What If The Creation Kit Is Completely Different Than GECK..

Post » Sun Nov 21, 2010 11:52 am

obviously, this is directed at modders. supposedly, this is a whole new engine (arguable but lets give them the benefit of the doubt) and im assuming that means a new SDK. as a modder will you still be interested in modding if you have to relearn how to use an entirely new software?
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James Wilson
 
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Post » Sun Nov 21, 2010 7:40 am

I wouldn't mind if it was different.
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RUby DIaz
 
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Post » Sun Nov 21, 2010 3:39 am

Im not much for using construction kits, but I would definitely like them to maintain the ability to add new models and textures. and to make ANIMATIONS EASIER TO PORT. They were hard has heck in oblivion, took me forever to figure out how to get animations in game...

Part of what steered me away from the construction set was how complicated the dialog system was to use. I hope we have the same or better flexibility with the new creation kit.
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Rachel Cafferty
 
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Post » Sun Nov 21, 2010 11:50 am

I wouldn't mind. I found some things very annoying in the Geck, and to many things were missing. I would like an even distribution of Cs and Geck, or a brand new.
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Claire Vaux
 
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Post » Sun Nov 21, 2010 2:32 am

I remember getting quite comfortable with the editor from Morrowind. Then with Oblivion, there were some very major changes I had to learn a lot from a totaly new perspective. Fallout 3 didn't seem to be too far from waht Oblivion was. As far as Skyrim goes, if it is new, there, for me is another learning project, lol.
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butterfly
 
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Post » Sun Nov 21, 2010 4:26 am

Depends. If it is easier to use then it is fine. The only thing is there isn't too much that could be done to make it better. Object based scripting is still top notch, and I don't see anything topping it anytime soon, if ever. The only things that I could see to change it in a way that makes sense is if it is easier to use. Things like auto packaging any associated files for easy installation, making navigating the editor easier, that kind of thing.
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kitten maciver
 
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Post » Sun Nov 21, 2010 4:25 am

The only thing that was "gamebryo" was the rendering engine, and even then, Beth customized the crap out of it.

The Creation Kit is in all likelihood structured similarly to the CS and GECK, but with the obligatory extra interfaces to set up the new engine's added bells and whistles.

Seeing how far advanced the GECK is over the CS and still is familiar in structure, I can only imagine what new toys we'll get in the CK. The GECK is head and shoulders above the Oblivion CS in terms of ease-of-use.
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Hayley Bristow
 
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Post » Sun Nov 21, 2010 2:33 pm

most likely, since they are completely different games, whats more appropriate is: what if creation kit is completely different than the construction set. which I think it will be since it would probably be called CS if it was pretty much the same as for OB/MW CS.
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Alexander Horton
 
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Post » Sun Nov 21, 2010 5:06 am

most likely, since they are completely different games, whats more appropriate is: what if creation kit is completely different than the construction set. which I think it will be since it would probably be called CS if it was pretty much the same as for OB/MW CS.


:facepalm:

As I just said, the GECK was similar to the CS but more usable. I have a good feeling that the CK will be in a similar vein. SDK tools similar to usability of previous games the company made = quicker learning turnaround for the devs = more work done.
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Natalie Harvey
 
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Post » Sun Nov 21, 2010 4:44 am

I wouldn't mind at all. I've used (and switched between) several different game editors -- NWN Aurora, TES III & IV CS, the Dragon Age beta toolset, and various utilities and art tools -- and never really had problems switching back and forth or beginning a new one. If anything, I've found that experience in one tool carries over to one degree or another, and gives me a small head start in a totally different one.

