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."
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.
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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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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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haha you're like a typical client http://theoatmeal.com/comics/design_hell
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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-
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.-
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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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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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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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.-
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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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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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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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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Already been done
http://www.gamesradar.com/my-little-pony-skyrim-mod-pours-one-bronys/
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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.-
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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I got them decent looking with some INI tweaks - http://shadowdane.com/public/Skyrim_Shadows.jpg
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Settings - http://shadowdane.com/public/Skyrim-ShadowINITweak.png
Used Skyrim INI Tweaker - http://skyrim.nexusmods.com/downloads/file.php?id=378-
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I've tried dozens of ini tweaks like those in the attempt to fix the shadows, they either won't take on my system for some reason, break the shadow rendering indoors, or alter the draw distance outdoors in a way I don't care for. I always go back to default for consistency, even though they be blocky and ugly up close.
Someone made a lengthy post with examples on the official forums explaining what's wrong with the shadows and how increasing this or that setting also has a downside, if I had it handy I would link it.
Maybe something has changed in a recent patch, but I'm sick of fiddling with that bullshit only to have undesirable results pop up somewhere, they need to fix them for real.
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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!