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haute ecole rider
QUOTE(SubRosa @ Apr 30 2015, 04:41 PM) *

QUOTE(haute ecole rider @ Apr 27 2015, 08:52 PM) *

You're talking about going into the CK, right?

I opened it up the other day for the first time. blink.gif Yowza! I couldn't for the life of me figure out how to navigate the darn thing, let alone look up a value for a specific quest!

Guess I have to find a good CK tutorial . . . rolleyes.gif

The basics have not changed from the Oblivion Construction Set. So the TES Construction Set Wiki is still relevant for things like the difference between an .esp and .esm file, how to save files, and so forth. The Creation Kit is a good starting point for Skyrim specific stuff. Think of it as a user manual for the Creation Kit. It describes what everything does, and has many tutorials on things such as how to create a merchant, and so on.


Thanks, I've bookmarked the CK wiki. If I get sick again, I'll spend some time there! Right now I'm too busy playing Alise's fourth foray through Skyrim. She really pwns this game! The other site you provided has been in my bookmark list for the longest time, it's how I was able to mod Gweden Farm into Julian's Homestead after completion of the Sirens quest. At this point in time I'm not finding anything in Skyrim that I'd like to fix that isn't already provided by an existing mod.

Has anyone played the Civil War Overhaul? I'm thinking about pursuing the CW storyline with a different character (Alise has zero interest in this), and I keep hearing stuff about how disappointing the vanilla version is.
Grits
I made a little Resist Magic on Self spell for the Restoration school this morning. I used the AlchArmorMagicaFXS Hit Shader, which I think looks pretty cool, but I’m still tweaking everything else. Darnand has jumped on the new spell bandwagon (Apprentice born) and would like a Shock Shell spell. I think the AlchArmorShockFXS would look neat for that.

One comment about the Absorb Spell enchantment, it seems to work on NPCs which is not necessarily good. A bunch of mods use magic effects to do their thing with followers, so NPC Jerric had an absorption cloud swirling around him pretty regularly even out of combat. Now I remember why I didn’t give him the Atronach ability as an NPC.

haute, sorry I've never tried a Civil War overhaul. The vanilla progression does get a little tedious.



Added: Darnand put Jerric on his knees twice tonight with his dual-cast fire spells, so I made him a Resist Fire on Other spell. I don’t know if it will actually help a follower, but the enchantment supposedly does work for NPCs so I have hope. Anyway it looks reassuring.
Renee
Thread Necromancing ... Activate. emot-ninja1.gif

Does anyone know of a mod or program which tells us what adds something into my game? For instance, let's say there's an object which I know is not vanilla. I click on the item and it'll tell me where it came from. Maybe the console can handle this, but I wonder if anyone's made some sort of mod which can do the same.

SubRosa
Open the console and click on the item in the game. That will give you the ID of the item or person. Check the first two digits. That will tell you the load order of the mod it comes from. Then look in your mod manager, and see what mod is loading in that spot.

I am not sure if the vanilla console will give you the IDs or not. I use MFG Console, which gives you lots more info through the console than the vanilla game. Including the name of the mod an object comes from.
Renee
Gracias senora. cake.gif
ghastley
If you have a name for the item, then "help xxnamexx" will often give you the same ID info, even if you can't pick it. Running multiple screens breaks cursor selection in console mode for me, and there may be other thing that do the same, so I resort to that often. It's easiest for NPC's, who have obvious names, but can work for other stuff, if the mod author named logically. The operand of the help command will match substrings of the names, so "help boots" would find "Joe's boots of grunge" - among a lot of others, of course.
Renee
Thanks good to know. So that would help with objects like houses maybe, which can't be physically taken.
Lopov
Any ideas what must be changed in the Skyrim CK to allow having multiple radiant quests from e.g. Companions active at once? I guess the same applies to other radiant quests within the same faction.

Thanks.
Renee
Now that's a can of worms. Ew.

I guess it depends on how the quest was written. The way I've written radiant quests in Vyvoor's game, no, they are not all active at once, because this would cause the quest to go haywire. But I wrote it that way so one thing could get done at a time.

Are you thinking of your Companions mod? What's its name? Maybe I can DL it, and also look at it and try to discern how it's been structured. Otherwise, ghastley can answer better than I can.
ghastley
QUOTE(Lopov @ May 2 2020, 05:11 PM) *

Any ideas what must be changed in the Skyrim CK to allow having multiple radiant quests from e.g. Companions active at once? I guess the same applies to other radiant quests within the same faction.

Thanks.

The problem is that it's not multiple quests, it's the same quest running with different aliases. So the only way to do it is to make it into multiple quests, which then need distinct way to start them, or you end up getting the same one every time again. It's a laborious process to create the parallel quests, which is why they made them radiant to start with.

