TES: V Construction Set

Post » Sat May 28, 2011 3:19 am

What do you want to see in the TES: V Construction Set?

I would like to see some NavMesh in the new construction set, because it is alot easier to use than a NavGrid, and can be more fluent then NavGrids.
(NavMesh is where the NPC will walk ANYWHERE in a designated area, instead of stuck on straight lines, and only moving when they hit a grid point. If anybody knows a better way to explain this, please do)
Also, NavMesh was in the GECK, and I think its a keeper.

I also want to see an easier format for making Quests and Dialogue. I'm afraid to make my own custom Quests and Dialogue because I always mess up on it, and don't know what I'm doing, even with instructions.

Ever since I had the Construction set, I always wanted to make new weapons, but never had the right programs.
I think it would be cool if they had a built in program for basic weapons.
But you could also use the hardcoe programs and import them into the game.

I would also like to see an http://geck.gamesas.com/index.php/Object_palette in the new TES. Maybe even some preset palettes that come with the construction set.

What do you think They should put in it?
Why?
What should they leave out?
Why?



Please stay on topic.
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Madison Poo
 
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Post » Sat May 28, 2011 12:11 am

No 38 character limit for player responses (Good thing they raised it in the GECK), please! It's extremely frustrating and unnecessarily short.

Dialogue shouldn't cut off after 2 seconds if there's no voice file for it. I'd like to see some sort of option to keep the dialogue displayed for a certain amount of time without having to generate hundreds of MB of silent mp3s or things like that.

I haven't poked around the GECK much but it seems to be a step up from the Oblivion CS.
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Austin England
 
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Post » Fri May 27, 2011 9:33 pm

I haven't poked around the GECK much but it seems to be a step up from the Oblivion CS.

http://geck.gamesas.com/index.php/Main_Page
Its pretty cool, you should check out the Object Pallette (clustering) part of it, and the NavMesh. They are really helpful
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Jade Muggeridge
 
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Post » Fri May 27, 2011 6:52 pm

I would like to see some NavMesh in the new construction set, because it is alot easier to use than a NavGrid, and can be more fluent then NavGrids
(NavMesh is where the NPC will walk ANYWHERE in a designated area, instead of stuck on straight lines, and only moving when they hit a grid point. If anybody knows a better way to explain this, please do)


Try http://www.ai-blog.net/archives/000152.html. By the way, Fallout 3 already uses navmeshes.

Easier and more flexible quest and dialogue creation would be nice, of course. Also a way to take and reference notes inside the game (so I don't need an external program just to store an NPC's biography, or draw the relationship map of a village).

Finally: Look at what OBSE and FOSE do and add all those functions and language elements to the scripting language, please! Or at least just the functions and use LUA or something like that.
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Cody Banks
 
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Post » Fri May 27, 2011 11:59 pm

There definitely should be a construction set for TES V. Now, what it should be like? I like Oblivion's one best from the three, but I voted something from all of them. I think that the Oblivion one had the easiest way to make new armours and items in general, which is what interrests me most. In Morrowind's you had to create a body part first and then assign it to armour, which was a bit boring and you had to create a 1st person meshes separtely. In GECK, making a new item is a pain. There are tons of things you have to set. So in this the Oblivion's one wins.
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Pixie
 
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Post » Fri May 27, 2011 7:41 pm

http://geck.gamesas.com/index.php/Main_Page
Its pretty cool, you should check out the Object Pallette (clustering) part of it, and the NavMesh. They are really helpful

Pretty cool indeed. So far I've only made a dialogue based mod (Gift4Kids) so I haven't looked at that stuff yet.

One more dialogue related thing I really liked in the GECK was how you could make the NPC use animations/poses when they say their dialogue. Much better than the 'floating heads' of Oblivion.
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Wayne Cole
 
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Post » Sat May 28, 2011 6:27 am

Am only familiar with the Morrowind CS so shouldn't really say too much here - however I would like a render window where I can simulate the action scripted to take place - the ability to use camera controls for machinima would be useful - being able to have access to an animation library would be good to make the characters come alive more

Don't mind having a guide for complexity
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james kite
 
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Post » Fri May 27, 2011 10:27 pm

No crashing when using it on Vista.

>:(
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Steve Fallon
 
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Post » Fri May 27, 2011 8:08 pm

Yes, I want it released.

It should be easy, but it may require a guide - that's just the nature of something as powerful and complex as the TES CS's have been. However, making it impenetrable would be terribly frustrating.

I like Morrowind's the best. I haven't used OB's too much, but I really didn't like how the ID's where just a bunch of random numbers. I found it very difficult to find what I wanted.

