Help - Search - Members - Calendar
Full Version: Skyrim CK Experimenting
Chorrol.com > Mods > Skyrim Mods
Pages: 1, 2, 3, 4
mALX
*

The CK was not in existence the last time I played Skyrim, so this is my very first attempt at doing anything in the CK. It is a little clunky for me - not used to the havoc being so...active. Having trouble finding my way around the lists - new items on there I have NO idea what they are!

So anyway, here is my first attempt at modding in Skyrim, why not post yours here too? (or any of the construction sets).

Even the mistakes can be fun, I remember in Oblivion having my ONE (essential) Todd Howard multiply to 12, and they were wreaking havoc and couldn't be stopped.

Another was making the Unicorn follow the Player if they were carrying apples - and the Unicorn began following Maxical into houses, buildings - castles. The castle guards in Skingrad did not take kindly to a Daedric beast popping in on them (and Maxical was trying to sneak in for the TG quest).

Then there was the Weynon Village fiasco, when (also essential) Scrappy the Banty Rooster went nuts and started killing all the other barnyard animals - and then killed ME!


Anyway, here is my first Skyrim attempt. So far the havoc is killing me in this mod:


This is a tavern - my favorite thing to make:



http://i434.photobucket.com/albums/qq67/Ma...zpsf3de2fe4.jpg



http://i434.photobucket.com/albums/qq67/Ma...zps20214084.jpg


http://i434.photobucket.com/albums/qq67/Ma...zps1f13fcd2.jpg


http://i434.photobucket.com/albums/qq67/Ma...zps68c81a4a.jpg



http://i434.photobucket.com/albums/qq67/Ma...zpse8c69a56.jpg



*




The Basement:


http://i434.photobucket.com/albums/qq67/Ma...zps7351fd76.jpg


The Alchemy Garden:


http://i434.photobucket.com/albums/qq67/Ma...zps2685f022.jpg




Here is the grounds and stable area - the garden was added after these were taken, it sits on top of the stables:


The Grounds:


http://i434.photobucket.com/albums/qq67/Ma...zps1e7ae4dd.jpg


http://i434.photobucket.com/albums/qq67/Ma...zps3e76da77.jpg


http://i434.photobucket.com/albums/qq67/Ma...zps539bb3fa.jpg



A full Smithy, Wood-Chopping, and mining on the grounds:


http://s434.photobucket.com/user/Maxical1/...a3b033.jpg.html





At night:

http://i434.photobucket.com/albums/qq67/Ma...zps0c5c460a.jpg




The Stables – water in the trough, and I didn’t have to make it! Lol.


http://i434.photobucket.com/albums/qq67/Ma...zps90f4e8db.jpg


Everything in this mod is vanilla, I used only basic meshes through the whole mod, actually. I just had to really dig to find stuff to make the place the way I like it.


*
Grits

Looking good! I like the stash of scrolls on top of the shelf, and the spiced wine with pie. Is that Skyrim Maxical in the Forsworn gear?
mALX
QUOTE(Grits @ Oct 6 2014, 02:45 PM) *

Looking good! I like the stash of scrolls on top of the shelf, and the spiced wine with pie. Is that Skyrim Maxical in the Forsworn gear?



Yep! I was really surprised to find my old saves still on there, because Steam made me reinstall Skyrim for some reason.
Destri Melarg
What a warm and inviting tavern! Is this the new Lucky Mudcrab? Or maybe it’s the Friendly Cave Bear!

“Come right in folks, warm yourself near the hearth where our giant elk, Arrow-stopper, who zigged when he should have zagged will watch over you if you happen to fall asleep. Find ease and break your fast with our savory vegetable soup... a house speciality. Wash it down with a tankard of ale that is kept cold year ‘round by the snowdrifts outside that make our hearth such a welcoming sight. You can also sample the wife’s award-winning apple pie, if you decide to rest yourself at the table under the stairs. Plan to stay for awhile? We have spacious accomodations upstairs where a simple tug on the wall or a pull from the floor will provide a warm bearskin as an extra blanket.”
SubRosa
It is looking good! What did you use for the lighting template? I think the default Farm Interior lighting that most things use is a bit too dim for my less than young eyes. Your lighting is brighter, and a lot easier for me to see things than in the vanilla game.

I have done a few player homes for Skyrim. Most recent was my future Persepone (Persephemom) house in Winterhold. I made it to so I could play her two kids - Sofie and Lucia - all grown up a decade in the future from the vanilla game.

The exterior, with Sofie in front

A view from one of the corners of the front wall.

A view from the back of the house, looking toward the front

Sofie reading in the office area

The desk

Lucia reading up on Riften and the Theives Guild



King Of Beasts
This turned out really nice!
mALX
QUOTE(Destri Melarg @ Oct 6 2014, 03:03 PM) *

*snip*



BWAAAHAAA!!!!! ROFL !!! And THAT is Cabbage and Potato soup, I'll have you know! Nothing but the finest fare here!!! rollinglaugh.gif


QUOTE(SubRosa @ Oct 6 2014, 03:10 PM) *

It is looking good! What did you use for the lighting template? I think the default Farm Interior lighting that most things use is a bit too dim for my less than young eyes. Your lighting is brighter, and a lot easier for me to see things than in the vanilla game.

I have done a few player homes for Skyrim. Most recent was my future Persepone (Persephemom) house in Winterhold. I made it to so I could play her two kids - Sofie and Lucia - all grown up a decade in the future from the vanilla game.


A view from one of the corners of the front wall.




This house is amazing!!! It is gorgeous!! I just pulled out that one screen as an example, but loved all these! Sophy is beautiful, I am dying to know what beauty mods you are using. I will probably end up bringing Misa to Skyrim if I end up liking modding there - got to have a good face lined up for her before I do!

(That is how I did it in Morrowind; loaded her face and body up before I ever turned on the game the first time).

That lighting - like you, I was feeling around in the dark from all the templates except the Sov's - and they were too bright and washed out the scene entirely.

Another thing I noticed on the templates was that they are adding in fog - in the interior!

So, what I did was to post the best template I could find, get all the directionals up - then turned it off so I could edit the stats. I removed all the fog, then upped the ambient lighting till I was comfortable with the result.

The unfortunate pink glow is because I always make my own lighting in the Oblivion CS, and use a bit of a "Rose Window" tint - just a bit higher on the red than the "deep red" (and just a tad lower on the blue and green). I didn't have my numbers with me in the Skyrim CK, couldn't remember them anymore (curse that stroke, I can't remember crap anymore) - so either my guess was WAY off, or the Skyrim CK is set up too differently and I'll need to experiment with it till I get it right. Either way, that redness will be toned down by my next shots, lol.

In Oblivion I always set up the Ambient through editing the interior cell - then I add my own "Interior light Rose Window 900 (or 1024 in a bigger interior cell)" several feet ABOVE the roofline so it just kind of adds a slight tinge of light with just a hint of rose to it throughout the entire building.

I most def need to redo it in this mod, or throw a few prostitutes upstairs and call it a "Red light district." laugh.gif


@ Thanks so much, Kobby !!
SubRosa
Like you I also started with one of the lighting templates and started brightening things up from there. That interior fog drove me nuts too! It took me forever to figure out how to get rid of it.

What a neat idea with putting the extra red light above the building! I never would have thought of that.
mALX
QUOTE(SubRosa @ Oct 6 2014, 07:54 PM) *

Like you I also started with one of the lighting templates and started brightening things up from there. That interior fog drove me nuts too! It took me forever to figure out how to get rid of it.

What a neat idea with putting the extra red light above the building! I never would have thought of that.




A little too red in those screens, lol. I went in the CK and toned it way down, will have to take some more screens to see how it looks now.

The red is softer than the orange, less glare - a really nice tinge if not overdone like I did above.
mALX


I didn't realize this was in the wrong section, can a mod move it? Don't know how to report my own thread, so I'll report this comment, ROFL !!!
stargelman
Done.
mALX
QUOTE(stargelman @ Oct 7 2014, 11:14 AM) *

Done.



Thanks Starge!
Grits
So thanks to the excellent guidance at the TESA Creation Kit classes I’m making a player home in Rorikstead for (hopefully) Valdi. biggrin.gif I’m making it as a cottage that Erik the Slayer built between adventures, so I’m sticking with the rough-looking common furniture that a non-carpenter farm boy might be able to make. I’ve had a great time furnishing and cluttering my class project (South Shore Trader for my retired orc warrior Big D to live in with his lovely wife Sylgja and their kids), but Erik is no decorator. I’m leaving all of the shelves and surfaces bare so that when Valdi gets there it looks like he has been waiting for her.

