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Why Already Trying to Make Mods?


legobrick100

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I don't understand.

Bethesda doesn't use the Creation Kit to make their games. That's a tool they make for end users.

No, you're wrong. The Creation Kit is their internal content creation tool. It's not how they program the engine, and large swathes of the game are hard-coded, but it is how they make landscapes, quests, dialogue, how they implement armour and weapons...

 

Oh, I was under the impression that they didn't. Never mind I was wrong.

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I think what he's saying is, if the Geck came out sooner, 2 of the 3 DLC (Automatron, Wasteland Workshop) would have already been made by competent modders and Beth wouldn't be able to get paid.

Actually, a lot of stuff added by these "small" DLCs seems to be content we can't produce with the GECK (alone), namely new animations/models/etc... So even if we had it day 1 mods would be nowhere as complete as the DLCs they intend to release... at least, I hope so.

I don't deny the possibility that they hope to make money off the DLC after the GECK release by hoping that modders add the DLC as requirement. But I think you're a little bit too confident in the modding community ability to create DLC-sized content in a few months, even for DLCs as "small" as Automatron/Wasteland Workshop.

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The Creation Kit that we get is not what Bethesda uses to make the game. For legal reasons they can't provide many third party tools that they used to make the game (Speed Tree, Havok SDK, and other in house and third party tools)

 

We get the watered down version with limited capabilities.

Edited by ShinraStrife
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Really people should have waited for the GECK as that is when bethesda is saying they are not going to make any more major core gameplay changes. But it doesnt hurt anything for them to do it otherwise.

 

I just don't see any drawback for people (other than the actual modder who do it) to begin modding before the GECK is released. If their mod get broken by an update, it's on them. If the mod becomes a part of the game core, it's on them too. If, finally, a better mod is released when the GECK comes out, it just means that their mod they worked for will be forgotten. So what's the problem ? It doesn't actually hurt anyone.

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I just don't see any drawback for people (other than the actual modder who do it) to begin modding before the GECK is released. If their mod get broken by an update, it's on them. If the mod becomes a part of the game core, it's on them too. If, finally, a better mod is released when the GECK comes out, it just means that their mod they worked for will be forgotten. So what's the problem ? It doesn't actually hurt anyone.

 

xEdit wont be forgotten after GECK comes out. In skyrim (and earlier bethsoft titles) there were serious flaws with the creation kit. GECK and CK would crash constantly, throw errors when performing simple world edits and other record changes, and lots of other kinks. xEdIt is used when the CK isn't out yet, and after it is out, is used when the CK fails to do what it's supposed to.

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Really people should have waited for the GECK as that is when bethesda is saying they are not going to make any more major core gameplay changes. But it doesnt hurt anything for them to do it otherwise.

I just don't see any drawback for people (other than the actual modder who do it) to begin modding before the GECK is released. If their mod get broken by an update, it's on them. If the mod becomes a part of the game core, it's on them too. If, finally, a better mod is released when the GECK comes out, it just means that their mod they worked for will be forgotten. So what's the problem ? It doesn't actually hurt anyone.

 

Hell, xEdit is a better tool than the GECK for a lot of applications, particularly batch-editing, comparing different forms, and conflict resolution (which the GECK doesn't cover at all).
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Re: Making mods.

 

People might as well get ahead planning their mods early. That means writing out what will happen, planning ideas, working out concept art, dialogue-scripting, slicing up existing dialogue... even recording voice lines of necessary. Little things like exploring the game world, taking screenshots and annotating them - planning where to put cell entrances, or what edits to make. Where you want events to happen, areas with potential.

 

 

The list goes on and on.

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