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Post by Emma on Jan 28, 2012 10:17:19 GMT
Well, I can post now that I am in the beta-testing group. I'm not allowed to talk "indepth" about the CK, but I have been able to start it from day 1, and if someone has had the problems you describe, Jac, it's something that at least I haven't heard of before.
Amgepo, which are the tools you use for modding? I haven't looked into Skyrim modding until now, and now there seems to be so many tools that it would be really good with some recommendations.
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Post by Jac on Jan 28, 2012 16:28:52 GMT
The CK is still crashing on one of the beta testers and from what I've heard, I highly doubt it'll be coming out by next Tuesday. If it does, it'll have to have a lot of things fixed by then...
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Post by amgepo on Jan 28, 2012 16:58:39 GMT
Well, I can post now that I am in the beta-testing group. I'm not allowed to talk "indepth" about the CK, but I have been able to start it from day 1, and if someone has had the problems you describe, Jac, it's something that at least I haven't heard of before. Amgepo, which are the tools you use for modding? I haven't looked into Skyrim modding until now, and now there seems to be so many tools that it would be really good with some recommendations. I use Skyedit and TesVSnip for esp editing and PEX decompiler, PEX compiler and a HEX editor for scripting (the main problem with scripting this way is that your computer do half the compilation process and you the other half. Having the debug match with the code is way more difficult and time consuming than the scripting process itself). Right now those tools are suboptimal, for the lack of the needed info. Tes4Edit's author is waiting for the release of the CK for adapting and releasing Tes5Edit. Right now, there is no way of editing quests(besides via script) or dialogs and placing objects in the world is a blind process (you can't see what you are doing until you test it ingame). Both skyedit and TesVsnip are quite popular, while the PEX editing tools, as far as I know are being used only by two persons, me and Xilver (Midas Magic author. I taught him the manual compilation process and he taught me calling a script from the esp via Tessnip) (as said they are really hard to use). A shame you can't talk about the CK, I would like to ask you a lot of questions about the script compiler, but there are precisely the kind of questions you can't answer . There is a doubt though I think there is no problem in answering. I didn't see any mod that suggest the author could have used the CK. Did you have some kind of agreement about not releasing what you create with the CK until it's official release?
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Post by Emma on Jan 28, 2012 17:09:36 GMT
Yes, mods made with the CK are not to be released until the CK is officially released.
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Post by amgepo on Jan 29, 2012 0:58:38 GMT
This makes modding more risky right now.
It would suck to make a mod only to discover after the hard work, some days after the release and even after some updates that a more experienced modder, with better tools and starting earlier, has been working on the same thing.
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Post by jackowords on Jan 31, 2012 2:43:31 GMT
Ah well, that's always a risk with modding, amgepo.
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Post by amgepo on Jan 31, 2012 13:45:40 GMT
Talking about the risks of modding. I managed to make corpse be deleted from the game when the cell is unloaded. That way there is no need to return to the cell in order to free the memory they are using. As I was yet to test it, I decided to wait until next day for uploading the change and added as an optional download a previous test version, where corpses where deleted the same moment the actor was killed, just so users could reduce their file size. The next day, after testing enough and checking that all was working as supposed, I was about to modify the readme and upload a mayor update. I was really excited. Then I saw a folder where I had store some scripts for further examination and decided to check them a little should they let me improve things even further. Then, after examining various of the scripts I discovered that spawns may be dependants on the corpses. The very corpses I was deleting . Tested in game and yes, where I deleted corpses, there weren't more spawns. Fortunately as the test file was in the bottom of the download list, only 5 persons downloaded the file (as opposite to the hundreds downloading the main file and the thousands doing so on mayor updates like the one I almost perform ). A close call. I moved the optional file to the old files section with a warning in the description and posted DarkOne asking him to contact the 5 users downloading the file. I hope there is no technical or privacy related problems on this. 5 screwed users may not look too much, but surely they wouldn't see this the same way. The most ironic thing is that now that I think about it, seeing how things work, the corpses may not increase the file size at all (besides their inventories).
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Post by steamteck on Feb 3, 2012 14:32:30 GMT
Well, I can post now that I am in the beta-testing group. . You can't imagine how happy this makes me.
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Post by Emma on Feb 4, 2012 10:31:15 GMT
If you have been at ES-boards, you'll know that there is now a trailer for the ck, and that the news is that it will be released very soon . So, we'll all soon be able to play with it.
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Post by amgepo on Feb 4, 2012 13:25:57 GMT
It's supposed to be released on Tuesday indeed. I'll try finishing some small projects before and then start with bigger ones with the CK or post CK tools. After this time using PEX compiler/decompiler, the very idea of typing 'if' instead of three lines of code, declaring variables only once, no need of hex editing and other nightmarish manipulations to make formats match... looks like a dream . I'm exaggerating. Despite all of the difficulties, I actually enjoyed working with PEX tools . Besides, they will be useful yet to optimise critical scripts.
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MadocMayhem
People Know Me
A Skull of many disguises, each one unique.. Unlike many.
Posts: 164
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Post by MadocMayhem on Feb 4, 2012 15:45:43 GMT
I -I suppose all of you have by now discovered the topic "I want you to do something for me" (or something like that). With this topic, you can make your followers interact with the world in a very easy and intuitive way (use chairs, beds, take books, pick locks, go to a given spot...). The only flaw I see here, is that while you have the command active, you can't interact with objects yourself and the moment you cancel it (tab key or activate the follower), the follower stops doing what it was doing. Yes found this myself, you can also feed on a companion this way. Just a shame the effect has that glitch you mention of stopping once any other action is taken, and that once fed on a companion can glitch into "stay here". So often gets left behind by mistake.
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Post by amgepo on Feb 4, 2012 17:45:55 GMT
I -I suppose all of you have by now discovered the topic "I want you to do something for me" (or something like that). With this topic, you can make your followers interact with the world in a very easy and intuitive way (use chairs, beds, take books, pick locks, go to a given spot...). The only flaw I see here, is that while you have the command active, you can't interact with objects yourself and the moment you cancel it (tab key or activate the follower), the follower stops doing what it was doing. Yes found this myself, you can also feed on a companion this way. Just a shame the effect has that glitch you mention of stopping once any other action is taken, and that once fed on a companion can glitch into "stay here". So often gets left behind by mistake. I suppose this can be fixed. I had been searching for the script controlling this without any luck. Maybe I had been searching in the wrong BSA .
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MadocMayhem
People Know Me
A Skull of many disguises, each one unique.. Unlike many.
Posts: 164
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Post by MadocMayhem on Feb 4, 2012 21:36:30 GMT
Lol thank you amgepo, honestly just raised it as information and the good of anyone playing. However a fix would be delicious and thoughtful, as they say it's who you know.
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MadocMayhem
People Know Me
A Skull of many disguises, each one unique.. Unlike many.
Posts: 164
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Post by MadocMayhem on Feb 8, 2012 8:47:06 GMT
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MadocMayhem
People Know Me
A Skull of many disguises, each one unique.. Unlike many.
Posts: 164
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Post by MadocMayhem on Feb 9, 2012 17:00:11 GMT
Hey already a patch for the CK, pretty quickly updated.
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