Of course he is a strapping young Nord, so he did want to start off with a decently stocked and functioning kitchen. (I found the mead barrels right after I took that shot!)
SubRosa
The kitchen looks great! I never would have thought of the hanging pots and pans, that is a really neat touch.
Acadian
Grits, I agree with SubRosa on the hanging pots, mugs and ingredients - nice touch. Yum. . . cabbage soup. . . kvright.gif laugh.gif

Hopefully the cabin will do its job and attract Valdi Sweet Mink. tongue.gif
Grits
Thanks, SubRosa! “Don’t Havok Settle” plus me not knowing what things are supposed to be for might make for some funny constructions. I think those metal poles are part of big cooking spits, maybe? In Big D’s shop I have to restrain myself from sticking all kinds of junk to the walls. I’m not convinced that the stuff will really stay there.

Thanks, Acadian! There’s going to be a “Meat Chest” outside, lol. Locked of course since there are wolves right up the hill. Rabbit food is in the kitchen. tongue.gif I made the mugs bigger than the vanilla tankards for our Nords. Jerric calls the regular tankards “spit cups.”

Erik has a fire pit area planned outside, but I haven’t learned enough about exteriors yet. It’s funny to furnish a small house for a large Nord. Everything gets pushed against the walls or chucked out onto the porch (cut for now and revisited later). It’s how Jerric would arrange the furniture.
SubRosa
QUOTE(mALX @ Oct 6 2014, 05:06 PM) *

This house is amazing!!! It is gorgeous!! I just pulled out that one screen as an example, but loved all these! Sophy is beautiful, I am dying to know what beauty mods you are using. I will probably end up bringing Misa to Skyrim if I end up liking modding there - got to have a good face lined up for her before I do!

D'oh! I completely forgot to answer this. I have been through a long line of body and face mods. Here is a good place to go to get lots of links on them. Now let me start up TES Mod Manager to double check what I am currently using...

The main ones are, in this order:

Dimnonized UNP Base Body (not work or kid safe!)
Seamless UNP and Coverwomen #4
Sub Surface Full Body Map for Coverwomen and UNP UNPB bodies
Fitness Body (Lesser Abs)
Women of Skyrim Beta HD Normal Maps (old 2048 x 2048 version - femalehead_msn.dds for all races)

In no particular order I also have these:
Ponytail Hairstyles
AOF Believable Hair
Apachii Sky hairs v1.5 Full + Apachii Sky hairs Female
To use Apachii you also need SKSE and Show Race Menu Precache Killer, otherwise you will get CTDs because of the sheer number of new hairs
I also use Apachii SkyHair Wigs. It only has some of the Apachii hairs, but it adds them as wigs (basically helmets). That makes them handy to use with custom races.
Face Light
Natural Eyes
Mystic Eyes
Numenume Female Brows
Eyebrows Match Hair

*phew*, that's a lot!

Who is Misa? I don't remember her name.
mALX
QUOTE(SubRosa @ Oct 10 2014, 08:17 PM) *

QUOTE(mALX @ Oct 6 2014, 05:06 PM) *

This house is amazing!!! It is gorgeous!! I just pulled out that one screen as an example, but loved all these! Sophy is beautiful, I am dying to know what beauty mods you are using. I will probably end up bringing Misa to Skyrim if I end up liking modding there - got to have a good face lined up for her before I do!

D'oh! I completely forgot to answer this. I have been through a long line of body and face mods. Here is a good place to go to get lots of links on them. Now let me start up TES Mod Manager to double check what I am currently using...

The main ones are, in this order:

Dimnonized UNP Base Body (not work or kid safe!)
Seamless UNP and Coverwomen #4
Sub Surface Full Body Map for Coverwomen and UNP UNPB bodies
Fitness Body (Lesser Abs)
Women of Skyrim Beta HD Normal Maps (old 2048 x 2048 version - femalehead_msn.dds for all races)


In no particular order I also have these:
Ponytail Hairstyles
AOF Believable Hair
Apachii Sky hairs v1.5 Full + Apachii Sky hairs Female
To use Apachii you also need SKSE and Show Race Menu Precache Killer, otherwise you will get CTDs because of the sheer number of new hairs
I also use Apachii SkyHair Wigs. It only has some of the Apachii hairs, but it adds them as wigs (basically helmets). That makes them handy to use with custom races.
Face Light
Natural Eyes
Mystic Eyes
Numenume Female Brows
Eyebrows Match Hair

*phew*, that's a lot!

Who is Misa? I don't remember her name.



Misa is my girl in Morrowind (formerly my son's Dunmer male). I currently have a Skyrim version of Maxical in Foresworn armor playing, but - seriously thinking about bringing Misa to Skyrim now that they have such great beauty mods out there.

I wanted to ask you - did you ever try Bela (Bella?) for the faces? I was wondering if anyone had tried both Bella and CoverWomen and which they settled on and why - kind of research before installing either one. That "Women of Skyrim" did an awesome job, what a great enhancement to any face texture pack!

I haven't finished going down the list yet - but will. Before I make a human in Skyrim, HAVE to make sure she isn't f'ugly or b'ugly, lol.






Also wanted to add these screens, it is the same place that started this thread, just been fixing it up a bit because I wasn't happy with the way it looked:



http://i434.photobucket.com/albums/qq67/Ma...zpsf3de2fe4.jpg


http://i434.photobucket.com/albums/qq67/Ma...zpse8c69a56.jpg


http://i434.photobucket.com/albums/qq67/Ma...zps20214084.jpg


http://i434.photobucket.com/albums/qq67/Ma...zps1f13fcd2.jpg


http://i434.photobucket.com/albums/qq67/Ma...zps68c81a4a.jpg




SubRosa
Oh, that Misa! I forgot her name is all. You should definitely import her into Skyrim, and Oblivion for that matter!

I think Bella's mod was the first one I used to fix the blocky faces, back when I first started playing. But I didn't like the extra makeup it added to all my character's faces. They are not all meant to be glamor girls wearing blush all the time. So I stopped using it, and started looking at other mods.

Wow, those pics at the end look amazing! That table with all the bottles and stuff on it is fantastic. That must have taken forever to place it all.
Grits
That looks fabulous, mALX! I love how you wrapped the cupboards around a corner. The place mats are a genius idea. That table looks gorgeous!
mALX
QUOTE(SubRosa @ Oct 11 2014, 03:18 PM) *

Oh, that Misa! I forgot her name is all. You should definitely import her into Skyrim, and Oblivion for that matter!

I think Bella's mod was the first one I used to fix the blocky faces, back when I first started playing. But I didn't like the extra makeup it added to all my character's faces. They are not all meant to be glamor girls wearing blush all the time. So I stopped using it, and started looking at other mods.

Wow, those pics at the end look amazing! That table with all the bottles and stuff on it is fantastic. That must have taken forever to place it all.



Not that long to place, about an hour to lay all the changes in that whole house out - but much longer digging through the items lists to find what I wanted to use.

The garden took only a couple hours from start to finish, but the basement took a LONG time. I kept finding gaps in the raised floor that needed fixed, my steps in the raised floor kept disappearing every time I fixed a gap - GAAAAH! And today I got on there and found one of the structure meshes had moved and was gapped from the rest, urk.

"Snap to Grid" and I don't play well together, for some reason.

Oh, thank you for the info on Bella - that is exactly what I was looking for, some input on the two to determine which would suit Misa best. She definitely wouldn't want heavy makeup, but I'd like a bit of enhancement to the eyelashes, maybe some lip gloss. Also, I would like her cheeks to look a bit flushed - but not makeup blush; if that makes sense. There was a mod in Oblivion that made the character's "blush" ("naturally"), lol - something like that.







I just realized I never posted the basement and garden screens, lol. Here they are:




The Basement:


http://i434.photobucket.com/albums/qq67/Ma...zps7351fd76.jpg


The Alchemy Garden:


http://i434.photobucket.com/albums/qq67/Ma...zps2685f022.jpg


Thanks, Grits! That is the same place you are working on at the TESAlliance, they are the same people who taught me modding in Oblivion.
Grits
Gosh, the garden and basement look gorgeous! I love the raised floor in the basement. It makes that level look as refined as the ones above. What an awesome tavern! I want to stay there!! biggrin.gif

I remember you and KC recommending these classes for Oblivion. They are lots of fun (so far, I haven’t NavMeshed yet, lol) and incredibly helpful. There are some very basic things I’ve already learned that I never would have found on my own.

