  • Homes/Castles
  • Races
  • Scripting
  • Special effects
  • Vegetation
  • World spaces/Land generation

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Latino HeaT
 
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