That said, there are some aspects of Morrowind's CS that are very annoying, mostly due to how the game engine was programmed and whatever (example: you can't set an armor to be Medium, Light, or Heavy, it has to be within a certain range of weight (a range that is hardcoded)). Setting up dialog is confusing, but I haven't really put my mind to the task of reading tutorials about how it works.
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Leonie Connor
 
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Post » Fri May 27, 2011 11:00 pm

No crashing when using it on Vista.

Ha, Vista is hardly the whole problem. The OB TESCS was buggy as hell and crashed fairly frequently anyway. The GECK was better in this department.
I like Morrowind's the best. I haven't used OB's too much, but I really didn't like how the ID's where just a bunch of random numbers. I found it very difficult to find what I wanted.

Yea, I very much disliked the entire menu system in the OB CS. It had a few perks but I much prefer the way it worked with Morrowind's, OB's just felt sloppy.
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Tanya Parra
 
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Post » Fri May 27, 2011 10:11 pm

I want it simple as [censored] to do the basic stuff like: changing stats, placing items, maybe creating basic buildings. For more complicated stuff it should probably take a guide or two.
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meg knight
 
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Post » Sat May 28, 2011 9:50 am

It should be extremely user-friendly, but at the same time have features that only high level modders can achieve. I want it to be extremely easy to create simple equipment and quests. Creating land could be simpler too.
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Josee Leach
 
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Post » Sat May 28, 2011 8:26 am

One more thing I want is the ability to create caves.

Not like having an interior world, or having rocks over the land, but actually have the land go over your head, which is impossible in the previous games.

You normally could only move land up or down, which is fine. But I want the ability to have a curly mountain, which is impossible. I don't want a curly mountain, thats just the only way I could really explain it.

Pictures may come soon to what I mean...
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rae.x
 
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Post » Sat May 28, 2011 10:07 am

I also want to see an easier format for making Quests and Dialogue. I'm afraid to make my own custom Quests and Dialogue because I always mess up on it, and don't know what I'm doing, even with instructions.

I second this.

EDIT: And I would like the filter list to return. It makes makes searching for objects so much quicker and easier.
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Louise Andrew
 
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Post » Sat May 28, 2011 6:03 am

Morrowinds construction set was perfect. It took a short time to get used to and learn what to avoid but a long time to learn all the functions ( like scripting ). For those saying a baby should use it remember the easier it is for us to use the harder ( and worse ) it would be for the DEV to use.
Umm why wouldn't you want a CS for TES V
And i HATE all the catagories used in fallout and TES IV. v The armor catagories like leather, iron steel ect. Just group them all together >.>
I also liked dialogue much better in morrowind. It may have been harder but it was easier to use once you learned how to use it.
I will only mod for TES V instead of morrowind if the CS is like morrowind ( and TES V isn't like OB )
@stale I agree that would be cool to make a small tunnel I would not like to have a huge cave where you run around because it would clutter up space in the exterior cells but i would love to see you go under a mountain without having to use static rocks.
I think the CS should be in the disk instead of having to download it from the internet.
I think the guy that hit no hit it by mistake because under the first one he didn't say "None, They shouldn't release the Construction Set" and on the third one he didn't say "They shouldn't even have the Construction set released"
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Sxc-Mary
 
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Post » Fri May 27, 2011 7:42 pm

i wasn't really that much a fan of nav mesh but i prefeer the oblivion construction set but the GECK was good and it added on to the oblivion construction set which is a good thing of course
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leni
 
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Post » Sat May 28, 2011 3:32 am

I also want to see an easier format for making Quests and Dialogue. I'm afraid to make my own custom Quests and Dialogue because I always mess up on it, and don't know what I'm doing, even with instructions.

Aside from the whole issue with dialogue skipping when not providing voice files, I found Oblivion's Quest/Dialogue system a whole lot easier to navigate than Morrowind's.
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Cartoon
 
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Post » Fri May 27, 2011 7:44 pm

That said, there are some aspects of Morrowind's CS that are very annoying, mostly due to how the game engine was programmed and whatever (example: you can't set an armor to be Medium, Light, or Heavy, it has to be within a certain range of weight (a range that is hardcoded)). Setting up dialog is confusing, but I haven't really put my mind to the task of reading tutorials about how it works.


The fact that the those numbers were hard-coded was a bit annoying, on the other hand it prevented you from makinga a heavy armour lighter then light armour, which is possible in Oblivion's CS and in my opinion makes little sense.
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keri seymour
 
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Post » Fri May 27, 2011 8:44 pm

Things I'd like to see

Built in texturer and modeler and C++ programming (thats more of the game engine's fault though...)
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Naomi Lastname
 
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Post » Sat May 28, 2011 6:02 am

The fact that the those numbers were hard-coded was a bit annoying, on the other hand it prevented you from makinga a heavy armour lighter then light armour, which is possible in Oblivion's CS and in my opinion makes little sense.