Right now I’m fighting with grass in my store project. Damned grass won’t go away! Argh!!
SubRosa
I am in love with those hardwood floors in the basement! And that garden is just beautiful. I love how you used the stone floor around the garden itself, with the big stone planters, and then it turns to wood farther out where the alchemy table is.

Here is an example of Hrafngoelir using Bella's Face Textures. What really started to bug me was how Bella's made most of her face darker with makeup, but there is a little strip of skin back near the ears without it, with a much paler color. That drove me nuts.

I took this picture of Hrafn just a moment ago with my current mod loadout. What I really like about the current mods is that when you get in close, you can actually see little pores and tiny bumps in the skin on her face. That little strip of lighter skin near the ears is still there, but it isn't nearly as dramatic as it is with Bella's.
Acadian
Wow, mALX, you've been hard at work with the CK. I see some of the same loving touches and detail that you applied to the WG Tavern near Chorrol. Great work!
mALX
Thanks everyone for your kind words on that mod - I have really fallen in love with that inn, and it will be my first mod in game when this class ends. I'm keeping it, lol.

Here is the grounds and stable area - the garden was added after these were taken, it sits on top of the stables:


The Grounds:


http://i434.photobucket.com/albums/qq67/Ma...zps1e7ae4dd.jpg


http://i434.photobucket.com/albums/qq67/Ma...zps3e76da77.jpg


http://i434.photobucket.com/albums/qq67/Ma...zps539bb3fa.jpg



At night:

http://i434.photobucket.com/albums/qq67/Ma...zps0c5c460a.jpg




The Stables – water in the trough, and I didn’t have to make it! Lol.

Everything in this mod is vanilla, I used only basic meshes through the whole mod, actually. I just had to really dig to find stuff to make the place the way I like it. (and that is probably the most time consuming task of all of this - well, that and building that wood raised floor in the basement).


I'm about to turn on my game and head over there, see if the in-game screenshots look anywhere near as good as it does in the CS, lol.



Oh SR, you are right - way too much makeup with Bella! Was there no way to tone that down? Urk, I'm with you on going with CoverWoman. Thanks for helping me on that!


EDIT: Oops! Forgot to add stable picture in:


http://i434.photobucket.com/albums/qq67/Ma...zps90f4e8db.jpg


SubRosa
That pic was with the character wearing no makeup at all from character creation, except lip color. All the sliders were set to the far left for the face colors.

I love the little wooden arch on the grounds, and especially the way the stable is under the second story deck.
mALX
QUOTE(SubRosa @ Oct 11 2014, 06:24 PM) *

That pic was with the character wearing no makeup at all from character creation, except lip color. All the sliders were set to the far left for the face colors.

I love the little wooden arch on the grounds, and especially the way the stable is under the second story deck.



There should have been some way to turn that down, she looks like she stepped out of the 40's Era or something - a "Glam Girl."

Well, that really helped me decide, thank you.

That stable - I built that from scratch materials gathered from all over, the deck on top was a plus I discovered after the first two pieces were in place. And then it was go time, lol. I got really excited at the possibilities when I saw that deck, there was no turning back then, lol.

mALX
*

Can't remember if I mentioned the Smithy and Wood-chopping set up or not, but I didn't have a screen of it (till now):


A full Smithy, Wood-Chopping, and mining on the grounds:


http://s434.photobucket.com/user/Maxical1/...a3b033.jpg.html

.


ghastley
Following my usual habit of play-testing my NPC's as PC's, I rolled up Drelka, the Daedra Seducer from Clark's story in Oblivion, to see what I could do with a drain health spell as primary weapon. She may get a role in the Thieves Guild expansion if she works out.

The vampire version of this is a bust, as it doesn't provide any experience. It also seems to be very weak, perhaps because the health gain from the absorb effect is a bonus to the damage. I tried increasing the Spell Usage factor, but it appears that the Absorb archetype prevents experience gain, not just the zero usage factor.

So my next version of the spell changed it to a plain health value modifier, like the elemental spells such as Flames, and that fixed the XP issue, but it's still a poor value for magicka used versus damage done. It's doing half the damage of Flames, for double the cost. The cost is calculated by the CK, and I'm not sure what the inputs are. I'd have expected the same result as Flames, as just about all the numbers were cloned. The differences are the keywords (because it's not a fire spell, fire resistance doesn't apply, etc.) and the ones that pertain to the graphic effects. Flames may get a bit of a boost from stacking on itself, as you're using it on a burning target once it starts.

It appears that you can't combine a drain effect on target with a restore effect on self (both Value Modifiers) to get the equivalent of Absorb, as the overall spell can't operate on both unless it uses the Absorb archetype.

I'm also a bit confused by the spell levels. It appears that the Magic Effect controls this, even if multiple levels of spell with varying magnitude are created from it. So I have no idea if the Perks are applying properly for stronger versions of the spell. Can anyone explain?

mALX
I think the developers themselves had trouble with the formulas for how spells/etc. were arrived at, I remember on release of the game all the issues with miss-added stuff that had to be patched.

Yesterday my laptop blackscreened while I was playing Skyrim. After that it wouldn't boot up, kept going to a blackscreen. Well, the internet said to take the battery out for a period of time, then try it again. I did, and about then my son came home. He said that it was probably a dead battery, and hooked it up to the charger. It started right up, no problems - but now Steam won't open the CK. It says it is opening it, says it is running - but it isn't displaying on my screen! Urk - really aggravated that Bethesda made us go through Steam for our game!

Anyone know how to get it back up? I've written to the Steam support, and they said to use Windows Update and make sure all my drivers are up to date. Well, everything was working fine till the battery went dead, and Windows Update says I'm fully up to date on everything. Urk.

Anyone have this problem starting the CK up, and know how to fix it?

EDIT: (And by the way, Ghastley - I'm catching up on Clark at Gweden still, but can't wait to see what kind of stuff he gets into in Skyrim, lol).


SubRosa
QUOTE(ghastley @ Oct 13 2014, 10:01 AM) *

Following my usual habit of play-testing my NPC's as PC's, I rolled up Drelka, the Daedra Seducer from Clark's story in Oblivion, to see what I could do with a drain health spell as primary weapon. She may get a role in the Thieves Guild expansion if she works out.

The vampire version of this is a bust, as it doesn't provide any experience. It also seems to be very weak, perhaps because the health gain from the absorb effect is a bonus to the damage. I tried increasing the Spell Usage factor, but it appears that the Absorb archetype prevents experience gain, not just the zero usage factor.

So my next version of the spell changed it to a plain health value modifier, like the elemental spells such as Flames, and that fixed the XP issue, but it's still a poor value for magicka used versus damage done. It's doing half the damage of Flames, for double the cost. The cost is calculated by the CK, and I'm not sure what the inputs are. I'd have expected the same result as Flames, as just about all the numbers were cloned. The differences are the keywords (because it's not a fire spell, fire resistance doesn't apply, etc.) and the ones that pertain to the graphic effects. Flames may get a bit of a boost from stacking on itself, as you're using it on a burning target once it starts.

It appears that you can't combine a drain effect on target with a restore effect on self (both Value Modifiers) to get the equivalent of Absorb, as the overall spell can't operate on both unless it uses the Absorb archetype.

I'm also a bit confused by the spell levels. It appears that the Magic Effect controls this, even if multiple levels of spell with varying magnitude are created from it. So I have no idea if the Perks are applying properly for stronger versions of the spell. Can anyone explain?

I ran into the same problem with the spell not giving experience gains when I made my Absorb Health spells. I solved it by creating a Damage Health effect with a Base Cost of 14.000 and a Skill Usage Mult of 1.4000. It is a Value Modifier archetype, with Health as the Assoc Item. Concentration, Aimed. With the MagicAbsorbFXScript attached to it. I added that to each of my Absorb Health spells, with a Magnitude of 1. All of my actual Absorb Effects have a Base Cost and Skill Usage Mult of 0. They are Absorb archetype, Assoc Item Health, Conc Aimed as well. Those I gave the higher Magnitudes to in my spells. My entry level Absorb Spell was Damage Health 1, and Absorb Health of 8. It ends up with a magicka cost of 14 points a second. Because the Damage effect costs more, it is the one the game uses to determine skill usage. That way you still get skill advances for using it. Since I wanted my spells to be Restoration based, like in Oblivion, I made my Damage Health effect work off of Restoration rather than Destruction. I have found it works like a charm.

