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Skyrim Creation Kit released

Submitted by thermador on

The creation kit was previewed today on bethesda's blog.

Notes:

  • Interface looks pretty much the same: three windows
  • Mentions "Same file format" - conversion could be pretty easy if that is really true
  • Mentions "Entirely new scripting language called papyrus".  Hopefully legacy commands will be allowed, or a conversion tool will be made...
  • Mentions new "Scene editor" and "Dialogue views" - hopefully these are just new viewers and the basic format of dialogue is the same...
  • Looks like the site for the CK will be http://mods.elderscrolls.com
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Last edited by grumpycat on 14 Mar 2014 - 21:40.

Are you serious!? The wiki is on steam!? GAH

The features look great though...

In order to get the CS, I logged on to steam. The first thing it does? Delete Skyrim. When I try to play it, steam tells me its 'currently not available' and to try again another time. How does anyone find this productive?
Good thing I backed everything up before connecting to steam.

Now to update all of my mods from 1.1 to 1.4....

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Its definitely good news that the interface/looks is basically the same and with the preview I still hold hope that sometime in the future wether it be in a few years or perhaps as soon as CK comes out that Oblivion will be ported to Skyrim...

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Bethesda released the Skyrim Creation Kit today.

  • Bethesda Announcement: http://www.bethblog.com/2012/02/07/happy-modding-day-creation-kit-skyrim-workshop-high-res-texture-pack-released/
  • Creation Kit wiki: http://www.creationkit.com/
  • Steam Workshop: http://steamcommunity.com

Instruction for downloading the Creation Kit (must be done through Steam):

  1. Launch Steam and log into your account.
  2. Visit your Game Library
  3. Set the drop-down filter to "TOOLS"
  4. Locate the entry labeled: "Creation Kit".
  5. Right-click and choose "Install Game..."

Update:

There is a good writeup on the differences between Skyrim and Oblivion scripts here: http://www.creationkit.com/Differences_from_Previous_Scripting

It looks like basic scripts will be pretty easy to convert, maybe automatically with a program, but the more complex ones may take some manual editing.

 

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I've downloaded the creation kit and had a bit of a test drive... So far so good! Still Falloutish but good.. Only issue I have is that zooming in is alot slower than in the past

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Here we are. The Creation Kit is here. + A new High Res Texture pack dlc that I am unable to run due to my crap computer. :(
So I guess we start a new project now? But where do we start?

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Brutal,

I did not see a new High Res Texture pack on the download list,is it a free download.?

 

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its a DLC in the steam store, theres a link from the library section at the side

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Didact: Zoom speed can be changed under file>preferences.
I've been poking around the CK, and it looks like an amazing step forward from the CS. I'm really excited. I've read half the papyrus primar page, I'll check out Thermador's link to the differences.

To convert files we need to figure out what Andoran did right? I'm still waiting for export/import scripts for the new nif type into blender...
Man, I think I'm more excited about the Creation Kit than I was when Skyrim itself came out.

 

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I'm not sure where to put this.. This is small hand-made conversion of several armor sets from Oblivion and Morroblivion (and knights of the nine armor mod for skyrim): bonemold, hlaalu council guard, royal guard, imperial dragon, knights of the nine, oblivion ebony, heaven's wrath, witch king and sauron armor. All armors can be purchased in Warmaiden shop in Whiterun (smithy to the right from the entrance). There are only slim male versions with some minor issues (hands not really fit to the armor). Pass to the archive is morro.

 http://www.sendspace.com/file/ai5skp

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Wow! cool Gothryd,that puts some of morroblivion and oblivion into skyrim.:)Even if it`s worn by the player.:)

Cheers!.

 

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Very cool! How are you converting these, are you using 3ds max? (If so, then :( becuase I use blender, lol).

