Fallout Wiki
Fallout Wiki
Tag: sourceedit
m (link format, ref tag)
(20 intermediate revisions by 15 users not shown)
Line 1: Line 1:
{{Games|FO4}}
+
{{Games|FO4|FO76}}
 
[[File:CreationEngineLogo6.jpg|300px|right]]
 
[[File:CreationEngineLogo6.jpg|300px|right]]
The '''Creation Engine''' is an engine created by [[Bethesda Softworks]] for ''[[w:c:elderscrolls:The_Elder_Scrolls_V:_Skyrim|The Elder Scrolls V: Skyrim]]'' and ''[[Fallout 4]]''.
+
The '''Creation Engine''' is an engine created by [[Bethesda Softworks]] for ''[[w:c:elderscrolls:The Elder Scrolls V: Skyrim|The Elder Scrolls V: Skyrim]]'', ''[[Fallout 4]]'', and ''[[Fallout 76]]''.
   
 
==Background==
 
==Background==
 
The Creation Engine is the successor to the [[Gamebryo]] game engine, and was launched to support ''The Elder Scrolls V: Skyrim''. It retains much of the basic framework and has the same general feel, but adds numerous improvements over the older engine.
 
The Creation Engine is the successor to the [[Gamebryo]] game engine, and was launched to support ''The Elder Scrolls V: Skyrim''. It retains much of the basic framework and has the same general feel, but adds numerous improvements over the older engine.
* Draw distance is greater to give a more epic, open-world feel.<ref>http://www.gameinformer.com/games/the_elder_scrolls_v_skyrim/b/xbox360/archive/2011/01/17/the-technology-behind-elder-scrolls-v-skyrim.aspx</ref>
+
* Draw distance is greater to give a more epic, open-world feel.<ref>[http://www.gameinformer.com/games/the_elder_scrolls_v_skyrim/b/xbox360/archive/2011/01/17/the-technology-behind-elder-scrolls-v-skyrim.aspx Game Informer article]</ref>
* Multiple levels of detail on "distant" objects, such as cities on the horizon, allow a more immersive worldspace without sacrificing too much performance.
+
* Multiple levels of detail on "distant" objects, such as cities on the horizon, allow a more immersive world space without sacrificing too much performance.
 
* Shadows were greatly improved, allowing almost any object to cast a shadow in real-time and better lighting systems make the world seem more alive.
 
* Shadows were greatly improved, allowing almost any object to cast a shadow in real-time and better lighting systems make the world seem more alive.
 
* Animations used better blending to allow more complex actions to translate into the model, such as drawing a bow while strafing sideways and showing both actions simultaneously rather than one animation overriding the other.
 
* Animations used better blending to allow more complex actions to translate into the model, such as drawing a bow while strafing sideways and showing both actions simultaneously rather than one animation overriding the other.
* The Radiant AI system, introduced in ''Oblivion'', is expanded to allow non-player actors to have more diverse and believable day-to-day activities, while still being able to take part in quests and large-scale events.<ref>https://en.wikipedia.org/wiki/Radiant_AI</ref>
+
* The Radiant AI system, introduced in ''Oblivion'', is expanded to allow non-player actors to have more diverse and believable day-to-day activities, while still being able to take part in quests and large-scale events.<ref>[https://en.wikipedia.org/wiki/Radiant_AI Radiant AI on Wikipedia]</ref>
* The Radiant Story system was introduced with ''Skyrim'' to allow a more diverse array of dynamic quest elements and creation of on-the-fly quests, such as an innkeeper who might tell the player there's a local ogre who needs hunted, at which point the ogre is created by the engine rather than being created in advance by the quest team.
+
* The Radiant Story system was introduced with ''Skyrim'' to allow a more diverse array of dynamic quest elements and creation of on-the-fly quests, such as an innkeeper who might tell the player there's a local ogre who needs to be hunted, at which point the ogre is created by the engine rather than being created in advance by the quest team.
 
* The user interface transitioned from the old XML frontends and hard-coded backends to a Shockwave Flash system that, while more complex to edit, allowed much greater flexibility for modders and numerous graphical effects previously unavailable gave the interface a much more polished look and feel.
 
* The user interface transitioned from the old XML frontends and hard-coded backends to a Shockwave Flash system that, while more complex to edit, allowed much greater flexibility for modders and numerous graphical effects previously unavailable gave the interface a much more polished look and feel.
 
* The quest journal was extended to allow tracking multiple quests at once, or no quests at all, and included a "Miscellaneous" section for simple quests that would have been untracked in previous games. This allowed better tracking of minor side quests without cluttering the journal needlessly.
 
