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There will definitely be mods for the game before the creation kit, just like with. any game that have proper modding tool, let you add stuff to the game, CDPR games let just change stuff in the game. In other words, no modding using official tools from Bethesda at release. Without a proper modding tool, you let just the good coding guys modding.Īnother more thing i forgot to say. ![]() Just one observation, for what i see in the modding community, is very difficult to find a modder that makes good scripting/coding and artistic, for what i see, or is good in coding or in sculpting/texturing etc. #Bethesda creation kit launching issues modSo, back to start, not going to happen, CDPR will not release friendly tool to mod their games, they can help the community giving some info or the endorse, but i really don´t think they will release a modding tool like W2 have. So the modders would need to have access to these tools, and sony will not let this happen.įor what i see as a modder myself, bethesda is easy to mod, other games like xcom and city skylines are too, they have dedicated tools for that, they want the community help their games, so you don´t have to spend much time "breaking the system" to make what you want to make. #Bethesda creation kit launching issues Ps4Bethesda had to make huge changes to get PS4 mods, and even so is limited, because sony have proprietary formats in almost everything, textures, sound etc. (Possibly because I submitted it?) Here's the link:Īs for the proper fix - it's far too late to have mod authors (and Bethesda) do it now - that's why I suggested this feature request - it would work consistently no matter how Bethesda or mod authors packaged things.Bethesda have creation kit, is a tool to make game parts, CDPR have some extraction tools, the community makes the hard work. I had thought there would need to be accepted by whoever has admin rights for this project, but I'm seeing it as a new Wiki page in the right sidebar right now. The wiki page I wrote needed to be out there somewhere, and since it was MO2 centric, the Wiki right here on MO2's Github made sense. It took a comment buried under a YouTube video to point me in the right direction, then more searching and I spent a great deal of time searching for it. Yes, it'[s a matter of BOTH changing the ini line and fixing folder structure (I did it in Bethesda's scripts.zip in the wiki since more mods have the Scripts/Source layout than Source/Scripts and this is the biggest offender.), but there's nowhere I could find which explains all of that clearly and completely. Should be almost trivial, and make it MUCH easier for people to get started with Creation Kit on SE. Since you're virtualizing the disk anyway, overlaying folder over folder, why not add a checkbox in your workarounds which, when running Creation Kit through MO2, will overlay the Data/Scripts/Source folder on top of Data/Source/Scripts. It would make other people's life easier to have all this information in one place.ĭown the road, however, there's a feature you could add to MO2 which might make even easier for new people to get started. I've written up this procedure for MO2 and submitted it as a new Wiki page, which I hope you'll accept - or feel free to take that information and put it on the troubleshooting page instead. #Bethesda creation kit launching issues how toI ran into a lot of confusing, conflicting, and incomplete information on how to fix this, and finally through a lot of experimentation launching the Creation Kit outside of MO2, I understood the problem and how to fix it. There are a lot of issues with Skyrim, and Bethesda is trying to fix them all, but if the issue you have still. #Bethesda creation kit launching issues PatchThis means when you try to access something like the SKI_ConfigBase class which SkyUI's MCM uses, it fails to compile. Skyrim Patch Timeframe Unclear Bethesda Working on Creation Kit and Bug Fixes. By default, Creation Kit for Skyrim SE looks for (and puts) it's script sources in the folder "Data\Source\Scripts", while almost every mod in existence puts The issue, as you probably immediatly saw being experienced, is the dreaded Source/Scripts problem with SE's version of Creation Kit. I was particularly trying to put together a small MCM for diagnostics and experimentation, and got slammed in a roadblock right from the start. As someone relatively new to MO2 and to the Creation Kit, I spent far too much time recently getting it to be able to compile my scripts. ![]()
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