Skyrim's Creation Kit Scripting

Post » Wed Aug 18, 2010 4:17 pm

So I was scripting on the Contruction Set a while ago, and I needed help with a few script commands. When I went to where they had them all, it was all jumbled up with Fallout 3 script commands.

What I was wondering is that if the Creation Kit would even use TES scripting. And if so, if most of the Fallout 3 and Oblivion commands including OBSE would be used. Everything could be different because of the new engine. What I really want is for it to be glitch free. With Oblivion, it would be impossible for me to make topics for quests to completely function the way I want it to. On my other computer, I installed the Construction Set and it was impossible for me to change the texture on the ground, yet on the other one it worked. I just hope it is a lot more organized. I didn't really try the Fallout 3 Contruction Set, or as it was called, the Garden of Eden Creation Kit. I noticed from the differences that the Fallout 3 one was a little more complex. I'm concerned about how the Creation Kit will be set up since there is a new engine. Thanks for your time. :thumbsup:
User avatar
[ becca ]
 
Posts: 3514
Joined: Wed Jun 21, 2006 12:59 pm

Post » Wed Aug 18, 2010 12:28 pm

It will probably feature the commands used in Fallout. Remember that Oblivion's engine is quite old, while Fallout 3's and New Vegas' GECK was like an updated version. However they said they'll be using a completely different engine so you can't really say...
User avatar
No Name
 
Posts: 3456
Joined: Mon Dec 03, 2007 2:30 am

Post » Thu Aug 19, 2010 1:09 am

With OBSE, TEScript was actually very powerful and flexible, and even without any script extenders my only issues with it are syntax, and that's very much personal preference.
User avatar
Steve Bates
 
Posts: 3447
Joined: Sun Aug 26, 2007 2:51 pm

Post » Thu Aug 19, 2010 2:45 am

In Morrowind X rotation was bugged... It always moved the object in the same direction not acknowledging the other rotation of the object... so if it was turned 90Z then X would function as Y
User avatar
Richard Thompson
 
Posts: 3302
Joined: Mon Jun 04, 2007 3:49 am

Post » Wed Aug 18, 2010 2:37 pm

Considering that the type of LUA they used is the same scripting language like 99% of game developers use when level designing, I have to say yeah. It will be the same, maybe just different commands and some impovements to allow you to do even more.
User avatar
Vivien
 
Posts: 3530
Joined: Fri Apr 13, 2007 2:47 pm

Post » Thu Aug 19, 2010 3:52 am

I just listened to Todd's podcast where forum questions were asked for an hour - and there wasn't one question asked about modding at all - so obviously it's not an important subject.
Which is too bad as I'm looking forward to the editor more than the game itself.... After all, if the editor is good then game likes and dislikes can be modded however you want.
I've spent thousands of hours playing with the construction sets, and Nifskope, Blender, 3dmax, etc., creating my own worlds within Morrowind, Oblivion and Fallout3 frameworks using their tools.
I am really looking forward to the Creation Kit and would like to hear more updates, news, tidbits etc.,
User avatar
Sophh
 
Posts: 3381
Joined: Tue Aug 08, 2006 11:58 pm

Post » Wed Aug 18, 2010 1:51 pm

I just listened to Todd's podcast where forum questions were asked for an hour - and there wasn't one question asked about modding at all - so obviously it's not an important subject.
Which is too bad as I'm looking forward to the editor more than the game itself.... After all, if the editor is good then game likes and dislikes can be modded however you want.
I've spent thousands of hours playing with the construction sets, and Nifskope, Blender, 3dmax, etc., creating my own worlds within Morrowind, Oblivion and Fallout3 frameworks using their tools.
I am really looking forward to the Creation Kit and would like to hear more updates, news, tidbits etc.,

Is this the gameinformer podcast?
User avatar
Melissa De Thomasis
 
Posts: 3412
Joined: Tue Feb 27, 2007 6:52 pm

Post » Thu Aug 19, 2010 4:20 am

Is this the gameinformer podcast?


Yeah, I'm pretty sure he was talking about this one. http://www.gameinformer.com/b/podcasts/archive/2011/02/03/toddhowardse.aspx
User avatar
lauraa
 
Posts: 3362
Joined: Tue Aug 22, 2006 2:20 pm

Post » Wed Aug 18, 2010 6:41 pm

I'd imagine there will be some slight differences like the ones between Morrowind->Oblivion and Oblivion->Fallout, but most of the commands will likely remain the same or very similar.
User avatar
Facebook me
 
Posts: 3442
Joined: Wed Nov 08, 2006 8:05 am

Post » Wed Aug 18, 2010 11:59 pm

A feature I would love to have in the new Creation Kit is the ability to toggle gravity on/off whlie working. In the construction sets for TESIII & IV, if you place an object in the render window, it'll be in the place you left it, whether it's beneath the floor or floating in the air. I would love to have the option to toggle gravity/physics on so that if I place an object in the render window, I can throw it around or let if fall and roll wherever gravity takes it. This would be especially helpful for those who are making messy NPC homes or taverns and don't want to go through the arduous and tedious task of manually positioning everything so that it appears messy and unorganized. Anybody else feel this would be a nice feature in the new kit?
User avatar
gandalf
 
Posts: 3400
Joined: Wed Feb 21, 2007 6:57 pm

Post » Thu Aug 19, 2010 12:57 am

I really hope it tells you what you got wrong like in Oblivion, NV didn't do that and it was a pain. also maybe a spellcheck would be good for commands doubt it would happen though
User avatar
Jonathan Braz
 
Posts: 3459
Joined: Wed Aug 22, 2007 10:29 pm

Post » Thu Aug 19, 2010 3:19 am

I really hope it tells you what you got wrong like in Oblivion, NV didn't do that and it was a pain. also maybe a spellcheck would be good for commands doubt it would happen though


Someone fixed that, so now it does :D
User avatar
FirDaus LOVe farhana
 
Posts: 3369
Joined: Thu Sep 13, 2007 3:42 am


Return to V - Skyrim