* The quest journal was extended to allow tracking multiple quests at once, or no quests at all, and included a "Miscellaneous" section for simple quests that would have been untracked in previous games. This allowed better tracking of minor side quests without cluttering the journal needlessly.
 
* The combat system was significantly updated, with each hand free to use any type of shield, weapon or spell independently of the other hand, allowing a much more diverse range of character builds and more complex combat tactics.
 
* The combat system was significantly updated, with each hand free to use any type of shield, weapon or spell independently of the other hand, allowing a much more diverse range of character builds and more complex combat tactics.
 
* A new perk system was added, giving each skill a tree of perks to further diversify character builds. Perks can range from simple +damage per rank to allowing special attacks with certain weapons to allowing stolen items to be sold to any merchant.
 
* A new perk system was added, giving each skill a tree of perks to further diversify character builds. Perks can range from simple +damage per rank to allowing special attacks with certain weapons to allowing stolen items to be sold to any merchant.
* The crafting system was expanded on to allow more flexibility in crafting and enchanting equipment, although the spellcrafting system from previous ''Elder Scrolls'' games was non-existent in ''Skyrim''.
+
* The crafting system was expanded on to allow more flexibility in crafting and enchanting equipment, although the spell crafting system from previous ''Elder Scrolls'' games was non-existent in ''Skyrim''.
   
 
==Other titles==
 
==Other titles==
The recently released ''[[Fallout 4]]'' utilizes an updated version of the Creation Engine, supporting better graphics capabilities and more features. Many of ''Skyrim's'' features will be removed or overhauled to fit the ''Fallout'' game world and [[SPECIAL]] skill system, but others will help the new game stand far ahead of ''[[Fallout 3]]'' and ''[[Fallout: New Vegas]]''.
+
''[[Fallout 4]]'' utilizes an updated version of the Creation Engine, supporting better graphics capabilities and more features. Many of ''Skyrim's'' features were removed or overhauled to fit the ''Fallout'' game world and [[SPECIAL]] skill system, but others help the new game stand far ahead of ''[[Fallout 3]]'' and ''[[Fallout: New Vegas]]''.
   
The feature list will change as more information is released concerning ''Fallout 4'', but a number of new or improved features are already known.<ref>http://www.ign.com/videos/2015/06/15/entire-bethesda-conference-ign-live-e3-2015 (Fallout 4 coverage at 42:40)</ref>
+
Features include, but are not limited to:<ref>[http://www.ign.com/videos/2015/06/15/entire-bethesda-conference-ign-live-e3-2015 (Fallout 4 coverage at 42:40)]</ref>
 
* Increased texture resolution for more object detail.
 
* Increased texture resolution for more object detail.
 
* Volumetric lighting gives more realism in scenes with stark lighting contrast, such as sunlight filtering through a row of columns and illuminating dust in the air between columns while leaving the dust behind the columns dark.
 
* Volumetric lighting gives more realism in scenes with stark lighting contrast, such as sunlight filtering through a row of columns and illuminating dust in the air between columns while leaving the dust behind the columns dark.
* Physically-based rendering (PBR) shaders give a much more realistic look to the game's artwork and allow assets created under one lighting condition to look right under another more easily.<ref>http://www.gamersnexus.net/gg/1866-what-is-pbr-cryengine-star-citizen</ref>
+
* Physically-based rendering (PBR) shaders give a much more realistic look to the game's artwork and allow assets created under one lighting condition to look right under another more easily.<ref>[http://www.gamersnexus.net/gg/1866-what-is-pbr-cryengine-star-citizen Gamers Nexus article]</ref>
* The new weapon and armor modification system allows far more creativity and diversity in player-made items.
+
* The new weapon and armor modification system allows for more creativity and diversity in player-made items.
* A new settlement-creation system allows the player to build an entire town with fully customized building layouts and features, power grids, water supplies and more.
+
* The settlement-creation system allows the player to build an entire town with fully customized building layouts and features, power grids, water supplies and more.
* The character creation system has been redesigned into a point-and-click system rather than the old slider-based approach, and is intended to make getting that perfect face much easier.
+
* The character creation system has been redesigned into a point-and-click system rather than the old slider-based approach and is intended to make getting the perfect face much easier.
* The player character is now voiced, with a new camera view during conversations giving a more cinematic quality than previous games.<ref>http://wccftech.com/bethesda-fallout-4-graphics-skyrim-voiced/</ref>
+
* The player character is voiced, with a new camera view during conversations giving a more cinematic quality than previous games.<ref>[http://wccftech.com/bethesda-fallout-4-graphics-skyrim-voiced/ Voiced graphics article]</ref>
 
* Conversations can be jumped out of at any time and dialogue choices have been simplified to a radial menu rather than scrolling through choices.
 
