Skyrim Creation Kit available Tuesday, comes with 'surprise'

When is Skyrim's Creation Kit due? "The Creation Kit is on track for release on Tuesday."

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The Skyrim Creation Kit was due back in January... but that obviously didn't happen. So when is it due? "The Creation Kit is on track for release on Tuesday," Bethesda's Pete Hines tweeted. And even more tantalizingly, he teased: "We also have a special surprise with it."

"It's horse armour isn't it?" said one fan.

"Official nude patch?" another asked.

"Infos on the first DLC?!" Well, that sounds plausible. It's been about three months since Skyrim's release, and some may be getting humgry for more. "We don't know what we're going to make yet, but we'd like them to be closer to an expansion pack feel," Todd Howard said last year.

Andrew Yoon was previously a games journalist creating content at Shacknews.

From The Chatty
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    February 3, 2012 2:45 PM

    Andrew Yoon posted a new article, Skyrim Creation Kit available Tuesday, comes with 'surprise'.

    When is Skyrim's Creation Kit due? "The Creation Kit is on track for release on Tuesday."

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      February 3, 2012 2:51 PM

      I'm going to give making a small adventure mod a shot this time around I think.

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      February 3, 2012 2:58 PM

      Will people be able to mod in dead island type melee combat?

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        February 3, 2012 3:07 PM

        There were combat mods in Oblivion, they'll probably be here too.

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        February 3, 2012 3:09 PM

        Explain exactly what you mean by that for an accurate answer. TES mods have typically been able to adjust variables and add combat, but not really change the "code" of a game. So if you're talking about a fundamental change to the way melee combat works, then unlikely. But if you're talking about drastically changing the balance, then probably.

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          February 3, 2012 4:39 PM

          Dead Island combat felt more visceral, weighty, and connected. Not sure if they can gain that affect just adjusting variables within the present combat system.

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            February 3, 2012 4:43 PM

            haha you're like a typical client http://theoatmeal.com/comics/design_hell

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              February 3, 2012 5:02 PM

              I hope somebody mods in dark souls.

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                February 3, 2012 5:05 PM

                I thought about this quite a bit and although I think you were joking, I do think there is merit to the idea of a mod that brings in a lot of Dark Souls game elements in to the game.

                The main thing I'm thinking of is making it so healing is finite, dungeons regenerate when you leave them, AND making it so instead of death meaning "game over", they just respawn you at the last bed you slept in, with some chunk of your resources left where you died.

                I THINK all of that will be possible in the creation kit

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                  February 3, 2012 5:13 PM

                  So.... minecraft?

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                  February 3, 2012 5:17 PM

                  Respawning a dungeon when you leave it is just stupid, unless you're just totally giving up on the concept of immersion.

                  I can get with "oh, some bandits wandered back into that empty fort/cave/etc after a week", but restocking a dungeon full of ancient undead that you've completely cleared makes no sense...and given the way the game encourages exploration and immersion over loot hunting and tight combat, I just don't see why anyone would ever want to go through the same dungeon twice...it's just not that kind of game.

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                    February 3, 2012 5:22 PM

                    It's just an idea, and it wouldn't be stupid for everyone. The intention is to make it so that you can't half clear out a dungeon and then return to town, get your limited healing resources back, and then finish cleaning it out. The intention is to make it feel like Dark Souls where you need to learn how to get past lots of bad guys without getting hurt.

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                      February 3, 2012 6:03 PM

                      I get that, but that's just not at all how the game is designed. You're talking about a fundamentally *different* game. I think for that kind of thing to work well, it needs to be part of the game design from the ground up.

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                        February 3, 2012 6:23 PM

                        You are correct that I'm talking about a different game. That's why I didn't say "Skyrim should have been like this" and am instead talking about what might make an interesting mod for people who are tired of Skyrim and want a different game.

                        That's often the point of mods!

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                          February 3, 2012 8:09 PM

                          Agreed. I just don't think you could mod in the small things you're talking about and have it be good. You'd need a much bigger mod that altered fundamental aspects of the game, including the way leveling/loot work, in order to make the game more balanced against a more challenging approach like that.

                          For instance, limiting healing, I'm not sure how you could accomplish it in a game where magic is balanced around it being very very plentiful and regenerating quickly. If you change that much, you'd make all magic-based characters completely useless.

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                      February 3, 2012 6:09 PM

                      If you can't make serious changes to the dynamics of combat I suspect that will always be stupid in Skyrim. Combat's too flaily and messy for that kind of play - melee really needs to be more tactical for that to work. As it is, pretty much the only way to avoid taking damage is to stealth it up, so this would just lock people into a certain play style.

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                        February 3, 2012 6:11 PM

                        (That said I do really like the idea of having to prepare before going into a dungeon.)

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                          February 3, 2012 6:24 PM

                          Yeah I'm a big fan of the idea of limited healing resources. I feel like the game would be a lot more suspenseful if I knew I could only heal myself up X number of times.

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                            February 3, 2012 6:37 PM

                            I'd be fine with that, same with limiting quick saves per dungeon or hour or something. Plus make the healing spells harder to spec into and weaker like the miracles and magicka regen a lot slower, or not at all if you didn't have x item or perk.