My main problem is the ranges. The GMSTs set a weight, say 20 for a pauldron. Anything 60% or below is light armor, any armor weighing 61 to 79% is medium, anything 80% and over is heavy (or something like that). The range of weights you can assign to armor and have it be classified as Medium is VERY small compared to the range of weights you can assign to have an armor piece be classified as Light or Heavy. This makes it REALLY annoying when you want your sets of Medium armor to have a weight progression (an thus distinct weights for each set); instead of being able to vary it by, say, 5 units of weight, I have to vary it by 0.5, or risk having the armor classified as Heavy or Light.

I agree, though, that OB's logic of "if it is better, it weighs more; glass is heavier than "dwarven"" made no sense.
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Victor Oropeza
 
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Post » Fri May 27, 2011 10:08 pm

What I'm really looking for in the construction set is "More options for new and altered content".

I'd like to see the spell cost area have both multiple profiles you can use to auto-calculate a spell's cost, and sliders to test the magicka cost against different character builds (ie, see how the spell scales with more willpower, or see how an extra few levels of Destruction affects the castability".

I'd like to see options for controlling the skill level needed to cast a spell. Particularly to make non-25 levels open a new spell. I'd even like to see options for adding stat requirements.

It would require new mechanics, but it could be cool to add backfire effects to spells (ie, the skill needed becomes "Advisory" only, and casting below that level results in a roll against backfiring.) For anyone who has seen a Warhammer 40K manual, you probably understand the inspiration. Particularly if the devs go overboard and really give misfiring spells a chance of going Warhammer on you (cast conjuration spell. It misfires. Jyggy stomps on you through your own portal. OOPS!)

I want to see "scrapped" artwork recycled into a "licensed for use in mods only" package that gives non-artists a leg up on modding. But not excessively badly, really.

I want to see hooks built in to allow mods to override every aspect of skill gain.

I want a "SyncSkillProgressBar" function that takes a skill and a floating point number, so skill mods can elegantly make the bars represent the hijacked skills.

I want repair mechanics opened up, so that lore-compliant armor repair is possible (see: Heavy Armor Repair)

I want as many equations as possible done in some form that is alterable. It doesn't need to be especially trivial, just something to avoid the game engine calculating a result, a mod script calculating a result, and then retrofitting it over the engine's outcome.

I want the tutorials to cover most of the features of the game that can be modded. But not all aspects need the same loving care. For example, making a new sword that looks like another sword is fairly trivial. It would be more useful to offer guidance on choosing the appropriate reach, speed, and durability for your new sword, or how to add it to a merchant's inventory once a specific event happens. Lists probably would benefit from an explanation of how to tweak the outcomes at a given level (and an explanation of how the leveled list even works). And so forth. Give people less of the "basics that we already know" and more of the "stuff that makes this feature more useful, but is not obvious unless you've been using this for months".

I want "Append" and "Delete" lists, so my mod can add items to a levelled list, and YOUR mod can add more items to a levelled list, and when you play, you find that your mod didn't overwrite my mod. They just work together.

I want to be able to have a script function like SetTimerScriptOnce MyEvent Minutes 43.0 and have the game call MyEvent in 43 in-game minutes.

The more stuff available to be altered, the more interesting the game will be the second and third time around will be, as people create a much more tailored experience. Survivalists will get increasingly survivalist games, while the casual adventuring types get more stuff to do, and everyone gets mechanics that suit them better. And Mages maybe get a much richer magical experience, because more of the mechanics are open to mage-oriented modders.
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Anthony Rand
 
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Post » Sat May 28, 2011 5:49 am

Aside from the whole issue with dialogue skipping when not providing voice files, I found Oblivion's Quest/Dialogue system a whole lot easier to navigate than Morrowind's.

Really? I find Morrowind's dialogue system to be 10x easier than in Oblivion or Fallout 3.
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Shelby Huffman
 
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Post » Sat May 28, 2011 3:34 am

I'd quite like it to have mesh builder/retexture built in, it's quite annoying having to download loads of programs just to make a couple of new textures/meshes.
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Tamara Dost
 
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Post » Sat May 28, 2011 7:32 am

I'd quite like it to have mesh builder/retexture built in, it's quite annoying having to download loads of programs just to make a couple of new textures/meshes.

:lmao:

Dude, Bethesda doesn't have their own texture-makers and mesh-makers, they have to license them for hundreds and thousands of dollars. Do you really want a CS that costs $2000? Be thankful there are even freeware programs at all that you can download.
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Maeva
 
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Post » Sat May 28, 2011 8:52 am

Ability to add skills (I'm positive they're still going to forget a few)
Ability to add dis/advantage system (if they're still going with the crappy birthsign thing)
Ability to use random generator. (like add randomly generated terrain, dungeons, quests, cities as much as you want)

That's asking a lot from a CS I believe.
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Tom Flanagan
 
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