RaffTheSweetling Posted August 8, 2016 Share Posted August 8, 2016 (edited) I'm going a little bit mental trying to build cells with what's available in this CK, and it's my opinion that this is a really half-assed collection of pieces with which to build. So many construction set bits are missing, others don't snap properly and cause clipping, some leave gaps, and some just don't seem useful at all. I've been trying like crazy to get some half-decent level work done but most of the time I am wasting hours just trying to get simple things to work, unsuccessfully. What do you guys think? Edited August 8, 2016 by RaffTheSweetling Link to comment Share on other sites More sharing options...
Prymeedyct Posted August 8, 2016 Share Posted August 8, 2016 I haven't gotten that deep into the ck yet, but I imaging that would be annoying. Kinda like building in the real game. ha. Question, have you been able to use the nmm to get the mods you made in ck into the game? Link to comment Share on other sites More sharing options...
BlahBlahDEEBlahBlah Posted August 8, 2016 Share Posted August 8, 2016 "Find the creative alternative" has been my mantra for working with this iteration of the Creation Kit. ...that's about all I can say. Link to comment Share on other sites More sharing options...
Perraine Posted August 8, 2016 Share Posted August 8, 2016 When using the "Scrap Everything" mod, you can really get down to the nitty gritty of a worldspace, and see just how atrociously bad and/or woefully lazy the "map builders" at Bugthesda really are. 6 pieces of "pavement" slapped on top of each other, just to make a slight indentation, in a "pavement" ground area, instead of actually properly deforming the landscape. Using and ENTIRE FROICKEN TREE mesh, buried in the ground, to simulate a few twigs sticking out of the ground. Almost every part of every building placed by Bugthesda has been twisted, resized or moved into ridiculous postilions, because someone was either too lazy, too stupid, or just plain incompetent.enough to actually "build" proper structures. and create proper building tiles. The too, going throught the "meshes" folder extracted from Bugthesda's files, show dozens upon dozens of meshes, that would be ideal for construction work (either in the CK or in workshop mode) but have never been used/implemented in game. The 25 Gb download of FO4 probably could have been half that, without all the extra crap, that never got used. Link to comment Share on other sites More sharing options...
Chiaro22 Posted August 8, 2016 Share Posted August 8, 2016 I actually think it's kind of fun to see all the creative (with and without quotation marks) solutions they have and the ways they re-use their sets. It's a lot more efficient than having new ones made just to be used a few times, in which case you'd definetively see a lot more gigs in the files than what is already there... All the sets have their quirks, and the naming conventions are a little different from Skyrim. The worst part for me is that there's a lot of abbrevations I just don't understand. If things don't snap you can try to adjust the render window properties and lower the snapping number from 64 to 32/16/8 or something. I usually check out vanilla interiors if there is something I don't understand how to connect, but unfortunately not after trying for x hours first. Link to comment Share on other sites More sharing options...
RaffTheSweetling Posted August 8, 2016 Author Share Posted August 8, 2016 I haven't gotten that deep into the ck yet, but I imaging that would be annoying. Kinda like building in the real game. ha. Question, have you been able to use the nmm to get the mods you made in ck into the game? Yes, basically once you create the plugin it is added to your data folder. When you launch NMM you'll see your plugin in the list of mods and you then simply need to manually activate it and you're good to go. :) "Find the creative alternative" has been my mantra for working with this iteration of the Creation Kit. ...that's about all I can say. Yep, that's basically the workflow in a nutshell. Totally agree with you, Blah. ...going throught the "meshes" folder extracted from Bugthesda's files, show dozens upon dozens of meshes, that would be ideal for construction work (either in the CK or in workshop mode) but have never been used/implemented in game. The 25 Gb download of FO4 probably could have been half that, without all the extra crap, that never got used. I keep meaning to extract the loose files from the .ba2 files. I can imagine there's a lot of stuff which has never been utilized. Would be interesting to find how many loose assets were never turned into CK entries. The problem with that is time. I am really stretched for time these days, and poring over meshes, while potentially rewarding, is time-consuming work. All the sets have their quirks, and the naming conventions are a little different from Skyrim. The worst part for me is that there's a lot of abbrevations I just don't understand. If things don't snap you can try to adjust the render window properties and lower the snapping number from 64 to 32/16/8 or something. I usually check out vanilla interiors if there is something I don't understand how to connect, but unfortunately not after trying for x hours first. The naming conventions are bloody weird. What the hell is a 'goog'? Don't get me wrong, the sets are good, but they are just incomplete. For instance the Deco walls have big, medium and small version, but only the medium has a half-wall version. This is the sort of thing which bugs me, and I'm constantly finding things I need to use which aren't present. I know all about the snap-to-grid increments, but cheers anyway, mate. :) Link to comment Share on other sites More sharing options...
Blacksage81 Posted August 8, 2016 Share Posted August 8, 2016 Personally I find the working in the CK both tedious and relaxing. My main issue is the lack of "clean" assets, but materials swaps on high tech pieces are a boon for sure. I viewed the in game settlement system as CK practice, and it helped a little. Oh there is a bug in the CK where if one moves a piece with snap to grid on then that piece may be moved by the assigned snap increment, + a small decimal value( ex instead of 1 it would be 1.0345) When I go about level building there are a few techniques that make my ck work a little less frustrating. When working with pieces I try to align things via the X,Y, or Z coordinates, in addition I go into the edit window and manually alter the snap increments to 1. Also when in need of a room, copy one of Beth's. Load up a cell box select what you want and ctrl+c, got to your cell and paste. copy and pasting this way will not flag a vanilla cell as edited. Link to comment Share on other sites More sharing options...
chucksteel Posted August 8, 2016 Share Posted August 8, 2016 Here is a trick I use when trying to fit tiles together that don't fit. When you see the Z fighting offset the tile by .1 by hand until the Z fighting is gone you''ll never see the offset in game. Example would be if I was adding I was adding a floor to an exterior building in my mod Beantown Interiors, the vanilla buildings don't really fit the tiles so I would overlap the flooring then open the trouble tiles and set the movement to .1 and click up until the Z fighting is gone. hope that's clear. Link to comment Share on other sites More sharing options...
zilav Posted August 8, 2016 Share Posted August 8, 2016 Actually they are very proud of themselves and their new smaller modular tilesets compared to the previous games They didn't go into details that this system also introduced precombination issue basically making the game unmoddable (again compared to the previous titles), but that is another story. Link to comment Share on other sites More sharing options...
Quaz30 Posted August 8, 2016 Share Posted August 8, 2016 Raff, I think you really should find some time to look through those meshes, there is not really that much of unused ones but some of them are awensome. For example, I found unfinished model of undamaged airliner with fully modeled interior and something called Mister Brewer. I think it was replaced by the Drinking Buddy. Link to comment Share on other sites More sharing options...
Recommended Posts