                            I'd also want to see some daily needs, where stats get negatively impacted if you aren't eating and drinking and sleeping. Give a use to cooking and scavenging all that useless food and drink while exploring. I enjoyed that kind of stuff and the radiation management with those Fallout 3 mods. I know a lot of people find that shit tedious however.

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                              February 3, 2012 6:52 PM

                              Or hell, get rid of quick saves entirely, limit them to beds or campfires like you were saying, if you die you respawn back there and it's not a revert to that saved state, there's a cost.

                              Though I'm not sure I'd want that at all if the combat was the same as vanilla Skyrim. And because of the buggy nature of all things Bethesda, I'd want to be able to make some backup saves at certain points.

                              Oh, and make dragons rape-facingly hard. I want to be in fear of them and most everything else in the wild.

                              It's got to be nigh impossible balancing all that stuff within Skyrim's current systems, making the gameplay feel difficult and rewarding rather than cheap and aggravating.

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                      February 4, 2012 3:13 AM

                      Just don't do those things instead then? The game is not meant for those sort of mechanics.

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                    February 4, 2012 6:22 AM

                    He meant respawn the dungeon if you leave/die before you finish. Otherwise, have it work the same way it does now.

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                  February 3, 2012 5:36 PM

                  I like the loot, and respawn, but i was mainly serious about the combat and more interesting monsters.

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                    February 3, 2012 5:46 PM

                    "The combat" is not something you will make feel like Dark Souls. There are a million reasons why the combat in Dark Souls feels so good and many of them are fundamental to the engine which are impossible to accomplish in Skyrim or any TES engine so far.

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                      February 3, 2012 6:15 PM

                      I know, but we can wish right.

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                      February 3, 2012 6:15 PM

                      I think it could be met halfway if the attack animations were more deliberate, longer when heavy, and had a greater priority and thus risk / reward. The damages for all the weapons and monsters would need to be adjusted along with the armor and perks. It would be a massive undertaking, but not too far off the amount of work people have done in the overhauls of past games.

                      In Oblivion you and your attacker can run around each other like fools in close range while spamming attacks until someone's health bar drains first, that needs to go away. There's already a similar type stamina system in place that could be tweaked to work even more like Dark Souls.

                      I could see it getting close, maybe not in feel but mechanics and the way it plays out. Whether it's worth all the effort remains to be seen. A lot of people like the combat in the Souls games so it could happen eventually.

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                        February 3, 2012 6:16 PM

                        Oblivion, Skyrim, whatever!

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                        February 3, 2012 6:30 PM

                        Feel like it all would hinge on the loss of player control for some of the attacks & animations. In Souls, when you swing a sword overhead with a hard attack for example, your control over that character is basically locked, and if you didn't line up that attack before committing, you'll be wide open to a counter. Same goes for the standard attacks, but they are a lot faster so you regain control quickly.

                        In Skyrim, you can keep moving and turning and aiming while slashing your sword like an idiot much of the time. Same with the enemies who are constantly locked onto your shit with their one-track programming. Taking that control away may not play out or be fun at all in first person, but I think it would be an interesting experiment. Dodging and rolls and stuff have already been done in Oblivion so that's not out of the realm of possibility.

                        One thing to make it feel like you still had some control was if you could still look around even while you were animation locked and it didn't affect your weapon aim. Your sword attacks and your player thrusts where it does when you hit that button but you could still free look and size up other enemies and your surrounding like you can with the 3rd person camera in Souls. That may be impossible to do in Skyrim, I really don't know!

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                      February 3, 2012 6:34 PM

                      Why do you keep bringing up Dark Souls?

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                        February 3, 2012 7:22 PM

                        Because that's the topic of this subthread. Read the context!

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                          February 3, 2012 7:24 PM

                          oh, hah, I thought it was about dead island (I haven't played either game yet)

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                      February 4, 2012 2:37 AM

                      How much would I have to bribe persuade you and dahanese to get 2K to make a game with Dark Souls combat? Hypothetically, of course.

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                      February 4, 2012 3:13 AM

                      They are possible, just not by modders.

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                February 4, 2012 1:45 PM

                You'd need to disable the save system (not possible) and create some sort of elaborate respawn system (possible, but very glitch prone) to get the full Dark Souls effect.

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              February 3, 2012 6:35 PM

              how is he being that way? i agree completely with him. When you hit someone in Dead Island, they react to it. It feels like you did something. It sounds right.

              When you hit someone in skyrim with a melee weapon, its completely unsatisfying

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                February 3, 2012 7:23 PM

                Because I asked for specifics, and he said "visceral, weighty and connected"

                Yeah okay sure I'll just increase the "visceral, weighty and connected" variables in my code :P

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                  February 3, 2012 11:06 PM

                  I just play games, not code them. THUS MY INITIAL QUESTION.

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                  February 4, 2012 10:57 AM

                  You can extrapolate what he means from all of those words.

