Xi
Arcane
Looks like the modern Pinata is full of EULA candy. Just another tragedy of our time.
I might be biased cause I mostly used it as a scripting tool, but you are quickly losing my respect now, NN. Because if you think that it's one of the best modding tools, you are have VERY little experience in them, or somehow acting as Bethsoft apologist. (Documentation is the most glaring problems, now there's bugs, total lack of support, etc). NWN one beats it with a pinky, while being tied to a tree.I'm a professional programmer and game developer, let me assure you, the ES Construction Kit is one of the best modding tools I've ever seen and is a fantastically designed piece of software.
Mayday said:WAIT QARL WAS BANNED?!
It's a nice/easy to use world design tool, for dropping prefabs around, playing with the heightmap etc. But as others have said, it's gash for actually trying to do anything else in terms of gameplay and scripting. It's also far from being 'fantastically designed', there's lots of questionable UI design decisions and loads of undocumented bugs/quirks/features. No real support either.I'm a professional programmer and game developer, let me assure you, the ES Construction Kit is one of the best modding tools I've ever seen and is a fantastically designed piece of software.
Volrath said:NWN2 toolset is more powerfull and complicated then the first. Things take much longer to produce which frustrates a lot of modders. Add to that the fact that it was notoriously buggy at release (saves getting corrupted, crashes, etc) and you end up with something that's offputting imo.
Then again games like Purgatorio show what the toolset is capable off.
I might be biased cause I mostly used it as a scripting tool, but you are quickly losing my respect now, NN.
More then that, it's not even MODDING TOOL at all. (That kinda explains the former, btw.) They used it to create the game themselves (and it's lacking functionality really shows that they didn't have something complex in mind).
So, releasing the CS was just an 'added extra', that didn't cost them a penny.
And besides, if CS is SO good, why people keep using TONS of third-party made utilities?
IN fact, there was a much, MUCH better made alternative CS... at least, it would be if the author finished his work.
also I have to agree with Balor, TES CS is a pretty mediocre modding tool. NWN editor all the way.
but given the number of things folks at TESF modding forum declared impossible/mindnumbingly hard, TES CS comes off as extrmely poor
for example, UnrealED (even considering the general bugginess and quirkiness of the latter), which allows doing pretty much everything engine can handle (and some things it can't).
this is because it isn't really a modding tool - it's a tool to create content for the game itself
though it's more versatile in places, it's stupid to presume that this was accidental
TESCS is built for Bethesda level designers to produce content; modders are an afterthought at best - less than that in design terms.
Exactly. Galsiah is better scripter then me, and he's knowing what he's talking about.
Btw, to becomes a more or less good scripter in MW, you had to know a LOT about undocumented features, use third-party programs, etc - not just 'whip out your already existing programming skills and get coding!'. I think it might appal a real programmer to script under CS - cause to get anything done, you MUST resort to a hack upon hack. Brain surgery 'per anus'.
But as others have said, it's gash for actually trying to do anything else in terms of gameplay and scripting.
Admiral jimbob said:Yeah... anyone got a working download for it? I'm pretty interesting in giving it a shot, for some reason.
Mayday said:Admiral jimbob said:Yeah... anyone got a working download for it? I'm pretty interesting in giving it a shot, for some reason.
Sorry, I don't have it.
This demonstrates your perspective pretty well. You'd like powerful, efficient tools to create game content for a game broadly similar to TES. In this respect TESCS is pretty good (for a commercial company with Bethesda's budget) - naturally it'd be more than pretty good from your point of view.Naked Ninja said:Thats the best type of modding tool...They used it to create the game themselves (and it's lacking functionality really shows that they didn't have something complex in mind).