QUOTE(mALX @ Oct 13 2014, 10:15 AM) *

I think the developers themselves had trouble with the formulas for how spells/etc. were arrived at, I remember on release of the game all the issues with miss-added stuff that had to be patched.

Yesterday my laptop blackscreened while I was playing Skyrim. After that it wouldn't boot up, kept going to a blackscreen. Well, the internet said to take the battery out for a period of time, then try it again. I did, and about then my son came home. He said that it was probably a dead battery, and hooked it up to the charger. It started right up, no problems - but now Steam won't open the CK. It says it is opening it, says it is running - but it isn't displaying on my screen! Urk - really aggravated that Bethesda made us go through Steam for our game!

Anyone know how to get it back up? I've written to the Steam support, and they said to use Windows Update and make sure all my drivers are up to date. Well, everything was working fine till the battery went dead, and Windows Update says I'm fully up to date on everything. Urk.

Anyone have this problem starting the CK up, and know how to fix it?

EDIT: (And by the way, Ghastley - I'm catching up on Clark at Gweden still, but can't wait to see what kind of stuff he gets into in Skyrim, lol).

All I know for sure is that like playing Skyrim, the CK requires Steam to be running before it will launch. You could try deleting the CK and reinstalling. Or even deleting the Steam client and reinstalling it, the reinstalling the CK.
ghastley
QUOTE(SubRosa @ Oct 13 2014, 12:24 PM) *

I ran into the same problem with the spell not giving experience gains when I made my Absorb Health spells. I solved it by creating a Damage Health effect with a Base Cost of 14.000 and a Skill Usage Mult of 1.4000. It is a Value Modifier archetype, with Health as the Assoc Item. Concentration, Aimed. With the MagicAbsorbFXScript attached to it. I added that to each of my Absorb Health spells, with a Magnitude of 1. All of my actual Absorb Effects have a Base Cost and Skill Usage Mult of 0. They are Absorb archetype, Assoc Item Health, Conc Aimed as well. Those I gave the higher Magnitudes to in my spells. My entry level Absorb Spell was Damage Health 1, and Absorb Health of 8. It ends up with a magicka cost of 14 points a second. Because the Damage effect costs more, it is the one the game uses to determine skill usage. That way you still get skill advances for using it. Since I wanted my spells to be Restoration based, like in Oblivion, I made my Damage Health effect work off of Restoration rather than Destruction. I have found it works like a charm.

So you've left the Absorb alone, and added another effect that provides the experience? I'd expected the spell cost to be the sum of its effects, but I think you're saying it's just the higher of the two (or more), which would be quite different, or is it that you've engineered the absorb's cost down to zero with the base cost of that part?
SubRosa
I made the absorb effect cost no magicka, so only the damage effect contributes to the magicka cost. Likewise, that way the damage effect does contribute to the skill up.
mALX
QUOTE(SubRosa @ Oct 13 2014, 12:24 PM) *

All I know for sure is that like playing Skyrim, the CK requires Steam to be running before it will launch. You could try deleting the CK and reinstalling. Or even deleting the Steam client and reinstalling it, the reinstalling the CK.



I got it up finally, on Steam right clicked on the creation kit and chose the "back up" feature. Then I opened the back-up instead of the one I had on my computer - THEN Steam realized my version of the CK had become corrupt, and did an "update" on it - working fine now.

Next problem:

I went to "Preferences -> Shaders -> Debug # Lights - adjusted my lighting into more reasonable levels - now I can't get the render screen back onto the normal view. How do you toggle that debug mode off the render screen?



SubRosa
I don't know. I never touched anything in that Shaders tab. It could be that the only way to undo it is to clear those checkboxes.
mALX
QUOTE(SubRosa @ Oct 13 2014, 06:02 PM) *

I don't know. I never touched anything in that Shaders tab. It could be that the only way to undo it is to clear those checkboxes.



They were cleared, I ended up having to exit the CK to stop it. Then when I went back in with the now "Correct" lighting - couldn't see a thing, it was dark as a dungeon.

I agree I had too much light in there before, but there has to be a happy medium between what Bethesda thinks is correct and what my eyes (and FPS) can handle, lol. Urk.

What I'm going to do is pop into a few businesses in game till I find one with acceptable lighting - then I'll adjust just a tinge of Rose color to the light - I got that formula down for Skyrim at least, lol.
SubRosa
If it is just the lighting in the Creation Kit, press the A key. That toggles bright lighting on and off. The whole list of CK keyboard shortcuts
mALX
QUOTE(SubRosa @ Oct 13 2014, 08:23 PM) *

If it is just the lighting in the Creation Kit, press the A key. That toggles bright lighting on and off. The whole list of CK keyboard shortcuts



No, it was the "Debug Lights Mode" on the render, makes your render screen look like a spectrum of color - red is too many lights overlapping; blue is good, green is dark. Example:


http://i434.photobucket.com/albums/qq67/Ma...zpsc8f2c7b5.jpg


Oh, thank you for that link!

Hey, Acadian said you are working on your own voice mod - I don't know why I thought you were just plugging in voice files to the "Another Voice Mod" mod for your characters ... so, about this voice mod ... (hint hint) ...

Do you think there is any way you could take the script from the "Player Voice" mod (that used FUZ files, but only had one trigger = combat) - and add more triggers to it? (like finding a location/sneaking/lockpicking/etc) - and maybe a random percent roll (like BruceVayne used in his "Sound Sets" script for Imoen (can't remember the exact wording, but it went something like this):

"If find location [names of towns] and if random percent =< 20
Player say "X"
Else if random percent => 20
Player say "XY"
end if
End"


Well, here is the actual script for Imoen:

QUOTE

Scn PCSoundImoenScript

short sneaktoggle
short combattoggle
short sittoggle
short ItemsStolen
short ItemsPickpocked
short Murdered
short PKilled
short CKilled
short nplayed
short dplayed
short weaponout
short detected
short torchout
short locks
short slept
short waited
short discover
short townplayed
short wildplayed
short trespassing
short deathplayed
float fquestdelaytime
float timepassed
short roll
short rolls
short health
short chealth
short thealth
short woundp
short dungplayed
short combattime
short epic
float timerPCS
short cfplayed
short beginkillsp
short beginkillsc
short booksread
short sbooksread
short encPlayed
float cEnc
float maxEnc
short PCSfame
short PCSinfamy
short murderer
short cfBounty
short pfBounty
short FGuild
short MGuild
short TGuild
short initialized
short a
short b
short c
short d
short e
short f
short g
short gates
short battlecry
float prevTimerPCS
float timerMod
short powerattack
float posx
float posy
float posz
float prevposx
float prevposy
float prevposz
float idlest
short idleplayed
short gates
short closed
short closedt
short thirdview
float icstimer
short speech
short EnemyInSight
short PCwounded
short combatON
short combatONtoggle
short dungt
short townt
short wildt


begin gamemode
set fquestdelaytime to 2.5
set timepassed to getsecondspassed
set roll to getrandompercent
set chealth to ( player.getAV health )
set thealth to ( player.getBaseAV health )
set cEnc to ( Player.GetAV Encumbrance )
set maxEnc to ( ( Player.GetBaseAV Encumbrance ) - 4 )
set cfBounty to ( Player.GetAV Bounty )
if TimerPCS != prevTimerPCS
set timerMod to TimerPCS
endif
if TimerPCS > ( 0 - ( timerMod * 0.5 ) )
set timerPCS to ( timerPCS - timepassed )
endif
if TimerPCS <= 0
set speech to 0
endif
set prevTimerPCS to TimerPCS

set cfplayed to 0

if ( player.hasmagiceffect slnc ) || ( player.hasmagiceffect para ) || ( player.getdead ) || ( timerPCS > ( 0 - ( timerMod * 0.5 ) ) )
set cfplayed to 1
endif

if initialized != 1
if player.getfactionrank fightersguild == 9
set Fguild to 1
endif
if player.getfactionrank magesguild == 9
set Mguild to 1
endif
if player.getfactionrank thievesguild == 7
set Tguild to 1
endif
set cfplayed to 1
set initialized to 1
endif