In any case, I doubt the Creation Kit will be wildly different.
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Penny Wills
 
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Post » Sun Nov 21, 2010 12:26 am

Why does everyone keep talking about how much more usable and useful the Geck was then Cs. I fealt the npc creation tab was much more restricting than in the Cs. It is the only reason why I had to cancel my FEV Contamination Mod.
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rolanda h
 
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Post » Sun Nov 21, 2010 4:03 am

Learning something new always good idea
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April
 
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Post » Sun Nov 21, 2010 2:42 am

I really hope it is different than the geck, that had so much unnecessary crap
but it will probably be around the same as Oblivions, they did make their owns tools afterall
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Soraya Davy
 
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Post » Sun Nov 21, 2010 8:22 am

obviously, this is directed at modders. supposedly, this is a whole new engine (arguable but lets give them the benefit of the doubt) and im assuming that means a new SDK. as a modder will you still be interested in modding if you have to relearn how to use an entirely new software?


Being that is still based on Gamebryo (although heavily modified), I doubt we will see any major changes in the Kit. Why would they go out of their way to create a new platform to develop their own games, when it is still based on the same tech. It will be tweaked for sure, but I doubt we'll see any drastic changes.
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oliver klosoff
 
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Post » Sun Nov 21, 2010 7:59 am

Geck had a very lousy interface for the 3D view port. I rather it be like the Source SDK (Hammer) or the UDK. Everything else about it was very conveniently laid out, all the game assets are packed into the esps and a very easy to modify.

Being that is still based on Gamebryo


Talking about the creation engine? Either post official confirmation or get out. Last thing this game needs is more false rumors flying around from baseless posts.

This post stinks of "Hurr durr the graphic style is the same so it must be the same game engine"
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Khamaji Taylor
 
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Post » Sun Nov 21, 2010 1:34 pm

still based on Gamebryo


:facepalm:

That said....

If the CK is more like the Oblivion CS, it shouldn't be that difficult to adjust to. Even if it's closer to the GECK, not a big deal, but I found dialogue to be far more difficult to deal with in GECK than it was in the CS. So I'm hoping the CK won't be just as much of a pain.

Of course, one is going to have to assume that path gridding won't be like the CS. GECK navmeshes were something I never could wrap my head around. Doubtful Skyrim will be taking a step backward to path nodes.
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Nims
 
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Post » Sun Nov 21, 2010 12:06 pm


Talking about the creation engine? Either post official confirmation or get out. Last thing this game needs is more false rumors flying around from baseless posts.

This post stinks of "Hurr durr the graphic style is the same so it must be the same game engine"


Todd has admitted multiple times that "the Creation Engine" is based entirely around the technology used in Gamebryo. So much so that a few months before Skyrims announcement, they stated that they were using a heavily modified version of Gamebryo for their next game. Then they changed their story to state that they modified the engine so much that they are considering it a new engine and gave it a new name. Seriously, just take a look at some Skyrim screens and tell me that the game doesn't have a very "familiar" look to it. I'm not saying that the game doesn't look great, but it is definitely built around the same tech they have been using, albeit heavily modified.

If you want proof, here is quote from Todd directly off the Skyrim website:
"We then rewrote all the major graphics and gameplay systems including lighting, shadows, level of detail, animation, interface, scripting, dialogue, quest systems, melee, magic, and more. All of those changes made it into our internal editor as well. So much had changed that we decided to call the engine and editor by a new name, the Creation Engine and the Creation Kit."
So yes, the game is still based around the tech from Gamebryo, it has just been heavily modified.

"Rewriting" each of those game systems could be as simple as minor tweaks or it may have been rewritten from scratch. Logically, if they literally rewrote every system from scratch, it would have been much easier to just license a new engine or create an entirely new one. They obviously wanted to keep what was familiar and what worked, and tweak it to suit their preferences. I personally think it is more of a marketing tool to avoid the negative stigma of the Gamebryo engine, but that is just me. Truth is, whether you want to admit or not, the game is based on Gamebryo.........hurrr durrr.
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Kelly Tomlinson
 
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Post » Sun Nov 21, 2010 3:32 pm

Todd has admitted multiple times that "the Creation Engine" is based entirely around the technology used in Gamebryo. So much so that a few months before Skyrims announcement, they stated that they were using a heavily modified version of Gamebryo for their next game. Then they changed their story to state that they modified the engine so much that they are considering it a new engine and gave it a new name. Seriously, just take a look at some Skyrim screens and tell me that the game doesn't have a very "familiar" look to it. I'm not saying that the game doesn't look great, but it is definitely built around the same tech they have been using, albeit heavily modified.

