[Discussion] CS Wish List

Post » Fri Nov 12, 2010 9:05 pm

-The ability to have a "preview" mode so that you could test whether something works without having to boot up oblivion itself, and get your character into the right place to actually test the darn thing.

I had started a thread once - about playte4sting tips - yes the way it is it is at least frustrating
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Steph
 
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Post » Fri Nov 12, 2010 10:35 am

Here's a simple one... You know that magenta ugliness called water in the CS?

Arthmoor told me that I can replace (actually add) some water texture in textures\water\water00.dds and it's fixed.

I tried and it's great. Maybe it could be included in potential CS patch?
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Alex Blacke
 
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Post » Fri Nov 12, 2010 2:05 pm

Maybe it could be included in potential CS patch?


CS Patch? Whatever were you thinking when you typed that? Seriously, I imagine the CS we have is the only CS we're going to get until Elder Scrolls V comes out -- when/if it ever does. What would be nice would be if the code to the CS were released to the modding community (I don't think its source has been released, anyway, although I could be wrong about that). There are some fantastic programmers who just do it as a hobby. With their help the CS could be whipped into shape, I think. I have to say, though, that in spite of some of the things that aggravate me almost to tears about the CS, it's the best, most complete game design kit I've ever worked with, and I've modded for Neverwinter Nights, Star Trek: Armada, Starcraft, and Borderlands (and gave a try at Half-Life 2 and decided I was in way over my head). Still, this is a "wish" list, and I have some wishes along these lines:

  • One of the things I really miss from building in Second Life is the ability to link objects together so that they behave like a single object when you move, rotate, or resize them. This would greatly simplify a lot of complex operations, and would eliminate accidental modification of individual elements in a larger structure.

  • I'd like the ability to protect every external cell, except ones I specifically define, from being altered in any way. It's ridiculously easy to accidentally modify an external cell, either by just poking around in it out of curiosity or by inadvertently rezzing an object in it when your POV is from that cell but you're actually working in a different cell.

  • On-the-fly adjustment of zoom sensitivity, so I can zoom rapidly from a long distance away, but slowly when I'm homing in closely on an object.

  • Custom object lists -- one of my major peeves with the CS is the shoddy way that objects are categorized. I'd like to be able to "tag" any given entry in the object list with a word of my choosing -- so, for instance, I could tag anything remotely related to "fencing", including gates and individual posts, as "fencing", and that would show up as a category in the Object Window, with all objects tagged as "fencing" alphabetically ordered within that category. This way the user could create "shopping lists" of items that are commonly used, making them much easier to find. Nesting of tags would be doubly nice.

  • Does anyone here hate the pink water as much as I do? I doubt it. How about being able to just turn it off, maybe with just a contour line drawn on land where the water intersects with it? The problem is that the water, as currently rendered, obscures the land below the surface, and it's not always possible to get a good angle underneath the surface to work with the landscaping tools, or to place objects. And why is it pink, anyway? I'd think that a cool, transparent blue would be better. At the moment it's like trying to look through pink frosted glass.

  • Maneuvering the POV without a focus on a specific object can sometimes be very frustrating with the mouse. Add the keypad as an optional way to move around (2,4,6, and 8), corresponding to the directions the arrows on the keys show. Pressing in conjunction with them could rotate the POV, rather than moving it. Pressing could accelerate the movement. I don't have a mousepad the size of my desk and moving long distances entails repeatedly picking up the mouse and repositioning it. Use of the keyboard would eliminate this problem completely.

  • A default Data load that automatically loads all mods that are activated for your game would be a useful addition, I think.

  • While I'm on the subject of loading data, being able to enable and disable individual mods without completely reloading data would save a lot of time.

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JD bernal
 
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Post » Fri Nov 12, 2010 2:30 pm

There are some fantastic programmers who just do it as a hobby. With their help the CS could be whipped into shape, I think.

Well, dunno. Maybe it could be done something like OBSE, with an in-memory hack. A lot of reverse-engineering, it's true... but like you said, we do have some talented hobbyists hereabouts. One fine day, perhaps...

