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So... what's the difference between the Creation Kit and Construct


Omeletter

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I downloaded it, at the first look it is exactly the same as the previous editions of the tool, e.g. the CS, or GECK. The difference in the game engine is unnoticeable for me. I don't think the engine is that new or made from scratch if the CK is the same.

 

Were there reasons for bethesda to release this tool after this time, when its exactly like CS?

 

Also, did anything stop us from using the CS or GECK to mod the game? what did we use before CK was out?

 

Edit:Whoops, the title is too long.

Edited by Omeletter
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Before the CK was out, we could not create worldspaces, custom npcs (Nowhere near as fast as we can now), fix glitches, etc.

 

What we used before were hex-edits, tools made for other games that kinda-sometimes worked for several things some of the time.

 

Bethesda just called it the CK instead of the CS for some reason. Probably to do with Steam.

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Don't start raging about it, they released an entire wiki about how to use a lot of the new features so go look yourself. And the wiki itself (creating it) was probably why they delayed it. And to see where the modding community would go.

Huh? I'm not raging, just very confused as to why this tool is exactly the same in layout, usability, and function as the CS took this long to release.

 

I'm also wondering why we couldnt use the CS (since it is very similar to this CK) to mod the game earlier.

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Actually CK in general and Papyrus specially is much more powerful than the previous Beth modding tools. Although I believe will be yet a place for utilities like the script extender (the input mechanics for example is not exposed in vanilla, so UI mods will still need SKSE, or Script Dragon although the dll and external scripts approach is not the best IHMO).

 

Other than this, the new concept of "Properties" and user defined functions by themselves create a totally new world for modding... and there is more.

Edited by nosisab
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