if ( sneaktoggle != player.issneaking )
set sneaktoggle to player.issneaking
if ( sneaktoggle == 1 ) && ( player.isactordetected != 1 )
if ( cfplayed != 1 )
if ( roll < 50 )
if ( isthirdperson == 0 ) && ( icstimer < 120 )
playsound Imoe5
elseif ( isthirdperson ) || ( icstimer >= 120 )
player.say pcImoe5
set speech to 1
endif
set timerPCS to 2
set cfplayed to 1
endif
endif
endif
endif

if ( combatONtoggle != combatON )
set combatONtoggle to combatON
if ( combatONtoggle )
if ( cfplayed != 1 )
if ( roll < 10 )
playsound Imoena
set timerPCS to 2
set cfplayed to 1
set b to 5
elseif ( roll >= 10 ) && ( roll < 20 )
playsound imoe9
set timerPCS to 2
set cfplayed to 1
set c to 5
elseif ( roll >= 20 ) && ( roll < 30 )
playsound Imoea
set timerPCS to 2
set cfplayed to 1
set g to 5
elseif ( roll >= 30 ) && ( roll < 40 )
playsound Imoen03
set timerPCS to 3
set cfplayed to 1
set e to 5
endif
endif
endif
endif

if ( combattoggle != player.IsInCombat )
set combattoggle to player.isincombat
if ( combattoggle )
set beginkillsp to ( getPCMiscStat 6 )
set beginkillsc to ( getPCMiscStat 5 )
endif

if ( combattoggle == 0 ) && ( player.getdead != 1 ) && ( combatON )
set battlecry to 0
set combatON to 0
if ( beginkillsp == ( getPCMiscStat 6 ) ) && ( beginkillsc == ( getPCMiscStat 5 ) )
if ( cfplayed != 1 )
if ( roll < 30 )
playsound imoe1
set timerPCS to 2
set cfplayed to 1
endif
endif
endif
if ( cfplayed != 1 )
if ( roll < 10 )
playsound imoe9
set timerPCS to 2
set cfplayed to 1
elseif ( roll >= 10 ) && ( roll < 20 )
playsound imoez
set timerPCS to 2
set cfplayed to 1
elseif ( roll >= 20 ) && ( roll < 30 )
playsound imoenu
set timerPCS to 2
set cfplayed to 1
endif
endif
endif
endif

if ( player.getdead == 1 )
if ( deathplayed != 1 )
if ( roll < 50 )
playsound Imoem
set deathplayed to 1
elseif ( roll <= 50 )
playsound imoenm
set deathplayed to 1
endif
endif
endif

if ( sittoggle != player.getsitting )
set sittoggle to player.getsitting
if ( sittoggle == 3 )
if ( cfplayed != 1 )
if ( roll < 40 )
playsound imoec
set timerPCS to 4
set cfplayed to 1
endif
endif
endif
endif

if ( ItemsStolen != ( GetPCMiscStat 28 ) )
set ItemsStolen to ( GetPCMiscStat 28 )
if ( cfplayed != 1 )
if ( roll < 10 )
playsound imoe4
set timerPCS to 2
set cfplayed to 1
endif
endif
endif

if ( ItemsPickpocked != ( GetPCMiscStat 29 ) )
set ItemsPickpocked to ( GetPCMiscStat 29 )
if ( cfplayed != 1 )
if ( roll < 25 )
playsound imoe4
set timerPCS to 2
set cfplayed to 1
elseif ( roll >= 25 ) && ( roll < 50 )
playsound imoei
set timerPCS to 2
set cfplayed to 1
endif
endif
endif

if ( Murdered != ( getPCMiscStat 32 ) )
set Murdered to ( getPCMiscStat 32 )
set murderer to 1
if ( cfplayed != 1 )
if ( roll >= ( 0 + a ) ) && ( roll < ( 10 - a ) )
playsound imoenu
set timerPCS to 2
set cfplayed to 1
set a to 5
set b to 0
set c to 0
set d to 0
set battlecry to battlecry - 12
elseif ( roll >= ( 10 + b ) ) && ( roll < ( 20 - b ) )
playsound imoena
set timerPCS to 2
set cfplayed to 1
set a to 0
set b to 5
set c to 0
set d to 0
set battlecry to battlecry - 12
elseif ( roll >= ( 20 + c ) ) && ( roll < ( 30 - c ) )
playsound imoe9
set timerPCS to 2
set cfplayed to 1
set a to 0
set b to 0
set c to 5
set d to 0
set battlecry to battlecry - 12
elseif ( roll >= ( 30 + d ) ) && ( roll < ( 40 - d ) )
playsound imoez
set timerPCS to 2
set cfplayed to 1
set a to 0
set b to 0
set c to 0
set d to 5
set battlecry to battlecry - 12
endif
endif
endif

if ( PKilled != ( getPCMiscStat 6 ) )
set PKilled to ( getPCMiscStat 6 )
if ( cfplayed != 1 )
if ( roll >= ( 0 + a ) ) && ( roll < ( 10 - a ) )
playsound imoenu
set timerPCS to 2
set cfplayed to 1
set a to 5
set b to 0
set c to 0
set d to 0
set battlecry to battlecry - 12
elseif ( roll >= ( 10 + b ) ) && ( roll < ( 20 - b ) )
playsound imoena
set timerPCS to 2
set cfplayed to 1
set a to 0
set b to 5
set c to 0
set d to 0
set battlecry to battlecry - 12
elseif ( roll >= ( 20 + c ) ) && ( roll < ( 30 - c ) )
playsound imoe9
set timerPCS to 2
set cfplayed to 1
set a to 0
set b to 0
set c to 5
set d to 0
set battlecry to battlecry - 12
elseif ( roll >= ( 30 + d ) ) && ( roll < ( 40 - d ) )
playsound imoez
set timerPCS to 2
set cfplayed to 1
set a to 0
set b to 0
set c to 0
set d to 5
set battlecry to battlecry - 12
endif
endif
endif

if ( CKilled != ( getPCMiscStat 5 ) )
set CKilled to ( getPCMiscStat 5 )
if ( cfplayed != 1 )
if ( roll >= ( 0 + a ) ) && ( roll < ( 10 - a ) )
playsound imoenu
set timerPCS to 2
set cfplayed to 1
set a to 5
set b to 0
set c to 0
set d to 0
set battlecry to battlecry - 12
elseif ( roll >= ( 10 + b ) ) && ( roll < ( 20 - b ) )
playsound imoena
set timerPCS to 2
set cfplayed to 1
set a to 0
set b to 5
set c to 0
set d to 0
set battlecry to battlecry - 12
elseif ( roll >= ( 20 + c ) ) && ( roll < ( 30 - c ) )
playsound imoe9
set timerPCS to 2
set cfplayed to 1
set a to 0
set b to 0
set c to 5
set d to 0
set battlecry to battlecry - 12
elseif ( roll >= ( 30 + d ) ) && ( roll < ( 40 - d ) )
playsound imoez
set timerPCS to 2
set cfplayed to 1
set a to 0
set b to 0
set c to 0
set d to 5
set battlecry to battlecry - 12
endif
endif
endif

if ( GameHour >= 22.5 || GameHour < 4.75 ) && ( nplayed == 0 ) && ( ( player.getincell chorrol ) || ( player.getincell anvil ) || ( player.getincell bravil ) || ( player.getincell cheydinhal ) || ( player.getincell bruma ) || ( player.getincell wilderne ) || ( player.getincell SENSBlis ) || ( player.getincell SENSCrucibl ) || ( player.getincell SENSPalac ) ) && ( player.isincombat != 1 )
set dplayed to 0
if ( cfplayed != 1 )
if ( roll == 99 )
if ( isthirdperson == 0 ) && ( icstimer < 120 )
playsound imoer
elseif ( isthirdperson ) || ( icstimer >= 120 )
player.say pcimoer
set speech to 1
endif
set nplayed to 1
set timerPCS to 3
set cfplayed to 1
endif
endif
endif

if ( GameHour > 8.0 && GameHour < 17.0 ) && ( dplayed == 0 ) && ( ( player.getincell chorrol ) || ( player.getincell anvil ) || ( player.getincell bravil ) || ( player.getincell cheydinhal ) || ( player.getincell bruma ) || ( player.getincell wilderne ) || ( player.getincell SENSBlis ) || ( player.getincell SENSCrucibl ) || ( player.getincell SENSPalac ) ) && ( player.isincombat != 1 )
set nplayed to 0
if ( cfplayed != 1 )
if ( roll == 99 )
if ( isthirdperson == 0 ) && ( icstimer < 120 )
playsound imoeq
elseif ( isthirdperson ) || ( icstimer >= 120 )
player.say pcimoeq
set speech to 1
endif
set dplayed to 1
set timerPCS to 4
set cfplayed to 1
endif
endif
endif

