Bethesda Confirms Skyrim Creation Kit on Track for January R

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Bethesda Confirms Skyrim Creation Kit on Track for January R

Unread postby News Portal » 20 Jan 12, 10:40 am

Great news for the [app=7846]Skyrim[/app] mod community today. In the latest update to the Bethesda Blog the developer has confirmed that the Creation Kit is nearing completion and will launch by the end of January, with the 1.4 update to follow suit.

Read full article by Matt Williams
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Re: Bethesda Confirms Skyrim Creation Kit on Track for Janua

Unread postby SilenceOz » 20 Jan 12, 11:14 am

They're cutting it pretty close. We're already in the last leg of the month of January. Wish they'd commit to a date.
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Re: Bethesda Confirms Skyrim Creation Kit on Track for Janua

Unread postby Anon. E. Moose » 20 Jan 12, 11:18 am

Take your time, Beth. :roll:
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Re: Bethesda Confirms Skyrim Creation Kit on Track for Janua

Unread postby Bek » 20 Jan 12, 11:29 am

Better late than never.
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Re: Bethesda Confirms Skyrim Creation Kit on Track for Janua

Unread postby Faint_Man_Australia » 20 Jan 12, 11:32 am

Bek wrote:Better late than never.

How is it late? They never said when it was going to be released except that it wouldn't be ready at release.
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Re: Bethesda Confirms Skyrim Creation Kit on Track for Janua

Unread postby shlaimon » 20 Jan 12, 11:56 am

Faint_Man_Australia wrote:
Bek wrote:Better late than never.

How is it late? They never said when it was going to be released except that it wouldn't be ready at release.

didnt they say mid January?
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Re: Bethesda Confirms Skyrim Creation Kit on Track for Janua

Unread postby Bicketybam » 20 Jan 12, 12:50 pm

Finally they will be releasing the tool that will help the community... to fix their game.
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Re: Bethesda Confirms Skyrim Creation Kit on Track for Janua

Unread postby Sathias » 20 Jan 12, 1:07 pm

Looking forward to this, I have a few mod ideas I will probably never have the time to write :P

Firstly, a hardcore mod for Skyrim similar to FO:NV. Instead of food, water and sleep, it would be food, exposure and sleep. Exposure working similar to radiation in FO:NV, where you start getting exposure points if caught for too long in a blizzard or dipping in icy waters.

Secondly, a quickslot/favourites mod where you can favourite a left hand/right hand combo instead of just an item or spell. So for a mage you could set it up so

1 = Ward/Fireball
2 = Dual Fireball
3 = Heals/Fireball
4 = Mage Armour/Summon Atronach

etc

Any other mod ideas?
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Re: Bethesda Confirms Skyrim Creation Kit on Track for Janua

Unread postby wazzuppi » 20 Jan 12, 1:21 pm

Coop play is a definate possibility once the Kit it released

Woooo hoooo
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Re: Bethesda Confirms Skyrim Creation Kit on Track for Janua

Unread postby Aeolus_C » 20 Jan 12, 1:55 pm

Sathias wrote:Secondly, a quickslot/favourites mod where you can favourite a left hand/right hand combo instead of just an item or spell. So for a mage you could set it up so

1 = Ward/Fireball
2 = Dual Fireball
3 = Heals/Fireball
4 = Mage Armour/Summon Atronach

etc


Definitely this, but also needs an unequip/block option on there ie
L-Unequip/block R-Weapon

Or just an independent block button that doesn't rely on the offhand being free.
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Re: Bethesda Confirms Skyrim Creation Kit on Track for Janua

Unread postby Vedrenne » 20 Jan 12, 1:58 pm

Would it be possible to use the kit to create new spell effects?

I'd like to see the return of the Open Lock spell at Novice/Apprentice/Adept/etc level, as an alternative to being required to use the Lockpicking skill.

Other spells as alternatives to Alchemy only effects, Feather (/Burden), Drain X, Absorb Blah, etc.

More crafting things, traps? Also I would like to make jugs.

More more more! Things and stuff.
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Re: Bethesda Confirms Skyrim Creation Kit on Track for Janua

Unread postby Toasty Fresh » 20 Jan 12, 2:02 pm

About time Bethsoft you gits. At first it was "Beginning in January", then it was "Pretty sure it will be mid-january", and now it's "Okay, we're definitely releasing it late-january". Despite that they can't even give us a concrete date yet.

Pretty disappointed with their handling of this whole thing, it's probably only taken this long because of this Steamworks **** that nobody asked for or wants. My holidays end in two weeks, if I had the CK at the start or middle of the month I would have had nearly a month to do my stuff. It's even worse that their communication has been bloody useless, getting a response like "We're working on it" doesn't cut it.
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Re: Bethesda Confirms Skyrim Creation Kit on Track for Janua

Unread postby NamelessABC » 20 Jan 12, 2:09 pm

It sounds like it has taken so long because of Steam implementation more than anything. I wish they'd hurry up, haven't played since mid December because I've been waiting for it.
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Re: Bethesda Confirms Skyrim Creation Kit on Track for Janua

Unread postby revengous » 20 Jan 12, 3:14 pm

Toasty Fresh wrote:About time Bethsoft you gits. At first it was "Beginning in January", then it was "Pretty sure it will be mid-january", and now it's "Okay, we're definitely releasing it late-january". Despite that they can't even give us a concrete date yet.

Pretty disappointed with their handling of this whole thing, it's probably only taken this long because of this Steamworks **** that nobody asked for or wants. My holidays end in two weeks, if I had the CK at the start or middle of the month I would have had nearly a month to do my stuff. It's even worse that their communication has been bloody useless, getting a response like "We're working on it" doesn't cut it.

someones mad.

I cant wait, I for one, think that steam works will make it easier to publish mods and control content that appears within it.
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Re: Bethesda Confirms Skyrim Creation Kit on Track for Janua

Unread postby Toasty Fresh » 20 Jan 12, 3:27 pm

revengous wrote:someones mad.


Damn right I am.

revengous wrote:I cant wait, I for one, think that steam works will make it easier to publish mods and control content that appears within it.


It's not difficult in the slightest to publish a mod up to the Nexus whatsoever. You pack your files together, upload it and add some screens, as well as write a readme. It's even easier to download them with the new mod manager. You literally click "download" in the browser and it's installed in your game. Steam can't do it much easier, as well as the fact that it's probably not going to have support for the script extenders. Also, why on earth would you want MORE content control? I'll download what I want thankyou.

It might be useful for those who want to make a mod that tweaks like a couple things and is then saved as one .esp, but for more advanced stuff I can only see it being a pain in the neck.

And I can't wait to see how many people download mods off the nexus and upload it on Steam, claiming it as their own.
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