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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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...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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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!