I could tag anything remotely related to "fencing"

Rapier, razorwire, what's the difference! ;)
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krystal sowten
 
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Post » Fri Nov 12, 2010 7:33 pm

CS Patch? Whatever were you thinking when you typed that? Seriously, I imagine the CS we have is the only CS we're going to get until Elder Scrolls V comes out -- when/if it ever does.


Don't you go italic on me! I was thinking about potential unofficial CS patch of course. I have no doubt that our saviour will come one day and make it.

...
[*]Does anyone here hate the pink water as much as I do? I doubt it. How about being able to just turn it off, maybe with just a contour line drawn on land where the water intersects with it? The problem is that the water, as currently rendered, obscures the land below the surface, and it's not always possible to get a good angle underneath the surface to work with the landscaping tools, or to place objects. And why is it pink, anyway? I'd think that a cool, transparent blue would be better. At the moment it's like trying to look through pink frosted glass.
...


Yes, I do hate it. But Arthmoor told me about solution and I have posted it above, very post you quoted and cut. Take some water texture, name it water00.dds and take it's normal water00_n.dds and toss them to Data\textures\water folder.
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Alessandra Botham
 
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Post » Fri Nov 12, 2010 12:05 pm

Yes, I do hate it. But Arthmoor told me about solution and I have posted it above, very post you quoted and cut. Take some water texture, name it water00.dds and take it's normal water00_n.dds and toss them to Data\textures\water folder.
Would the dungeonwater_01.dds texture in the stock texture BSA archive work ? If yes(it doesn't come with a normal map), a CS patch would be plausible.
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Angela Woods
 
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Post » Fri Nov 12, 2010 4:35 pm

Would the dungeonwater_01.dds texture in the stock texture BSA archive work ? If yes(it doesn't come with a normal map), a CS patch would be plausible.


I think yes. I went to my Data\water folder and just made a copy of some water01.dds texture. (maybe from some mod if not vanilla?)
You can find water textures in Texian's static water meshes resource I think.
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Nims
 
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Post » Fri Nov 12, 2010 3:49 pm

I have a few suggestions:

1. Fixing the pink texture problem would be nice... it totaly screws up a whole cell and thus the Mod!

2. A button which makes the automatically generated grass visible in the render window for easy editing purposes.

dutch666
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no_excuse
 
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Post » Fri Nov 12, 2010 5:37 pm

Do you mean the bug that occurs when you don't have a microphone plugged in in Vista/Win 7?


The CS crashes when you attempt to edit responses on a machine using a Realtek audio chipset and haven't got mic plugged in.

I can confirm this error, as well. It can be duplicated on my machine just as you say, editing dialogue without a mic plugged in crashes CS immediately everytime.

Any nay-sayers saying they have such-and-such OS and they don't have this problem; that's awesome for you, but it doesn't mean the problem doesn't exist. It is a very annoying problem until you figure out what's causing it. Just because you want to edit dialogue doesn't mean you want to record it right then and there, so it's not immediately obvious what causes the crash.

Anyhoo, it's a problem that they should definitely fix for TES V's CS, if Bethesda don't go the Sega/Creative Assembly route and stop supporting the mod scene (and continue the move in a more Console/profit margin-driven direction). If that ever happens, I'll just stop buying TES games just like I (and many other TW fans) stopped buying new Total War games. Thankfully/hopefully that doesn't seem to be in Beth's immediate future.

On the topic of sound, though - does anyone get that annoyingly persistent PC speaker "BEEP" every time you click on anything in CS? It sometimes a pain remembering what settings I have to turn off in my computer settings to mute it and last time I managed to mute the sound, it also muted the Oblivion in-game sound somehow, which could only be turned back on in Desktop options while an Oblivion instance was running (and Oblivion loves being ATL-TABbed, let me tell you).
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Jani Eayon
 
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Post » Fri Nov 12, 2010 9:31 pm

...



