ryuson2000 Posted January 9, 2012 Share Posted January 9, 2012 In what assorted ways will the creation kit make modding easier exactly? I've been holding back on modding due to not knowing if I would be wasting my time making mods at this given time. So I'd like to know if the creation kit will make the transition from skyrim to blender and vice versa easier or will the CK make no difference? I'd like to make full custom companion with custom armor, but I was wondering if I should wait it since I'm a modder newb. Replies are appreciated Link to comment Share on other sites More sharing options...
AllanOcelot Posted January 9, 2012 Share Posted January 9, 2012 Well,It wont make the blender to skyrim transition easyer.This is because nifskope is used in between the two.It is essentialy the same as modding something from oblivion to skyrim. I am planning on waiting, because I do not know if the Ck will be diffrent in many ways, or not so many ways as the obivion CK. Link to comment Share on other sites More sharing options...
Nalim666 Posted January 9, 2012 Share Posted January 9, 2012 (edited) Modding models(in blender) and creating new ones(in 3d studio) is quite easy as it is and its doubtful the CK will make it easier (maybe it will make it easier to create non replacers but from what I understand thats not all that hard either).What will get a lot easier is playing with script and animations. Edited January 9, 2012 by Nalim666 Link to comment Share on other sites More sharing options...
jimhsu Posted January 9, 2012 Share Posted January 9, 2012 (edited) Scripting. Races. Animations (not just replacers). World content (houses, etc). Those off the top of my head are things that the CK will make possible. (Though some enterprising guy already made an entirely NEW house mod without the CK, and I have no idea how). I don't forsee the CK having any effect at all on modeling and texturing (i.e new armors). Edited January 9, 2012 by jimhsu Link to comment Share on other sites More sharing options...
Werne Posted January 9, 2012 Share Posted January 9, 2012 The only thing that will be easier when CK comes out is that I won't need 3 different programs to make a plugin and that's the only reason I'm going to get it. Once SkyEdit becomes good enough to be considered a decent modding tool (like FO3Edit for Fallout 3) I'll stop using CK and switch to SkyEdit permanently. As for CK/Blender, the process is only going to become a bit faster. It's not much of a difference because blender models go through nifskope for final editing and then into the game, therefore you only save time on creating a plugin. Link to comment Share on other sites More sharing options...
jimhsu Posted January 9, 2012 Share Posted January 9, 2012 (edited) And if the exporters would, you know, actually export NIF files that work as a drop-in replacement without the "copy BSLightingShader, set vertex colors, fix dismemberment" routine (even though I can get new meshes working now with a 100% success rate). Would save a lot of time... Edited January 9, 2012 by jimhsu Link to comment Share on other sites More sharing options...
huntsman2310 Posted January 9, 2012 Share Posted January 9, 2012 Modelling in Blender is done the same way it was for Oblivion and Fallout. Usually theres an NIF plugin for earlier versions while for the latest one, you just need to import the NIF as an OBJ. Thats for the modelling side of modding at least. Link to comment Share on other sites More sharing options...
DarkRiegn Posted January 9, 2012 Share Posted January 9, 2012 Modding models(in blender) and creating new ones(in 3d studio) is quite easy as it is and its doubtful the CK will make it easier (maybe it will make it easier to create non replacers but from what I understand thats not all that hard either).What will get a lot easier is playing with script and animations. this one is right also changing and adding quest lines. mainly the stuff u had to have the oblivion construction kit for in oblivion and morrowwind Link to comment Share on other sites More sharing options...
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