There's no setting involved, as the engine just can't run two copies of the same quest at the same time.
Renee
QUOTE(ghastley @ May 3 2020, 01:19 PM) *

There's no setting involved, as the engine just can't run two copies of the same quest at the same time.

Yeah, this.

Well I guess I should ask: are these quests all coming from the same NPC? You said the same faction, Lopov, and I am assuming you are talking about that mod you've got in your Companions hall.
Lopov
I meant radiant quests given by different Companion leaders (Aela, Vilkas, Farkas or Skjor). I don't run any mods in this regard, I only use a mod that increases the number of radiant quests that must be completed between main quests.
Renee
OH I see. I don't know. I would think they'd all have quests to offer at once (the way Vex and that other NPC in the Thieves Guild do), although it's been too long, and I don't remember how Companions handled this because I completed that quest line way back in 2012 or 2013. What does UESP say?

If they're all supposed to offer quests at once but aren't doing so, I would blame that Companions quest mod you've got. It's already caused problems.
Lopov
It's what ghastley said, you can't have multiple quests active at once, because it's basically the same quest you're getting. The mod I've been using, just increased the number of required radiant quests completed to trigger the next main quest.

But thanks anyway, I already left Skyrim behind.
ghastley
For anyone else interested, the Companion quests and the Bounty quests both seem to be controlled by the Story Manager starting them if the conditions are met, when a Location Change event happens. The quests themselves don't restrict anything, but make sure the dialog isn't offered if the quest can't be given.

SM stuff is not simple. I added the Rescue Greta quest for my Succubus mod that way, and would not want to repeat it.
Renee
QUOTE(ghastley @ May 12 2020, 12:30 PM) *

SM stuff is not simple.

MM hmm to this! I managed to figure it out for my one idea (repeatable bounty quests) but it took me months.
haute ecole rider
Hey, I finally started playing Skyrim SE on BootCamp, and it plays beautifully! All modded out as per STEP Guide, and everything is smmmooooooth and gorgeous!

But one thing I miss (having played ESO) are dresses/gowns that double as light armor. Is there anything like that in SKyrim? I love the look of the various noble clothing, but nothing comes close to a proper gown and still has a better than 0 armor rating.
SubRosa
I don't think there are a lot of dresses and gowns for Skyrim. It is usually actual armor or bdsm wear. The Raven Witch Armor is kind of like a gown, but it is all armored.

There was an Elven Dresses mod for regular Skyrim, but I don't think it ever got exported to SE.

There is Tribunal Robes and Masks. It is not gowns, but some are quite feminine.
haute ecole rider
Well then, here’s a thought: is it possible to take some of my favorite clothing in game and give them an armor rating equaling that of a full set of mid level armor?
SubRosa
Sure, just use the Creation Kit to open the clothing and change the stats, and make a mod.
macole
QUOTE(SubRosa @ Jul 7 2020, 12:50 PM) *

Sure, just use the Creation Kit to open the clothing and change the stats, and make a mod.

Would that method change all instances of the item in the game? What if I want to make an unique item?
When playing Morrowind, I made mods to alter garments, armors, and weapons by copying textures and meshes, renaming, altering stats, re-pathing the file structure, and placing the new unique creation in a game location. I was really happy with my meager accomplishments but um, I didn't know what I was doing (still don't) and may have cause myself more work than what was necessary.
SubRosa
QUOTE(macole @ Jul 7 2020, 02:49 PM) *

QUOTE(SubRosa @ Jul 7 2020, 12:50 PM) *

Sure, just use the Creation Kit to open the clothing and change the stats, and make a mod.

Would that method change all instances of the item in the game? What if I want to make an unique item?
When playing Morrowind, I made mods to alter garments, armors, and weapons by copying textures and meshes, renaming, altering stats, re-pathing the file structure, and placing the new unique creation in a game location. I was really happy with my meager accomplishments but um, I didn't know what I was doing (still don't) and may have cause myself more work than what was necessary.

Yes, it would change all the items in the game. If you want it to be unique all you have to do is make a copy of the original by changing the ID. I suggest putting a 0 at the start of the new ID's name, as that will automatically sort it at the top of every list.

The game will say that you changed the Form's Editor ID, and ask if you want to Create a New Form? Say yes, and it will create a new record with the new ID you entered.
haute ecole rider
What? You didn’t port your Animal Friends Mod to Skyrim SE?? sad.gif
SubRosa
I don't have SE. I do not like the things it adds.
haute ecole rider
Like what? I am curious - I am enjoying it so far, but I like hearing others’ opinions as well.
SubRosa
I hate the depth of field effect. It just makes half the screen look blurry to me. I hate the godrays. The effect makes everything look hazy, because the game needs that haze to see the rays of light through. That is all I can think of off my head. I had to find ways to manually force all of that stuff off with Fallout 4.
haute ecole rider
Ah, I see - the ENB type stuff then. I understand, when I first noticed the DOF, I was like dafu—??