* Conversations can be jumped out of at any time and dialogue choices have been simplified to a radial menu rather than scrolling through choices.
* [[Vault-Tec Assisted Targeting System|V.A.T.S.]] has been updated so time is still moving, but more slowly, to make V.A.T.S. combat more engaging than previous systems where time simply stopped while the player made their choices, while giving more precision than free-aim mode.
+
* [[Vault-Tec Assisted Targeting System|V.A.T.S.]] has been updated so time is still moving, but more slowly, to make V.A.T.S. combat more engaging than previous systems where time simply stopped while the player made their choices while giving more precision than free-aim mode.
* An iOS and Android app, Windows Phone app will allow accessing your in-game Pip-Boy wirelessly via smart phone.
+
* An app for iOS, Android and Windows Mobile, ''[[Fallout Pip-Boy]]'', allows one to access the in-game Pip-Boy wirelessly via smartphone.
  +
  +
Following the release of ''Fallout 4'', the Creation Engine was updated again with additional features, such as the addition of multiplayer game mechanics, to be used with ''[[Fallout 76]]''.
   
 
==Creation Kit==
 
==Creation Kit==
[[File:Creationkit logo.jpg|right|300px]]
+
[[File:Creation Kit logo.jpg|right|300px]]
The Creation Kit is the official editor used to modify or create content for ''Skyrim'', and is analogous to the ''[[w:c:elderscrolls:Construction_Set|Elder Scrolls Construction Set]]'' for ''Morrowind'' and ''Oblivion'' or the ''[[G.E.C.K. (editor)|Garden of Eden Creation Kit]]'' for ''Fallout''s ''3'' and ''New Vegas''.
+
The Creation Kit is the official editor used to modify or create content for ''Skyrim'', and is analogous to the ''[[w:c:elderscrolls:Construction Set|Elder Scrolls Construction Set]]'' for ''Morrowind'' and ''Oblivion'' or the ''[[G.E.C.K. (editor)|Garden of Eden Creation Kit]]'' for ''Fallout''s ''3'' and ''New Vegas''.
   
 
The majority of the functionality is unchanged, so modders using the old ''Construction Set''s or ''G.E.C.K.'' will find the ''Creation Kit'' very familiar. As with every revision to a new game, however, there are a number of substantial changes to various subsystems of the editor to match ''Skyrim's'' new personality.<ref>http://www.creationkit.com/What%27s_New%3F</ref>
 
The majority of the functionality is unchanged, so modders using the old ''Construction Set''s or ''G.E.C.K.'' will find the ''Creation Kit'' very familiar. As with every revision to a new game, however, there are a number of substantial changes to various subsystems of the editor to match ''Skyrim's'' new personality.<ref>http://www.creationkit.com/What%27s_New%3F</ref>
Line 43: Line 45:
   
 
==''Fallout 4'' Creation Kit==
 
==''Fallout 4'' Creation Kit==
An updated version of the ''Creation Kit'' for ''Fallout 4'' has been publicly released for download for free on the Bethesda.net launcher following the closed beta. It can only be used if you have the PC version of the game. More information can be found on the [http://www.creationkit.com/ Creation Kit wiki].
+
An updated version of the ''Creation Kit'' for ''Fallout 4'' has been publicly released for download for free on the Bethesda.net launcher following the closed beta. It can only be used by owners of the PC version of the game. More information can be found on the [http://www.creationkit.com/ Creation Kit wiki.]
   
 
==Gallery==
 
==Gallery==
Line 57: Line 59:
 
Fallout4_Panorama1.jpg
 
Fallout4_Panorama1.jpg
 
</gallery>
 
</gallery>
  +
  +
==External links==
  +
* [https://www.creationkit.com/index.php?title=Landing_page Creation Kit landing page]
   
 
==References==
 
==References==
 
{{References}}
 
{{References}}
  +
  +
{{Navbox technical information}}
   
 
[[Category:Bethesda Softworks]]
 
[[Category:Bethesda Softworks]]
  +
[[Category:Game engines]]
  +
[[Category:Fallout 4 technical information]]
  +
[[Category:Fallout 76 technical information]]
   
  +
[[de:Creation Engine]]
  +
[[es:Creation Engine]]
 
[[fr:Creation Engine]]
 
[[fr:Creation Engine]]
 
[[ru:Creation Engine]]
 
[[ru:Creation Engine]]

Revision as of 17:00, 11 April 2020

 
Gametitle-FO4Gametitle-FO76
Gametitle-FO4Gametitle-FO76
CreationEngineLogo6

The Creation Engine is an engine created by Bethesda Softworks for The Elder Scrolls V: Skyrim, Fallout 4, and Fallout 76.

Background

The Creation Engine is the successor to the Gamebryo game engine, and was launched to support The Elder Scrolls V: Skyrim. It retains much of the basic framework and has the same general feel, but adds numerous improvements over the older engine.

