User made features for CS?

Post » Thu Oct 15, 2009 8:03 pm

Hi, this is my first post ever here in the CS department. I was wondering if there are any features done by members that would make the CS more productive. The other day I saw someone do some sort of a catalog to identify many objects of MW. Are there any user made browser to see all the objects in the game. Man, I just wish CS had the real-time modification like in Crysis construction set. You change something and with a press of a button you jump right in to see your changes. God I love that feature. I hope oneday Bethesda implements something similar for their CS.
User avatar
Tha King o Geekz
 
Posts: 3556
Joined: Mon May 07, 2007 9:14 pm

Post » Fri Oct 16, 2009 6:41 am

Not really.
There is the handy index for helping you find objects: http://tommyshideout.net/files/srikandi/TESCSItemIndex/.
There is also a recently made catalog for the default Ground Textures, but I can't recall where it is.
User avatar
Jonathan Windmon
 
Posts: 3410
Joined: Wed Oct 10, 2007 12:23 pm

Post » Thu Oct 15, 2009 10:24 pm

Bethesda isn't going to be adding any features to the CS. The game is over 7 years old and they've pretty much washed their hands of it. The only reason this section of the forums isn't in with the past TES games is because of how popular the game still is. That doesn't mean that Bethesda will add anything else to it. As for user made stuff, the code for the CS was never released and I don't think anybody has been able to look at it, so there aren't any user made add-ons. What you see is what you get unfortunately.
User avatar
Jason Rice
 
Posts: 3445
Joined: Thu Aug 16, 2007 3:42 pm

Post » Fri Oct 16, 2009 10:16 am

You can, IIRC, start the game into a given cell using the commandline and/or INI.

I've also heavily tweaked the menus on my own CS (wider inventory table in NPC creating screen, moved tabs and menu options around, renamed and reorganized them, added some unused right-click menu items to the spell and enchantments tabs). Nothing too drastic, but it is tweaked. I may be able to compile a patch for the CS (CS code patch :P) and release that.
User avatar
Cagla Cali
 
Posts: 3431
Joined: Tue Apr 10, 2007 8:36 am

Post » Fri Oct 16, 2009 6:21 am

You can, IIRC, start the game into a given cell using the commandline and/or INI.

I've also heavily tweaked the menus on my own CS (wider inventory table in NPC creating screen, moved tabs and menu options around, renamed and reorganized them, added some unused right-click menu items to the spell and enchantments tabs). Nothing too drastic, but it is tweaked. I may be able to compile a patch for the CS (CS code patch :P) and release that.


Any tweaks done is ALWAYS welcome. If you release it(considering your reputation and the non-existent tweaks in the CS) it will be a major humble step forward to, perhaps, to other tweaks. I wonder if cracking the CS code is a legal thing, if not, I hope oneday members finally do it and give the CS an injection of productivity muscle and in turn make MW mods even more amazing. As time passes the future of MW will need something along the way to rejuvenate the CS just like MGE gave new life to MW.
User avatar
Claire
 
Posts: 3329
Joined: Tue Oct 24, 2006 4:01 pm

Post » Fri Oct 16, 2009 9:03 am

Any tweaks done is ALWAYS welcome. If you release it(considering your reputation and the non-existent tweaks in the CS) it will be a major humble step forward to, perhaps, to other tweaks. I wonder if cracking the CS code is a legal thing, if not, I hope oneday members finally do it and give the CS an injection of productivity muscle and in turn make MW mods even more amazing. As time passes the future of MW will need something along the way to rejuvenate the CS just like MGE gave new life to MW.


So long as he isn't distributing a modified Construction Set .EXE file, I don't see why it would be a problem. A patcher (MCP style) could be made.


Out of curiosity, any pictures available of the changes you've made?
User avatar
herrade
 
Posts: 3469
Joined: Thu Apr 05, 2007 1:09 pm

Post » Thu Oct 15, 2009 11:05 pm


Out of curiosity, any pictures available of the changes you've made?



I believe you're asking @Peachykeen. Hope he puts his tweaks soon for download. Screenshots would be nice.
User avatar
Kyra
 
Posts: 3365
Joined: Mon Jan 29, 2007 8:24 am

Post » Thu Oct 15, 2009 10:50 pm

I think it would be more practical to reverse engineer the exact specs of an .esp file, if that hasn't already been done, so people can write new editors from scratch.
That would be a big project obviously, but more useful in the long run.
Look at all the 3rd party editors which have come and gone over the history of DOOM. At this point they dramatically surpass the quality of anything that existed when that game was made.
User avatar
Nicole Kraus
 
Posts: 3432
Joined: Sat Apr 14, 2007 11:34 pm

Post » Fri Oct 16, 2009 5:44 am

I think it would be more practical to reverse engineer the exact specs of an .esp file, if that hasn't already been done

The format of esp/esm is well known these days. There are some fields in the saved games that are still a mystery, to me anyway.
User avatar
Dalley hussain
 
Posts: 3480
Joined: Sun Jun 18, 2006 2:45 am


Return to III - Morrowind