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Posts posted by MollyThunderbreeze
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My hello post was probably a little over the top, but you have come to my rescue. I believe you have correctly understood that my questions were general questions and answered them more than sufficiently. The goal of my questions was to determine how powerful of a tool would these programs be in a classroom setting, and determine in what areas of teaching could they be used (Animation, NPC Design, Story Writing, Design, etc.). As for the price of Skyrim, considering that most technical textbooks run at least $100, the purchase of Skyrim was relatively inexpensive (~$25 at Amazon and the price is dropping every day). The more I read, the more surprised I am at the versatility of these programs, but am still curious about their potential as a teaching tool.
NEW GENERAL QUESTION: How powerful are these mod programs? How much revamping of the parent program will these mods allow you to do? (Asking for a general answer here about the power of the game engine, see examples for clarification of my question.) Can users make new PCs and NPCs with new animation, remapping of the keyboard, ...? Now my question has a caveat. I expect the changes to be performed in the toolkit/creation set only, no external programs.
Example 1: I read two threads about designing new heads for NPCs that sounded like a serious time burner which would not fit within a semester or quarter system's time frame. The first was designing heads for different races, while the other had redesigned borrowed heads and was trying to get them to work within the game (this user had headless PCs running around, and the thread died on the vine).
Instructors (and the books they use) must feed students solvable problems that present and teach new ideas. Based on the above threads in the forum I can see that if handled incorrectly, unsolvable problems could be a very likely outcome without proper guidance from the teacher (and the book).
Example 2: Jeff Howard's book has a student set up a group of quests based on two suggested literary 'questing' classics (Sir Gawain and the Green Knight was one). From his book, my initial understanding was that a user could within a couple of months develop their own RPG game using these mod programs (obviously, this project would entail writing and setting up the dialogue, a little world editing, and creating a few canned NPC interactions within that world).
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I am attempting to learn and play Skyrim. Interesting that you enjoy learning Python. What would be your goals for this language, or are you just having fun with the language.
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Hi all, I am new to the Nexus forum and new to included game engines (like the toolkit of NWN2, or the creation kit of Skyrim). I was directed here from the Microsoft site after encountering a string error while installing the NWN2 program. Here is my delima and why I am asking for your assistance. My goals are pretty simple: Design a semester of lesson plans for a class in game design using the an included game engine from a popular game, then produce a book version to be used in the classroom. Something similiar would be "Quests: Design, Theory, and History in Games and Narratives" by Jeff Howard. In his book, he suggested both the NWN2 took kit and the Elder Scrolls creation kit. Mr. Howard noted that the toolkit was easier to learn, but the creation kit was more powerful (a bit on the word powerful later).
Here is my questions for the community (links to posts within the forum where the questions have already been addressed would be most helpfu):
1. Considering the existing documentation available for the NWN2 toolset, it appears to be my best choice. However, with the initial issues I encountered loading and using this toolset in the Vista O/S, I have concerns for it being a good choice to base a book on that will be published in 3-5 years. Rumors of unavailability for those willing to host mods has also made this an undesirable choice because it would kill the number of active users of the toolkit. In other words, the technology of the toolkit may be just too old for my purposes.
2. I noticed within the forum there are quite a few tutorials for the creation kit, and what appears to be a very active user base within the Skyrim creation kit forum area. The NWN2 toolkit area does not seem as active, any reasons why this is the case?
3. Powerful - Often the word powerful in computer-eze translates to a program doing more for you, and the creative mind is often left scarmbling to work around what the program thought you wanted. Is this the case with the Skyrim creation kit? How powerful is the creation kit? Can a student design his own creation of an RPG style of game, from the world design, to NPC design, down to defined keystrokes for movement and actions within that world (Bethesda said yes on this last one).
4. Due to the 'out of date' issues of the NWN2 toolkit, I am leaning in the direction of the Skyrim creation kit. Any thoughts on comparing these two would be appreciated. Frankly, will any kit survive the 3-5 years required for publication of a technical book. I think my biggest problem is the ever dynamic Windows O/S which often renders these resources useless.
5. I had read some complaints over issues about the Skyrim vs. Morrowind kits (creation kit vs. construction set). Any thoughts or links to discussions about this issue would be welcomed.
I am estimating about one month with the game itself, then moving into mod creation for potential lesson plan creation. Any feedback or thoughts regarding the above concerns would be greatly appreciated.
P.S. When I went into the local GameStop to buy this, I was malled by Skyrim fans. Oh this is a L...O...N....G game, said one customer. Another chimed in, "It is so big that by the time I got back to it, I forgot where I left off and couldnt figure out how to start again (this in my mind is poor game design, but that is totally off the subject of this post). Skyrim appears to be THE premier game, but not the most played. It was like no one in the 3 GameStops I went to (to get the game for PC, the tome of a guide, and a game controller) had the guts to say, "the emperor has no clothes." Funny, not one person said it was fun.
EDIT: Found Bben's forum that looks most helpful. Thank you for creating it Bben!

Assistance from the Community for a Newbie
in Newbies
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Thank you very much for your time and responses, quite informative. I am still working through your forum, an excellent resource that is proving quite fruitful for my own project. Again, I cannot thank you enough for creating such a useful and pedagogically correct site for the uninitated.
One reason for not going with the actual Gamebryo engine (even with its $0 pricetag) is because of the included resources that these 'packaged with a game' versions include. Things that allow for worlds to be built rather rapidly, NPC/PCs, along with the animation for those resources will cut quite a bit of time required by a student. Keep in mind that instructors provide a doable project within a limited time frame to teach their students a particular theoretical concept(s). You might be surprised at how little independent thought is expected at even the graduate level.
What I need to determine is the learning curve for these included game engines (how much class time will be devoted for this purpose).