First look: Creation Kit
#161
Posted 03 February 2012 - 07:41 PM
#162
Posted 03 February 2012 - 10:39 PM
#163
Posted 03 February 2012 - 11:04 PM
Edited by tiro1971, 03 February 2012 - 11:05 PM.
#164
Posted 03 February 2012 - 11:06 PM
#165
Posted 04 February 2012 - 06:38 AM
I'd release a free Mudcrab armor DLC with it, for teh lulz."For our Skyrim PC fans, the Creation Kit is on track for release on Tuesday. And, we also have a special surprise with it." :oD
#166
Posted 04 February 2012 - 06:22 PM
#167
Posted 04 February 2012 - 07:38 PM
Cause most problems with custom textures and meshes - is that they automatically applied to ALL NPCs. That really pissed in Oblivion.
Built-in archive creator sounds good.
#168
Posted 06 February 2012 - 04:58 AM
With an auto-down loader, it doesn't look like the end user has an option to install texture / model option A, or B. What if you're mod comes with a number of options? Many do... The best yet was what we had with the OMOD platform; and a septate low-profile install script the Modder could make with almost endless install options. In addition it was simple to use.
Also, I'd like to know what Steams policies will be in regards to protecting our work against rippers, and people looking to sabotage a mod.
If their are any, I feel these could be the two weakest area's of the CK / Steam integration.
#169
Posted 06 February 2012 - 05:33 AM
With an auto-down loader, it doesn't look like the end user has an option to install texture / model option A, or B. What if you're mod comes with a number of options? Many do... The best yet was what we had with the OMOD platform; and a separate low-profile install script the Modder could make with almost endless install options. In addition it was simple to use.
I think that it can be done - like make version A and B both different files, or have the auto-downloader download an .exe file that will install the mod. Or else, I'm sure, there might be a way to make the Steam Workshop downloader act as a sort of OMOD unpacker, not unlike the original program. We'll just have to see.
Also, I'd like to know what Steams policies will be in regards to protecting our work against rippers, and people looking to sabotage a mod.
They probably won't have any, or else stick with the "Upload/download at your own risk". As far as someone uploading a mod with a borked update because they ragequit, I'm sure there will be a report feature somewhere. Again, we'll have to see.
These are both good points, though. With some work, and luck, they can be avoided. We'll have to see if Steam has become competent with this all this yet.
As far as the surprise they are offering, I think it will just be some mods available on the workshop. Unless it's Morrowind or Daggerfall, I really can't see anything they could upload that would make me go "DA DA DA DAAAAA!" that wouldn't show up here within a week and be 10 times better.
Edited by luxwing0go, 06 February 2012 - 05:34 AM.
#170
Posted 06 February 2012 - 10:30 PM
Edited by sedeslav, 06 February 2012 - 10:31 PM.



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