if ( weaponout != player.isweaponout )
set weaponout to player.isweaponout
if ( weaponout ) && ( player.isincombat != 1 )
if ( cfplayed != 1 )
if ( roll < 15 )
if ( isthirdperson == 0 ) && ( icstimer < 120 )
playsound imoe0
elseif ( isthirdperson ) || ( icstimer >= 120 )
player.say pcimoe0
set speech to 1
endif
set timerPCS to 2
set cfplayed to 1
elseif ( roll >= 15 ) && ( roll < 30 )
if ( isthirdperson == 0 ) && ( icstimer < 120 )
playsound imoex
elseif ( isthirdperson ) || ( icstimer >= 120 )
player.say pcimoex
set speech to 1
endif
set timerPCS to 2
set cfplayed to 1
endif
endif
endif
if ( weaponout == 0 ) && ( player.getdead != 1 ) && ( player.isincombat != 1 )
if ( cfplayed != 1 )
if ( roll < 15 )
if ( isthirdperson == 0 ) && ( icstimer < 120 )
playsound imoej
elseif ( isthirdperson ) || ( icstimer >= 120 )
player.say pcimoej
set speech to 1
endif
set timerPCS to 2
set cfplayed to 1
endif
endif
endif
endif

if ( detected != player.isactordetected ) && ( player.issneaking == 1 )
set detected to player.isactordetected
if ( detected == 1 ) && ( player.istrespassing )
if ( cfplayed != 1 )
if ( roll < 50 )
playsound imoenv
set timerPCS to 4
set cfplayed to 1
endif
endif
elseif ( detected != 1 )
if ( cfplayed != 1 )
if ( roll < 50 )
player.say pcImoe5
set timerPCS to 2
set cfplayed to 1
endif
endif
endif
endif

if ( trespassing != player.istrespassing )
set trespassing to player.istrespassing
if ( trespassing == 1 ) && ( player.isactordetected != 1 )
if ( cfplayed != 1 )
if ( roll < 50 )
playsound imoenk
set timerPCS to 2
set cfplayed to 1
endif
endif
endif
endif

if ( ( player.isTorchOut != 0 ) || ( player.hasmagiceffect lght ) || ( player.hasmagiceffect neye ) || ( player.getincell oblivio == 1 ) ) && ( dungplayed != 1 ) && ( player.isincombat != 1 )
if ( player.getincell chorrol != 1 ) && ( player.getincell anvil != 1 ) && ( player.getincell bravil != 1 ) && ( player.getincell cheydinhal != 1 ) && ( player.getincell bruma != 1 ) && ( player.getincell wilderne != 1 ) && ( player.getincell SENSBlis != 1 ) && ( player.getincell SENSCrucibl != 1 ) && ( player.getincell SENSPalac != 1 ) && ( player.istrespassing != 1 )
set wildt to 0
set townt to 0
if ( dungt < 30 )
set dungt to dungt + 2.5
elseif ( dungt >= 30 )
set townplayed to 0
set wildplayed to 0
if ( cfplayed != 1 )
if ( roll == 99 )
if ( isthirdperson == 0 ) && ( icstimer < 120 )
playsound imoep
elseif ( isthirdperson ) || ( icstimer >= 120 )
player.say pcimoep
set speech to 1
endif
set timerPCS to 4
set dungplayed to 1
set cfplayed to 1
endif
endif
endif
endif
endif

if ( locks != ( GetPCMiscStat 8 ) )
set locks to ( GetPCMiscStat 8 )
if ( cfplayed != 1 )
if ( roll < 20 )
playsound imoeee
set timerPCS to 2
set cfplayed to 1
endif
endif
endif

if ( slept != ( GetPCMiscStat 20 ) )
set slept to ( GetPCMiscStat 20 )
if ( cfplayed != 1 )
if ( roll < 50 )
playsound imoey
set timerPCS to 2
set cfplayed to 1
endif
endif
endif

if ( waited != ( GetPCMiscStat 21 ) )
if ( waited <= ( GetPCMiscStat 21 ) - 2 )
set waited to ( GetPcMiscStat 21 )
if ( cfplayed != 1 )
if ( roll < 25 )
playsound imoed
set timerPCS to 2
set cfplayed to 1
elseif ( roll >= 25 ) && ( roll < 50 )
playsound imoen12
set timerPCS to 4
set cfplayed to 1
endif
endif
elseif ( waited > ( GetPCMiscStat 21 ) - 2 )
set waited to ( GetPcMiscStat 21 )
endif
endif

if ( discover != ( GetPCMiscStat 7 ) )
set discover to ( GetPcMiscStat 7 )
if ( cfplayed != 1 )
if ( roll < 30 )
playsound imoen
set timerPCS to 4
set cfplayed to 1
endif
endif
endif

if ( ( player.getincell chorrol ) || ( player.getincell anvil ) || ( player.getincell bravil ) || ( player.getincell cheydinhal ) || ( player.getincell bruma ) || ( player.getincell leyawiin ) || ( player.getincell IC ) || ( player.getincell SENSBlis ) || ( player.getincell SENSCrucibl ) || ( player.getincell SENSPalac ) ) && ( townplayed == 0 ) && ( player.isincombat != 1 ) && ( player.issneaking != 1 )
set wildt to 0
set dungt to 0
if ( townt < 30 )
set townt to townt + 2.5
elseif ( townt >= 30 )
set wildplayed to 0
set dungplayed to 0
if ( cfplayed != 1 )
if ( roll == 99 )
if ( isthirdperson == 0 ) && ( icstimer < 120 )
playsound imoeo
elseif ( isthirdperson ) || ( icstimer >= 120 )
player.say pcimoeo
set speech to 1
endif
set townplayed to 1
set timerPCS to 3
set cfplayed to 1
endif
endif
endif
endif

if ( player.getincell wilderne ) && ( wildplayed == 0 ) && ( player.isincombat != 1 ) && ( player.issneaking != 1 )
set townt to 0
set dungt to 0
if ( wildt < 30 )
set wildt to wildt + 2.5
elseif ( wildt >= 30 )
set townplayed to 0
set dungplayed to 0
if ( cfplayed != 1 )
if ( roll == 99 )
set rolls to getrandompercent
if ( rolls < 33 )
if ( isthirdperson == 0 ) && ( icstimer < 120 )
playsound imoen
elseif ( isthirdperson ) || ( icstimer >= 120 )
player.say pcimoen
set speech to 1
endif
set wildplayed to 1
set timerPCS to 4
set cfplayed to 1
elseif ( rolls >= 33 ) && ( rolls < 66 )
if ( isthirdperson == 0 ) && ( icstimer < 120 )
playsound IMOEN55
elseif ( isthirdperson ) || ( icstimer >= 120 )
player.say pcIMOEN55
set speech to 1
endif
set wildplayed to 1
set timerPCS to 6
set cfplayed to 1
elseif ( rolls >= 66 )
if ( isthirdperson == 0 ) && ( icstimer < 120 )
playsound IMOEN53
elseif ( isthirdperson ) || ( icstimer >= 120 )
player.say pcIMOEN53
set speech to 1
endif
set wildplayed to 1
set timerPCS to 6
set cfplayed to 1
endif
endif
endif
endif
endif

if ( sbooksread != ( GetPCMiscStat 18 ) )
set sbooksread to ( GetPcMiscStat 18 )
if ( cfplayed != 1 )
if ( roll < 20 )
playsound imoenr
set timerPCS to 4
set cfplayed to 1
endif
endif
endif

if ( booksread != ( GetPCMiscStat 17 ) )
set booksread to ( GetPcMiscStat 17 )
if ( cfplayed != 1 )
if ( roll < 5 )
playsound imoenr
set timerPCS to 4
set cfplayed to 1
elseif ( roll >= 5 ) && ( roll < 10 )
playsound imoend
set timerPCS to 2
set cfplayed to 1
endif
endif
endif

if ( gates != ( GetPCMiscStat 13 ) )
set gates to ( GetPcMiscStat 13 )
set PCSfame to getPCfame
set closed to 1
set closedt to 0
endif