If you want proof, here is quote from Todd directly off the Skyrim website: So yes, the game is still based around the tech from Gamebryo, it has just been heavily modified.

"Rewriting" each of those game systems could be as simple as minor tweaks or it may have been rewritten from scratch. Logically, if they literally rewrote every system from scratch, it would have been much easier to just license a new engine or create an entirely new one. They obviously wanted to keep what was familiar and what worked, and tweak it to suit their preferences. I personally think it is more of a marketing tool to avoid the negative stigma of the Gamebryo engine, but that is just me. Truth is, whether you want to admit or not, the game is based on Gamebryo.........hurrr durrr.

Epic! You win.
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carley moss
 
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Post » Sun Nov 21, 2010 10:53 am

:facepalm:

As I just said, the GECK was similar to the CS but more usable. I have a good feeling that the CK will be in a similar vein. SDK tools similar to usability of previous games the company made = quicker learning turnaround for the devs = more work done.


dont face palm me. I never disagreed with you, I did not even adress your statements to begin with. so your starting a quarrel for no reason.
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CORY
 
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Post » Sun Nov 21, 2010 10:06 am

Whoever is arguing do it with private messages or just stop. No reason to get a thread locked because you can't act mature.
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Hussnein Amin
 
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Post » Sun Nov 21, 2010 4:50 pm

I'm sure it will be similiar so their people could learn it easily. But the same? Not at all. It will definitly be quite different. I don't mind relearning it. It will be SO worth it as this game looks like 100x better (technically) than their previous titles. I will be modding even if the SDK is the hardest one to learn on the face of this planet.
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Suzie Dalziel
 
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Post » Sun Nov 21, 2010 9:43 am

I seriously doubt it'll change that much. All I've heard seems to be improvements to a working formula. What I gathered from the podcast makes Radiant Story out to be a godsend for quest modders and seeing as the engine is still the same, only heavily modified, i don't think it'll change that much. Still, if it did then i would set aside some time and learn how it works, I learned the GECK from scratch, i can do it again. Allthough, seeing as the GECK was so similar to the Oblivion CS I found a lot of resources that still did the trick, that would be harder with a brand new one, but regardless, i would learn how to use it provided I had the time.
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neil slattery
 
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Post » Sun Nov 21, 2010 9:06 am

What they need to do—is have a creation kit for consoles...PC flamers be gone! The power of Christ compels you!! They did it, albeit in a comparatively simple form, in Halo: Reach with the Forge. I just think it would be nice for console users to get a taste of the modding pie without having to shell out $$$$ for a gaming rig.
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kitten maciver
 
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Post » Sun Nov 21, 2010 10:15 am

What they need to do—is have a creation kit for consoles...PC flamers be gone! The power of Christ compels you!! They did it, albeit in a comparatively simple form, in Halo: Reach with the Forge. I just think it would be nice for console users to get a taste of the modding pie without having to shell out $$$$ for a gaming rig.


nice gaming rig will cost you around $800.
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Taylrea Teodor
 
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Post » Sun Nov 21, 2010 4:52 pm

What they need to do—is have a creation kit for consoles...PC flamers be gone! The power of Christ compels you!! They did it, albeit in a comparatively simple form, in Halo: Reach with the Forge. I just think it would be nice for console users to get a taste of the modding pie without having to shell out $$$$ for a gaming rig.


Comparing Reach's forge to a fully fledged... well, creation kit is more accurate than editor, as it's just as capable of creation as it is modification is somewhat like comparing a unicycle made out of chocolate to a foundation battlecruiser. Sure, the unicycle might be easier to use, but I know which one I'd want to travel in.
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Erich Lendermon
 
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