  • Draw distance is greater to give a more epic, open-world feel.[1]
  • Multiple levels of detail on "distant" objects, such as cities on the horizon, allow a more immersive world space without sacrificing too much performance.
  • Shadows were greatly improved, allowing almost any object to cast a shadow in real-time and better lighting systems make the world seem more alive.
  • Animations used better blending to allow more complex actions to translate into the model, such as drawing a bow while strafing sideways and showing both actions simultaneously rather than one animation overriding the other.
  • The Radiant AI system, introduced in Oblivion, is expanded to allow non-player actors to have more diverse and believable day-to-day activities, while still being able to take part in quests and large-scale events.[2]
  • The Radiant Story system was introduced with Skyrim to allow a more diverse array of dynamic quest elements and creation of on-the-fly quests, such as an innkeeper who might tell the player there's a local ogre who needs to be hunted, at which point the ogre is created by the engine rather than being created in advance by the quest team.
  • The user interface transitioned from the old XML frontends and hard-coded backends to a Shockwave Flash system that, while more complex to edit, allowed much greater flexibility for modders and numerous graphical effects previously unavailable gave the interface a much more polished look and feel.
  • The quest journal was extended to allow tracking multiple quests at once, or no quests at all, and included a "Miscellaneous" section for simple quests that would have been untracked in previous games. This allowed better tracking of minor side quests without cluttering the journal needlessly.
  • The combat system was significantly updated, with each hand free to use any type of shield, weapon or spell independently of the other hand, allowing a much more diverse range of character builds and more complex combat tactics.
  • A new perk system was added, giving each skill a tree of perks to further diversify character builds. Perks can range from simple +damage per rank to allowing special attacks with certain weapons to allowing stolen items to be sold to any merchant.
  • The crafting system was expanded on to allow more flexibility in crafting and enchanting equipment, although the spell crafting system from previous Elder Scrolls games was non-existent in Skyrim.

Other titles

Fallout 4 utilizes an updated version of the Creation Engine, supporting better graphics capabilities and more features. Many of Skyrim's features were removed or overhauled to fit the Fallout game world and SPECIAL skill system, but others help the new game stand far ahead of Fallout 3 and Fallout: New Vegas.

Features include, but are not limited to:[3]

  • Increased texture resolution for more object detail.
  • Volumetric lighting gives more realism in scenes with stark lighting contrast, such as sunlight filtering through a row of columns and illuminating dust in the air between columns while leaving the dust behind the columns dark.
  • Physically-based rendering (PBR) shaders give a much more realistic look to the game's artwork and allow assets created under one lighting condition to look right under another more easily.[4]
  • The new weapon and armor modification system allows for more creativity and diversity in player-made items.
  • The settlement-creation system allows the player to build an entire town with fully customized building layouts and features, power grids, water supplies and more.
  • The character creation system has been redesigned into a point-and-click system rather than the old slider-based approach and is intended to make getting the perfect face much easier.
  • The player character is voiced, with a new camera view during conversations giving a more cinematic quality than previous games.[5]
  • Conversations can be jumped out of at any time and dialogue choices have been simplified to a radial menu rather than scrolling through choices.
  • V.A.T.S. has been updated so time is still moving, but more slowly, to make V.A.T.S. combat more engaging than previous systems where time simply stopped while the player made their choices while giving more precision than free-aim mode.
  • An app for iOS, Android and Windows Mobile, Fallout Pip-Boy, allows one to access the in-game Pip-Boy wirelessly via smartphone.

Following the release of Fallout 4, the Creation Engine was updated again with additional features, such as the addition of multiplayer game mechanics, to be used with Fallout 76.

Creation Kit

Creation Kit logo

The Creation Kit is the official editor used to modify or create content for Skyrim, and is analogous to the Elder Scrolls Construction Set for Morrowind and Oblivion or the Garden of Eden Creation Kit for Fallouts 3 and New Vegas.

The majority of the functionality is unchanged, so modders using the old Construction Sets or G.E.C.K. will find the Creation Kit very familiar. As with every revision to a new game, however, there are a number of substantial changes to various subsystems of the editor to match Skyrim's new personality.[6]

In addition, the scripting language was updated to the newer Papyrus language which has considerably more functionality than the scripting languages from older games.[7]

The Creation Kit was released on February 7, 2012 and is currently at version 1.9.35.0.[8][9]

Fallout 4 Creation Kit

An updated version of the Creation Kit for Fallout 4 has been publicly released for download for free on the Bethesda.net launcher following the closed beta. It can only be used by owners of the PC version of the game. More information can be found on the Creation Kit wiki.

Gallery

External links

References