if ( player.getincell oblivio != 1 ) && ( closed )
set closedt to ( closedt + timepassed )
if ( closedt > 3 )
set closed to 0
if ( cfplayed != 1 )
if ( roll < 25 )
playsound imoen33
set timerPCS to 4
set cfplayed to 1
elseif ( roll >= 25 ) && ( roll < 50 )
playsound imoez
set timerPCS to 2
set cfplayed to 1
endif
endif
endif
endif

if ( PCSfame != getPCfame ) && ( player.isincombat != 1 )
set PCSfame to getPCfame
if ( player.getfactionrank fightersguild == 9 ) && ( FGuild != 1 )
if ( cfplayed != 1 )
playsound imoeb
set timerPCS to 4
set cfplayed to 1
set FGuild to 1
endif
endif
if ( player.getfactionrank magesguild == 9 ) && ( MGuild != 1 )
if ( cfplayed != 1 )
playsound imoeb
set timerPCS to 4
set cfplayed to 1
set MGuild to 1
endif
endif
if ( cfplayed != 1 )
if ( roll < 16 )
playsound imoens
set timerPCS to 2
set cfplayed to 1
elseif ( roll >= 16 ) && ( roll < 32 )
playsound imoet
set timerPCS to 2
set cfplayed to 1
elseif ( roll >= 32 ) && ( roll < 48 )
playsound imoen30
set timerPCS to 4
set cfplayed to 1
endif
endif
endif

if ( PCSinfamy != getPCinfamy ) && ( player.isincombat != 1 )
set PCSinfamy to getPCinfamy
if ( cfBounty == pfBounty )
if ( murderer != 1 )
if ( player.getfactionrank thievesguild == 7 ) && ( TGuild != 1 )
if ( cfplayed != 1 )
playsound imoeb
set timerPCS to 4
set cfplayed to 1
set TGuild to 1
endif
endif
if ( cfplayed != 1 )
if ( roll < 50 )
playsound imoet
set timerPCS to 2
set cfplayed to 1
endif
endif
endif
elseif ( murderer == 1 )
set murderer to 0
endif
endif
endif

if ( player.isincombat == 1 ) && ( player.isindangerouswater != 1 ) && ( player.getdead != 1 ) && ( health > ( chealth + ( thealth / 50 ) ) )
set PCwounded to 1
if ( cfplayed != 1 ) && ( combatON )
if ( roll >= ( 0 + e ) ) && ( roll < ( 10 + e ) )
playsound imoen03
set timerPCS to 3
set cfplayed to 1
set e to 5
set b to 0
set c to 0
set f to 0
set battlecry to battlecry - 12
elseif ( roll >= ( 10 + b ) ) && ( roll < ( 20 - b ) )
playsound imoena
set timerPCS to 2
set cfplayed to 1
set e to 0
set b to 5
set c to 0
set f to 0
set battlecry to battlecry - 12
elseif ( roll >= ( 20 + c ) ) && ( roll < ( 30 - c ) )
playsound imoe9
set timerPCS to 2
set cfplayed to 1
set e to 0
set b to 0
set c to 5
set f to 0
set battlecry to battlecry - 12
elseif ( roll >= ( 30 + f ) ) && ( roll < ( 40 - f ) )
playsound imoe8
set timerPCS to 2
set cfplayed to 1
set e to 0
set b to 0
set c to 0
set f to 5
set battlecry to battlecry - 12
endif
endif
endif

if ( ( chealth / thealth ) <= 0.35 ) && ( woundp != 1 ) && ( player.getdead != 1 )
if ( cfplayed != 1 )
if ( roll < 33 )
playsound imoee
set woundp to 1
set timerPCS to 4
set cfplayed to 1
elseif ( roll >= 33 ) && ( roll < 66 )
playsound imoene
set woundp to 1
set timerPCS to 2
set cfplayed to 1
elseif ( roll >= 66 )
playsound imoen01
set woundp to 1
set timerPCS to 3
set cfplayed to 1
endif
endif
elseif ( ( chealth / thealth ) > 0.7 )
set woundp to 0
endif

if ( player.isincombat == 1 ) && ( player.getdead != 1 ) && ( player.getknockedstate == 0 ) && ( combatON ) && ( player.issneaking != 1 )
set battlecry to battlecry + timepassed
if ( ( 3 * battlecry ) > roll )
if ( cfplayed != 1 )
set rolls to getrandompercent
if ( rolls >= ( 0 + a ) ) && ( rolls < ( 10 - a ) )
playsound imoenu
set timerPCS to 2
set cfplayed to 1
set a to 5
set b to 0
set c to 0
set g to 0
set battlecry to battlecry - 12
elseif ( rolls >= ( 10 + b ) ) && ( rolls < ( 20 - b ) )
playsound imoena
set timerPCS to 2
set cfplayed to 1
set a to 0
set b to 5
set c to 0
set g to 0
set battlecry to battlecry - 12
elseif ( rolls >= ( 20 + c ) ) && ( rolls < ( 30 - c ) )
playsound imoe9
set timerPCS to 2
set cfplayed to 1
set a to 0
set b to 0
set c to 5
set g to 0
set battlecry to battlecry - 12
elseif ( rolls >= ( 30 + g ) ) && ( rolls < ( 40 - g ) )
playsound imoea
set timerPCS to 3
set cfplayed to 1
set a to 0
set b to 0
set c to 0
set g to 5
set battlecry to battlecry - 12
endif
endif
endif
endif

if ( cEnc >= maxEnc ) && ( player.getdead != 1 ) && ( player.isincombat != 1 )
if ( EncPlayed != 1 )
if ( cfplayed != 1 )
playsound imoe33
set EncPlayed to 1
set timerPCS to 2
set cfplayed to 1
endif
endif
elseif ( cEnc < maxEnc )
set EncPlayed to 0
endif

set posx to ( player.getpos x )
set posy to ( player.getpos y )
set posz to ( player.getpos z )

if ( posx == prevposx ) && ( combattoggle == 0 )
if ( posy == prevposy )
if ( posz == prevposz )
set idlest to idlest + timepassed
set icstimer to icstimer + timepassed
if ( idlest >= 30 ) && ( idleplayed != 1 )
if ( cfplayed != 1 )
if ( roll < 15 )
if ( isthirdperson == 0 ) && ( icstimer < 120 )
playsound imoed
elseif ( isthirdperson ) || ( icstimer >= 120 )
player.say pcimoed
set speech to 1
endif
set timerPCS to 2
set cfplayed to 1
set idleplayed to 1
elseif ( roll >= 15 ) && ( roll < 30 )
if ( isthirdperson == 0 ) && ( icstimer < 120 )
playsound imoen12
elseif ( isthirdperson ) || ( icstimer >= 120 )
player.say pcimoen12
set speech to 1
endif
set timerPCS to 4
set cfplayed to 1
set idleplayed to 1
endif
endif
endif
elseif ( posz != prevposz )
set idlest to 0
set idleplayed to 0
set icstimer to 0
endif
elseif ( posy != prevposy )
set idlest to 0
set idleplayed to 0
set icstimer to 0
endif
elseif ( posx != prevposx )
set idlest to 0
set idleplayed to 0
set icstimer to 0
endif


set pfBounty to cfBounty
set health to chealth
set prevposx to posx
set prevposy to posy
set prevposz to posz


set IdleCompatibility.ptp to 0
set IdleCompatibility.idlereset to 0




end



(Actually, that last part is just to make it compatible with Personality Idles, that can be skipped)



I can't extract the "Player Voices" script, my PC isn't Skyrim capable, and my laptop just blue-screened again. But I was going to look at it, compare it to BruceVayne's - and try to find a way to increase the triggers and possibly allow for some randomness in the responses (like the "Additional Voices" mod, but with FUZ files so their lips move).


All I need/want is the script, I can provide my own FUZ voice files ... (hint hint, wipes drool away...).

Please?


*mALX attempts to hug SR*


IPB Image


*mALX gives SR sad puppy dog eyes..."


IPB Image


whistling.gif


laugh.gif



SubRosa
I am sorry. I have no idea how to take that script and add more triggers to it. Like I said, Skyrim's scripting makes no sense to me at all. I am not making a voice mod of my own. I have just been using Additional Player Voices and adding voice sets to it, using the .wav files from the Baldur's Gate games, and BruceVayne's Oblivion mods. All I am really doing is copying files and renaming them to fit the format for APV.
mALX
QUOTE(SubRosa @ Oct 14 2014, 05:34 PM) *

I am sorry. I have no idea how to take that script and add more triggers to it. Like I said, Skyrim's scripting makes no sense to me at all. I am not making a voice mod of my own. I have just been using Additional Player Voices and adding voice sets to it, using the .wav files from the Baldur's Gate games, and BruceVayne's Oblivion mods. All I am really doing is copying files and renaming them to fit the format for APV.