With my sucky eyes and even more sucky old glasses it’s not something I notice so much, but maybe when I get my left cornea fixed and get new glasses . . .

When I set it up, though, I did see an ini line for that, you can decrease it to zero, I believe.

Now for the God Rays, I’m not so sure of that, but yeah, I get the haze can be irritating when you’re trying to spot a skeleton on a distant mountainside. For some reason I always have such a difficult time seeing skeletons. And Ice Wraiths . . .
Renee
Is it possible for scripts to be installed into a BSA file?

I am asking because I have Vigilants of Stendarr Quests, which has some problems with stages not setting and just generally, some stuff works, some stuff obviously does not work. "Come speak to me when you're ready" the mod's main NPC says. So I do this, and there's no new dialog. My character waits, my character sleeps, my characters goes outside and waits. Sometimes, all this waiting/sleeping will cause missing dialog to suddenly show up.

So I go into the mod's .esp file and notice all of its scripts are missing. In its Papyrus Script boxes, it'll say ; CODE NOT LOADED over and over. But no scripts! The mod has a BSA file though, so I wonder if they're stored in there. Never torn a BSA apart before, but i know it's possible.
Renee
Well, what you should do is check out the Loose Files archive that the mod author provided. Therein lies your answer.
macole
QUOTE(Renee @ Feb 15 2021, 01:44 PM) *

*
The mod has a BSA file though, so I wonder if they're stored in there. Never torn a BSA apart before, but i know it's possible.

But what if the mod author doesn't provide the loose files?
BSA Browser is a good program that I've used for cracking BSA's. It should work for all Bethesda games except ESO. It does come in handy searching for suspected missing textures and meshes. When I was playing Skyrim, I used BSA Browser a lot to grab armor and weapon resources to make custom arms and armors.
Renee
QUOTE(macole @ Feb 15 2021, 11:59 PM) *

But what if the mod author doesn't provide the loose files?


In this case, David Brasher (mod author) did provide them. smile.gif I was not aware of this at first.

QUOTE

BSA Browser is a good program that I've used for cracking BSA's. It should work for all Bethesda games except ESO. It does come in handy searching for suspected missing textures and meshes. When I was playing Skyrim, I used BSA Browser a lot to grab armor and weapon resources to make custom arms and armors.

Oh nice, do you have a link? I've never broke open a BSA before, but tegeus-Cromis did one time for me, for Kvatch Rising. I don't understand. Why do modders try using .BSAs if they seem to have problems like this?

Like I said, the mod author for Vigilant of Stendarr Quests did provide a .BSA, but I didn't realize he also left an archive full of loose files as well. The installation instructions said nothing about this though, so for about 5 years I've been wanting to try this mod, but had no idea why it didn't work. rolleyes.gif

Granted, I'm still learning about modding, even though I've been PC gaming for 7 years now, I don't know everything.
ghastley
QUOTE(Renee @ Feb 15 2021, 02:44 PM) *

Is it possible for scripts to be installed into a BSA file?

I am asking because I have Vigilants of Stendarr Quests, which has some problems with stages not setting and just generally, some stuff works, some stuff obviously does not work. "Come speak to me when you're ready" the mod's main NPC says. So I do this, and there's no new dialog. My character waits, my character sleeps, my characters goes outside and waits. Sometimes, all this waiting/sleeping will cause missing dialog to suddenly show up.

So I go into the mod's .esp file and notice all of its scripts are missing. In its Papyrus Script boxes, it'll say ; CODE NOT LOADED over and over. But no scripts! The mod has a BSA file though, so I wonder if they're stored in there. Never torn a BSA apart before, but i know it's possible.


Two answers here:
1. Yes, the .pex files can be included in the .bsa archive.
2. But when the CS is trying to load them, it's looking for the .psc ones. Papyrus SCript files get compiled into Papyrus EXecutables when you hit the compile/save buttons. depending on where you're doing it. You don't have to include the .psc files in a working mod (although most authors do so). And the .bsa could have them, but in the wrong place,depending on how the archive was built. Even Beth could not get it straight, with DLC source in subfolders where the CS doesn't look.
Renee
Ha, that's interesting. Go figure. Yes, that is one thing which I remember... at first I thought the David Brasher team simply forgot to install any scripts. So I began trying to write my own (setstages and such) but then I also realized that some other gamers posting on that mod's page seemed to have no problems getting it to run. David Brasher is a name I know from Oblivion, I've got about a half-dozen of his mods in OB, so I feel I can trust his work.