                  Visceral - Have enemies bodies react to hits with BATTLE DAMAGE
                  Weighty - Have the enemies react to being hit in a more realistic way and also make audio have more "weight"
                  Connected - Pretty much the same way as weighty

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                    February 4, 2012 11:28 AM

                    Lol you guys

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                      February 7, 2012 11:30 AM

                      There are clients who don't know what they're talking about and have bad ideas. These people exist and you should do your best to ignore their actual suggestions while remembering that there might be something important in that they are saying, even if it is expressed poorly.

                      There are also a lot of people who are poor designers because they don't have the communication skills or vision to take an idea expressed in English and help to turn it into a finished product. They think that their ability to write code makes them better at figuring out what their users want than the users themselves. Every now and then they're right, but most of the time they just sound like idiots because they actually tell you with a straight face that they don't know how words like "visceral", "weighty" and "connected" might apply to first-person brawler gameplay, and they aren't willing to engage in the mental effort to figure it out. These people exist and you should put them in parts of your company where they don't talk to customers, and where all the parameters of their work are defined for them by real designers. Also pay them less, because they are about as replaceable as you can get.

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          February 3, 2012 5:55 PM

          [deleted]

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      February 3, 2012 3:21 PM

      I'm stunned at how much modders were able to change the game without the SCK. Can't wait to see what they come up with with proper tools.

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        February 4, 2012 6:19 PM

        I have always figured that they used something like the GECK?

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      February 3, 2012 4:43 PM

      Full support for the various pony mods direct from Bethesda.

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      February 3, 2012 4:44 PM

      is this the steam integrated mod installer thingy !?!?!? NEED NEED NEED

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        February 3, 2012 4:53 PM

        This certainly is a prelude for it, if not at the same time - this is the tools needed for people to make their mods for Skyrim, but not necessarily getting it to Steam Workshop.

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          February 3, 2012 6:02 PM

          "To upload a mod to Steam Workshop, choose upload to Steam from the File menu"

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      February 3, 2012 7:29 PM

      I wonder if this will spell the end for Skyrim Nexus. They did a good job carrying the torch but I see their ad revenue dropping off sharply now

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        February 3, 2012 8:12 PM

        It really depends on whether the people making the mods make use of it, or just stick to what they know. I mean, the people that've been modding this engine for a while now have been using the Nexus sites for what, 5+ years?

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        February 4, 2012 12:59 AM

        But Steam Workshop might not be listed on Google. Nexus will still get all the hits from that.

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        February 4, 2012 8:43 AM

        I doubt it. First, it's probably a bitch to get working right (which is probably why they haven't released it yet). Second, they may have stricter policies on what is allowed.

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      February 3, 2012 7:32 PM

      The Surprise is High Res Texture Pack noted on Steam listing.

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        February 3, 2012 7:51 PM

        The textures are decent enough for most stuff, I'd rather have an overhaul of the shadow system. So pixelated even on Ultra!

        Can't complain too much if true, smart if the original art was a high res and they just scaled it down for all platforms on release, kinda weird it didn't ship with the PC version from the start though.

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          February 3, 2012 8:43 PM

          The textures are...passable. I long for higher res ones, but so far the user-made packs have all kinda turned me off after a while. I initially think they're great, super high res...but I always "notice" them. The vanilla textures blend in so much better because they are made by a professional team that is experienced and knows what they're doing.

          So I can't wait for a high res pack from the actual artists themselves.

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            February 4, 2012 3:15 AM

            Totally depends on the texture pack. A lot of the environment ones are pretty seamless. The face textures are a big improvement as well.

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            February 4, 2012 4:34 AM

            The STEP guide goes to great pains to use a mixture of high-res packs to retain the vanilla feel. It's a bit tedious but the effect is fantastic.

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          February 4, 2012 4:14 AM

          The shadows are processed by the CPU instead of the GPU. Fail :(

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          February 4, 2012 5:43 AM

          I got them decent looking with some INI tweaks - http://shadowdane.com/public/Skyrim_Shadows.jpg

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        February 4, 2012 7:17 AM

        that would be really cool if it was the whole game. modders did some passable terrain stuff but I don't have time to add a million packs for other things.

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      February 3, 2012 10:08 PM

      I want someone to mod in a Mount & Blade style combat system. I'd never stop playing.

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      February 4, 2012 1:16 AM

      Wow, I'm surprised it came out so close to on time! :D! Can't wait for mods that my machine can't handle and that will make me spend half of my tax return wasting money on new parts just for the glory that is PC GAMING :D! That sounds incredibly sarcastic but seriously this kicks ass

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      February 4, 2012 6:25 AM

      Free horse armor!

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      February 4, 2012 7:47 AM

      By the way, check out this new mod.
      http://skyrim.nexusmods.com/downloads/file.php?id=6770
      It gives every guard a randomized appearance/outfit according to the hold they belong to.

      These are the kind of mods I like. Moar immersion!

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        February 4, 2012 8:24 AM

        Oh neat... I'll have to try this out.

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        February 5, 2012 2:21 AM

        Look at the Whiterun Guards, much better!

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      February 5, 2012 8:36 AM

      If it works better than NMM, I'll be happy

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