No - they've stated publicly and repeatedly when questioned by modders on TESCS features that TESCS is designed entirely for their own designers. If their designers need it, and it's practical, it's in, if they don't, it isn't. All the content creation versatility and user-friendliness is there to make game content simple to produce for their designers. The modularity is there to allow many designers to work independently.and shows that their intention was, designed in from the most basic level of the system, to allow modders to add in content
MSFD said:Gamesettings aren't included in the game save, that's why you can't permanently modify them via scripts. They're just saved in .esm and .esp files. It's just not something we've found a need to do.
So you're clearly better informed than people who've used the tools extensively, or who work at the company that produced them.I browsed their scripting language, scripts, dialogue and quest functionality, it's pretty sweet.
So now it's impossible that Bethesda would want to make a tool user friendly when they're investing tens of man years into using it? It's not some small utility that the occasional designer uses from time to time - it's a tool that many designers spend almost their entire time using.This is where you prove that you have no idea what you're talking about. The CS is very user friendly compared to the in-house tools most companies create and never release to public consumption.
Are you on some pointless hyperbole crusade?Oh no, there are bugs you say!!! Really? Wow. I guess if you were a programmer you'd be aware that there doesn't exist a piece of software that is bug free.
True enough - yet it's quite possible to do both (with a versatile scripting language), with the first part acting as a façade over the lower-level systems. If the second really is so easy compared to the first, how is it that Bethesda didn't bother to do it?Believe this or not, it is far harder to make powerful guis and systems which let your average joe start building quests, dialogue and suchlike simply and logically than it is to expose your scripting language to the world and say "here, go wild". The first is vast amounts of work, the second very little.
I notice that you removed the smiley from my statement. It was rather inconvenient, what with making it clear that I was half joking.Fixed. Seriously, if you think adding versatility is "accidental" you need your head checked and are obviously not a programmer.though it's more versatile in places, it's stupid to presume that this was accidental
Do you ever pause for a moment to consider that you might be totally wrong in this specific case? Bethesda devs have pointed out that TESCS is designed entirely for their designers frequently. Under those requirements, it's actually a very well designed piece of software. Their explanation makes perfect sense - TESCS has what they've used, and nothing more.Again with the cluelessness. You have no idea how fugly tools designed for "Bethesda level designers" can be.TESCS is built for Bethesda level designers to produce content; modders are an afterthought at best - less than that in design terms.
Obviously you're better informed than I am on this. Much as I should like to wield generic presumptions with such fluency, I've had to fall back on fact, specific experience with the tool, and developer statements.No, he doesn't.Exactly. Galsiah is better scripter then me, and he's knowing what he's talking about.
Again I see my mistake: I imagined I'd learn more by using it for years than by glancing at it and thinking "that looks straightforward and easy"....the script looked pretty straightforward and easy.
Which everyone concedes. This is a straw man.So anything that could be done in the game is perfectly possible via the CS.
Which, again, everyone concedes - so long as you don't want to change any fundamental mechanics significantly.For making your own RPG content, it is a fantastic tool.
That's going a bit far. It has pretty good support for adding quests and similar - so long as you're not doing anything too differently. Extending the game is well supported. It's significant changes to the fundamentals that often aren't. (I guess total conversions may well be simpler with other tools, but I'm not sure on that)sheek said:It's a good system to mod a few clothes, add shops and some terrain but it can't do anything else.
Except that if you fiddle around with CS a bit, you'll find that most of the basic stuff is hardcoded or otherwise unmodifable, while in UED it's only a question of hacking together a few pieces of code in UnrealC.Naked Ninja said:for example, UnrealED (even considering the general bugginess and quirkiness of the latter), which allows doing pretty much everything engine can handle (and some things it can't).
Yes, it allows you to do anything the engine can do, but then a blank C++ file allows you to do anything DirectX can do! Wow! CS has far superior content creation tools for your average user. Believe this or not, it is far harder to make powerful guis and systems which let your average joe start building quests, dialogue and suchlike simply and logically than it is to expose your scripting language to the world and say "here, go wild". The first is vast amounts of work, the second very little.