Zorkaz Posted April 16, 2020 Share Posted April 16, 2020 What should be a necessary feature in the CK?Because now that I'm using it again the following thing bugs me 1. You should be able to turn off the mist-fx the same way you can disable the markers. All that mist leads to unnecessary issues. Link to comment Share on other sites More sharing options...
pepperman35 Posted April 16, 2020 Share Posted April 16, 2020 The ability to do power grids Link to comment Share on other sites More sharing options...
YouDoNotKnowMyName Posted April 16, 2020 Share Posted April 16, 2020 I don't really have any problems / issues with the CK itself. More with the physics engine ...(again, the stupid artificial restriction to stop people form making awsome mods that could prevent people from buying new games bug that extremely limits worlspace size ... ) Link to comment Share on other sites More sharing options...
Skidgeroonie Posted April 16, 2020 Share Posted April 16, 2020 Lipsync in the 64bit version! Link to comment Share on other sites More sharing options...
DieFeM Posted April 16, 2020 Share Posted April 16, 2020 The ability to do power grids Lipsync in the 64bit version!I agree with those 2, and I'd add unlimited/bigger arrays. Link to comment Share on other sites More sharing options...
thousande Posted April 16, 2020 Share Posted April 16, 2020 A couple of UI things. 1.Search/autocomplete/lazy loading widget for the object selector. I think that can improve the perceived performance / time it takes to create a window.Now the computer has to create 2 - 3 object selectors, each populated with 35000 items ( I think there is no cache involved here) + all other form items in the window before the window is ready for use.A bonus would be search instead of scrolling through a 35000 item list.See how xEdit does it.Web based example: https://jqueryui.com/autocomplete/ 2.Another UI thing is to fix proper tab index in all the application forms. Now, when tabbing, the cursor / caret is jumping to random inputs instead of the 'next'. Also, https://youtu.be/brByJ5EVBn4?t=468 (around the 7:50 mark) Link to comment Share on other sites More sharing options...
YouDoNotKnowMyName Posted April 16, 2020 Share Posted April 16, 2020 The ability to edit all of the UserInterface stuff (menus, level up menu, pip boy, ... ). Link to comment Share on other sites More sharing options...
thousande Posted April 16, 2020 Share Posted April 16, 2020 Not directly a CK thing, but release a nif plugin for supported versions of 3dsmax or maybe just release the source code. Now people has to commit crimes, deal with computer diseases etc. in order to export 15k of nif data.And when max is up and running a Window update may take it all down because version 2013 is no longer a supported product. Link to comment Share on other sites More sharing options...
YouDoNotKnowMyName Posted April 16, 2020 Share Posted April 16, 2020 Not directly a CK thing, but release a nif plugin for supported versions of 3dsmax or maybe just release the source code. Now people has to commit crimes, deal with computer diseases etc. in order to export 15k of nif data.And when max is up and running a Window update may take it all down because version 2013 is no longer a supported product.YES!!!!!!1So much YES!!!!Same with the swf user interface stuff. The only real way to edit that would be to get that Adobe Flash editor thing .... Link to comment Share on other sites More sharing options...
DocMoebius Posted April 17, 2020 Share Posted April 17, 2020 (edited) Dunno if this is already in the ck but some kind of way of displaying distant LOD meshes/textures for a given object in the render window would be nice, because at the moment I need to remember how to use certain pieces and how their distand LOD meshes/textures look in order to avoid gaps between parts(not to mention that Bethesda themselves created distand LOD pieces which just don't align correctly when you used in the planned way). Which is a huge pain in the butt when working with certain hightech pieces and new pieces that you don't know. Probably 10-20% of my time when creating architecture is wasted on checking that the building looks good when it has distant LOD. Secondly, a more easy way to use "snap to grid" when creating architecture that is rotated. I know that people just adjust the movement option in the render window properties, but yet again, this makes stuff more fiddly, so I usually tend to create a building, turn it into a SCOL and then move it into place. Also, I've noticed that when moving around large chunks of architecture(several thousand parts) the ck takes ages - even on a brand new rig - to perform the simple movement operation, whereas it has no problems with it when you turn the mentioned parts into a SCOL. Edited April 17, 2020 by DocMoebius Link to comment Share on other sites More sharing options...
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