"Golly, I seemed to have inadvertently bumped the thread! Atleast it'd help others post as-yet unposted CS bugs that need fixing. Won't it ?"
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Kirsty Wood
 
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Post » Fri Nov 12, 2010 6:37 pm

Add font preference for script editor to ini file :) Aren't you done this thing yet? ;)
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JESSE
 
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Post » Sat Nov 13, 2010 1:02 am

I want the bug fixed that just rejects my OBSE code if I start the CS without it. It should give me a nice message that says "you need OBSE for that".
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Monika
 
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Post » Fri Nov 12, 2010 3:12 pm

I want the bug fixed that just rejects my OBSE code if I start the CS without it. It should give me a nice message that says "you need OBSE for that".
Heh, if our savior were to fix the CS he'd do so through an OBSE plugin.
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CRuzIta LUVz grlz
 
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Post » Fri Nov 12, 2010 9:58 pm

shadeMe you are awesome. :)
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Ebou Suso
 
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Post » Fri Nov 12, 2010 7:53 pm

shadeMe you are awesome. :)
Hmm, I wonder what biochemical processes caused you to make that remark...
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LuBiE LoU
 
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Post » Sat Nov 13, 2010 1:03 am

I don't know if this is possible or if it's been suggested before, but some way to increase the limit on characters when writing dialogue would be incredible. It's so difficult to make intelligent dialogue when the player can't say anything longer than 38 characters. It's much longer in the GECK.
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Lakyn Ellery
 
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Post » Fri Nov 12, 2010 11:57 am

I don't know if this is possible or if it's been suggested before, but some way to increase the limit on characters when writing dialogue would be incredible. It's so difficult to make intelligent dialogue when the player can't say anything longer than 38 characters. It's much longer in the GECK.
There's an INI setting that lets you increase the limit. Can't remember the name off hand, but it may have the word 'response' in it.
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phil walsh
 
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Post » Fri Nov 12, 2010 1:23 pm

There's an INI setting that lets you increase the limit. Can't remember the name off hand, but it may have the word 'response' in it.


Really?? I would be very surprised if that were true. I take a look though.
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Ian White
 
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Post » Fri Nov 12, 2010 8:32 pm

iExtendedResponseLength for the response-texts
iExtendedTopicLength for the topics

Both are in the ConstructionSet.ini, which is in "My Documents\My Games\Oblivion".

But maybe you need another ingame-interface, because it doesn't change the interface so your text will show up somewhere under the end of your monitor if it's too long.
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Prisca Lacour
 
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Post » Fri Nov 12, 2010 4:10 pm

True. Reneer's Dialog mod intended to improve that, if I recall correctly.
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Vahpie
 
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Post » Sat Nov 13, 2010 12:50 am

Thanks Dice, I'll take a look at that.
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Ebony Lawson
 
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Post » Fri Nov 12, 2010 12:37 pm

2. A button which makes the automatically generated grass visible in the render window for easy editing purposes.


Oh, what I wouldn't give to have this. Scraping grass off of places it doesn't belong is hard without being able to see it.
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Tyrone Haywood
 
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Post » Fri Nov 12, 2010 8:40 pm

Instant-testing button ;p

You just open one of the cells in preview window, then place temporary spawn marker there, and press "PLAY" button. The the game immediately loads with that cell and some test character at that marker. And you can test how the things look/work with this engine. Such mode doesn't have to load all those data which the game uses, just the basics. This way we could save hours, weeks or months spend on loading the game back and forth over and over again to test even the smallest things... ;p
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Michelle davies
 
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Post » Fri Nov 12, 2010 3:10 pm

*coughbumpcough*

I was looking for that water fix, stumbled upon it here, and thought to add some praise/prodding to the altar we have dedicated to the glorious CS saviour. Release it! :cry:

And also add a request, about something which has been annoying me a lot recently: would it be possible to define how many cells the CS loads, and even better, work out a way to control when it "unloads" a cell when you zoom out a bit. >.< This has been making my life a misery when I want to survey a cliffside I have just made/making and it disappears before I can get it all visible!

:icecream:
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Portions
 
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Post » Fri Nov 12, 2010 8:34 pm

. . .would it be possible to define how many cells the CS loads, . . .


My Documents\My Games\Oblivion\ConstructionSet.ini ==> uGridsToLoad=NN

The CS will load NN x NN cells. I think it must be an odd number.

I have just increased mine from 11 to 19.
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Cagla Cali
 
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