But when I was trying to write my own scripts, I do remember the CK kept complaining bout missing .PSCs (maybe it was missing .PEXs ... something like that). I still don't really get why BSAs are used then (except by Beth themselves) but at least I solved my own problem.
ghastley
The main reason for mod authors to use .bsa files is that they get loaded in the same order as the .esp's so things all overwrite together. Load order can be swapped around until things work, but with loose files, install order is what matters, and that's a lot more work to correct. Having something like Wrye Bash helps with that, but it's still more work that adjusting load order.
Renee
What Pose mods do you all use for Skyrim?

I've looked at several already, but some of them make me nervous because of all the stuff which are required. Maybe this is the nature of pose mods, but which ones do you use? (This way I'll know what's safe and what I should avoid).

SubRosa
I use Puppeteer Master, which does not have any special dependencies. It uses only the vanilla poses, and gives you a figurine that you click on to apply them to yourself, and a spell to use them on others.
Renee
Awesome, thanx.
Renee
Does anyone know if there's something which makes NPC lips move, even if dialog is silent?

For Oblivion we had Ely's Silent Voice, for instance. Anything like this for Skyrim (old version, not SE)?

Edit: Never mind. Found something.
TheCheshireKhajiit
Hey guys, I’m trying to add items from a mod into my character’s inventory with console commands. I type in “player. additem [item’s ID I got from the creation kit] [1]” but it doesn’t recognize the ID. I think I read somewhere that it will have other numbers in front of the editor ID based on its position in the load order, so that may be why it doesn’t recognize the editor ID. Any advice for finding the actual editor ID?
ghastley
The first two hexadecimal digits of the id are determined by the load order. Typically, they show as 02 or 03 when you look in the CK, as you only have Skyrim.esm and Update.esm loaded at that time. If you know where the mod is in the load order, you have the whole number.

If you know the name of the item, it’s usually easier to type help “item name”, with the quotes around the name, and pick the one where last digits match what you know, if it’s not unique.

The new esl format tweaks that a bit. For those the first two digits are FE, and then the third and fourth are load order determined. That kind of mod can only use the last four digits.
Renee
Right, you don't need to use those messy number-oriented ID names, you can just type player.additem FoodMead 10

Hmm... of course, "FoodMead" is how the Creation kit defines the base ID. You'd have to get into the Creation Kit to know that name. Because oddly, UESP doesn't use those easier-to-read names, they've only got the codes. rolleyes.gif
ghastley
QUOTE(Renee @ Feb 13 2023, 03:33 PM) *

Right, you don't need to use those messy number-oriented ID names, you can just type player.additem FoodMead 10

Hmm... of course, "FoodMead" is how the Creation kit defines the base ID. You'd have to get into the Creation Kit to know that name. Because oddly, UESP doesn't use those easier-to-read names, they've only got the codes. rolleyes.gif

And if you’re trying to find an NPC, then they have a name, a short name, and an editor id, which can be the same, but usually are not. Only the editor id needs to be unique, as some characters exist more than once, and one gets disabled, and a replacement enabled, as a quest progresses. And then there are Base ids and Reference ids, which are the hex strings, on top of that. If an NPC is a generic guard or bandit, there can be multiple instances of the base id, with ref ids starting with FF, created when they spawned.

At least with most items, you’re looking for the base id, so you can get one. The one that is put in your inventory gets a fresh FF series id, and weapons and armor get new ids as you improve them.

Some of those item names make no sense, too. There is no item called “gold” but there is a “gold01”, possibly because they were going to have piles of different amounts, but put them in bags instead. Some gloves are called gauntlets, and vice versa.

Have we confused you enough yet? laugh.gif
TheCheshireKhajiit
Wow, thanks guys! I didn’t know we could just type the item name into the player.additem command! Greatly appreciate the info!
Renee
QUOTE(ghastley @ Feb 13 2023, 04:40 PM) *

Some of those item names make no sense, too. There is no item called “gold” but there is a “gold01”, possibly because they were going to have piles of different amounts, but put them in bags instead. Some gloves are called gauntlets, and vice versa.


I just read about Gold001. Yeah, there were supposed to be other quantity choices, or something.

There is also F. Literally the letter F. Player.AddItem F 300 adds 300 gold to the player. blink.gif Why the letter F? On the Period Table of Elements gold is AU. Wouldn't Player.AddItem AU 300 make at least some sort of better sense? whistling.gif


QUOTE

Have we confused you enough yet? laugh.gif

Modding. Quest-writing. World-building. Such a strange activities we've chosen for a hobby. Modding can be fun at first. Then it gets frustrating. Confusing. Daunting. Aggravating!

SubRosa
In this context F is a number in the hexadecimal number set, not a letter. Hex goes 0-9, then continues with A-F. So it is a base 16 number set, rather than our standard base 10. For example F in Hex is the same as 15 in decimal. A lot of programs use Hex.
Renee
Nice. I did not know that.
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