Oh, okay. Well, that is what I thought you said, but Acadian got my hopes up when he said you were working on your own voice mod, lol.

So, just for future reference; if something comes up and it is something you can do, did the sad puppy eyes and squirrel hug work at all?

JUST KIDDING! laugh.gif

Well, I will enjoy the "Additional Voices Mod" and use it - just prefer it is the character's lips move when they speak if you happen to be facing them. BruceVayne's used WAV in first person, but in 3rd person you could see the lips moving. I haven't seen a single script in Skyrim yet, I guess all that time in the CK I should have looked, but didn't.

I've been sitting here sorting through voice files to use, phrases to choose from - I'm probably going to end up using Sofia's voice files, since she is a Nord (and doesn't have as many angry voice files as Vilja to sort through). I like her irreverence - in fact I'm seriously considering Misa marrying her if her author follows through with that option like she is talking about doing. It certainly would not be unusual for two Nord women to sound alike and have similar personalities, lol. Sure better than marrying Lydia! ROFL !!!

OH! Does anyone know if the "Player Voices" conflicts with the "Additional Voices?" Maybe I could still use them both like I did with ELZ's and the Sound Sets! That would add one more trigger, and one that does have lip files.



SubRosa
To be honest, I have yet to be able to see my character's face in Skyrim when they speak. If you use tfc to look at your face, you cannot do the things that trigger events, like drawing your weapon. If you are not using tfc, and just spin the camera around to see your face, as soon as you do something the camera snaps back to behind you, hiding your face.
Grits
Here's a very brief discussion about trouble generating lip files: link. I haven't gotten to this issue yet, but at least I'll be able to find the link now when I do. laugh.gif
mALX
QUOTE(SubRosa @ Oct 14 2014, 07:15 PM) *

To be honest, I have yet to be able to see my character's face in Skyrim when they speak. If you use tfc to look at your face, you cannot do the things that trigger events, like drawing your weapon. If you are not using tfc, and just spin the camera around to see your face, as soon as you do something the camera snaps back to behind you, hiding your face.



Well, that would certainly be a pisser if I went through a bunch of trouble to get lip files working and then never got to see them in action, lol. BruceVayne's had one that triggered in "Wait," and KC videotaped Aravi getting ticked off at being made to wait too long - It was AWESOME to see one of our characters actually speaking. Even knowing in all those vids that we rarely if ever saw it again - whenever I heard her speak, I knew her lips were moving. It was very cool.

It should actually be really easier (relatively speaking) to add more triggers to the "Additional Voice" mod, anyway; since they are "Play Sound" files - I may have a better shot at trying to change that script than the other if I could do either. I guess I'll have to see how I do in the scripting class over at TESAlliance.

I was really pretty shocked at how locked down their AI packages are, they have kind of severed the ability to do anything with them as far as I can see. I guess I'll find that out in the classes too, urk.

Really feel like for a modder - Oblivion was the game to play in. I guess I'll see how flexible this new graphics program is, but so far - not liking it.




QUOTE(Grits @ Oct 14 2014, 07:20 PM) *

Here's a very brief discussion about trouble generating lip files: link. I haven't gotten to this issue yet, but at least I'll be able to find the link now when I do. laugh.gif



Ooh, great link! Thanks, I favorited it!


mALX
QUOTE(SubRosa @ Oct 14 2014, 05:34 PM) *

I am sorry. I have no idea how to take that script and add more triggers to it. Like I said, Skyrim's scripting makes no sense to me at all. I am not making a voice mod of my own. I have just been using Additional Player Voices and adding voice sets to it, using the .wav files from the Baldur's Gate games, and BruceVayne's Oblivion mods. All I am really doing is copying files and renaming them to fit the format for APV.



I'm not hinting anymore (promise), and was mostly teasing when I was hinting anyway - but came across this and wondered if you would be interested in reading it:



Papyrus for Beginners


Of course, this article was written for beginners to modding and scripting both; (so keep that in mind if it sounds ridiculously too dumbed down) - it is. But it might be a good way to familiarize yourself with their scripting enough where it doesn't seem like Greek anymore...more like Roman.




*
mALX
*

I started looking at the above noob lesson last night - from what I've seen so far, they have just changed the wording and place where you install your scripts:

You no longer add your scripts directly into the Editor like you did in the CS's; you put them in a folder in the Data file and the CK accesses them. Why was it done that way? IDK. To make it more BS'y, probably.

But the wording difference:

From what I've seen, it is just little changes like this:

CS Scripting:

endif
End


CK "Papyrus" :


EndFunction


or


EndEvent (etc.)



The difference is that in Oblivion and Morrowind, every If-Then-So script was ended with "endif" and any other functions in the script were covered by the "End" at the bottom - stopping the whole string regardless how many functions the script used.

In Skyrim, the scripts are divided up by What They Do; (four global functions) and you have to end each segment by name of its actual function.


Another difference is that Global functions aren't specific to the mod they are in anymore (hence them being in the Data folder) - if it is in that Data folder it is globally accessible for any mod you are making (just make sure to package it with your mod)

I guess that kind of takes away from the "you can't use my stuff without my permission" from mods as far as scripting is concerned.

But that also makes tools like SKSE more valuable than they already were; because don't they come with plenty of built in additional functions? The OBSE did.

Anyway, so far it is a little less daunting than it seemed before seeing that article. That article was dumbed down even lower than my brain needed, so it is a bit irritatingly slow - but rather than reading it, I scanned over the baby steps and just picked up the real meat of the differences. Still at it, of course - had to sleep sometime.


** Also, I noticed they are using the same example script that they used for the Morrowind CS, the Oblivion CS - so pulling the Oblivion script and using it for comparison makes it easy to pick up on the language changes in this new engine.



*
ghastley
The most significant change is that in Skyrim, scripts aren't running all the time. They need an event to wake them up and do something. Once you know what can trigger a piece of code to run, it all falls into place.
mALX
QUOTE(ghastley @ Oct 15 2014, 12:13 PM) *

The most significant change is that in Skyrim, scripts aren't running all the time. They need an event to wake them up and do something. Once you know what can trigger a piece of code to run, it all falls into place.



That should make adding triggers to the voice mods easier, then ... right?
mALX
*

It is easier for me to learn by first seeing what is different - kind of puts the Papyrus into perspective: instead of it being such a huge chunk of everything new and strange - takes it down into bite size pieces that I do recognize, so much less new to learn.

Anyway, in that light I found this page a big help (for me at least):


http://www.creationkit.com/Differences_fro...vious_Scripting


*

mALX
I'm having an issue with Misa's re-install, urk. When I First installed her she looked perfect - everywhere, but her skin showed an odd pattern every now and then, and her facial textures weren't as good as the images on Nexus - Here is a screen of her then, this is before I followed the load order to a T and overwrote everything:


Misa before following correct load/overwrite order:


http://i434.photobucket.com/albums/qq67/Ma...zpsfac65047.png


Deleted all mods and this time loaded them up correctly and overwrote - huh? Holy Cow, I didn't order those! Hey wait, she has some missing ... attributes! (I took off her clothes and checked, her nippies are gone! Maybe that could be explained by those giant boobs that she didn't have in the "before" screens - but her "other parts" have disappeared as well! GAAAAAH! How will she use the bathroom?

Here is the screen of after I reinstalled the mods correctly/overwrote files:


http://i434.photobucket.com/albums/qq67/Ma...zps0134d2a5.png


And - is it me? I think her face looks more vanilla now! To me she was much prettier before, (although the textures really are much better now).

How do I get her toot-toot and nippies back? I don't even know which mod stole them! sad.gif



Grits
Is it possible that you’re missing your femalebody_1.dds file? If memory serves (and it probably doesn’t, lol) when I installed UNP I had to choose a hair style for the lady parts (serious bush, trimmed, waxed and polished, landing strip, etc.) and then rename the file. That file goes in Skyrim\Data\Textures\Actors\Character\Female. Just something to check.
This is a "lo-fi" version of our main content. To view the full version with more information, formatting and images, please click here.
Invision Power Board © 2001-2024 Invision Power Services, Inc.