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Yep I used 3ds max, but there must be a way to convert .max file with modified skeleton to Blender as well. If anyone knows how to do this, please help. Here's a guide, skeleton models and skyrim body parts. Pass to the archive is morro. I hope someone more familiar with 3ds max or Blender will make a better skeleton.

 http://www.mediafire.com/?561plgax0s58240

The idea is that you import original oblivion and skyrim skeletons in 3ds max and move oblivion one's bones to fit the skyrim one (I'm not familiar with 3ds max so I made two oblivion skeletons in different poses: one for the body and one for the hands). Then create a new file and import your correctly posed oblivion skeleton and original skyrim skeleton. After that import the required skyrim body parts (body if you converting a cuirass, feet for boots etc). They will automatically wrap around skyrim skeleton. Then import a piece of oblivion armor. It will also wrap around oblivion skeleton. Now use the skinwrap modifier function to connect an armor piece to skyrim body part (repeat it for each armor piece). Then select all armor pieces and use dismemberment modifier (BSDismemberSkin Modifier). Select different body parts to tell the game which part of the body is which. After that just select all armor pieces and export them to a new .nif file (use "export selected" function). Then edit this .nif file in Nifskope to make it compatible with Skyrim.

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I am a 3DsMax user; I like to know what tool you’re using to export models from 3DsMax to Skyrim format. I fought the Oblivion tools where no good for that action.

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SB: I'm using niftools for 3ds max and the latest nifskope (alpha7). Still you must change some parameters by hands in nifskope after exporting from 3ds max according to the guide. Pass to the archive is morro.

http://www.mediafire.com/?tew5t1676r2bn11

Ice: I exported both skeletons in .obj format so they can be imported in blender. Pass to the archive is morro.

 http://www.mediafire.com/?04c3739oul2l5yl

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Sweet! Thanks Gothryd.

Unfortunatly, Blender can only export Oblivion nifs. Is there a way that oblivion nif can be converted to Skyrim nif in nifskope?

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Is it possible to port scripted objects, like the gray cowl of nocturnal? do you know anyone doing such things? I have never done any scripting and im kind of lost. Thanks
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Ice: The only way I've found is exporting nif from blender in f3 format and then manually converting it to skyrim format in nifskope. But it really looks like the hard way and I haven't tried it myself.

http://www.loverslab.com/showthread.php?tid=3199&pid=60396#pid60396

chorly2k: As far as I know scripts are stored in psc files, not in nifs, so you can only attach a script to an item when it's already ported. I hope someone would find a way to port scripts as well, at least partially, but more likely they would have to be rewritten by hand.

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Dont forget about dialogue... having a quick lookie and testing for how dialogue works its much easier than Oblivion in my opinion.. but could be lengthy.. i mean a "dialogue" box will have to be created for each topic right? Even the generic topics.. and dont get me started on the number of rumours, little secrets and little advices... still, i might be crazy enough to do this someday..

And the new scripting language? Guess ill have to get up to speed on the basics then

The faces are somewhat similar to Morrowinds... makes things easier in attempting to "copy" the looks of the main character faces in Morrowind

 

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Thanks Gothryd. :)

 

I think I'll probably wait till blender can export stuff on its own; that'll give me time to catch up with everything else...

 

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I wasn't going to comment on this but when we read it I got 'persuaded'.

ICE"Are you serious!? The wiki is on steam!? GAH

The features look great though...

In order to get the CS, I logged on to steam. The first thing it does? Delete Skyrim. When I try to play it, steam tells me its 'currently not available' and to try again another time. How does anyone find this productive?
Good thing I backed everything up before connecting to steam.

Now to update all of my mods from 1.1 to 1.4...."

A real programmer (Steffs friend)Nice that there is now a creation kit that is controlled by Steams buggy software .. Maybe someday they'll learn how to use a back office program to connect to and use an internet database without destroying user files.

 

 

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Steph:
I did find out that it deleted SKyrim because I was using that 4gb patched exe, so some how steam thought I was pirating a game that it knew I owned. Really dumb, but sort of kind of logical... But I'd really say the CS is worth bearing steam, just like Skyrim is. I'm running steam in offline mode, and its as little as invasive as I can make it...

So, though its painful, I'd still reccomend grabbing the CS. The Creation Set is sooo much better than our old construction kit. It really is a neat thing. You should still check it out. :) 

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