Custom Spell Pack help needed

Post » Fri Nov 16, 2012 6:09 pm

Hi All

Sorry for the wall of text... I need you guys

I haven't played around with CK before, and I want to get into it now. So I have come up with this little simple thing I want to try and create.

I've tried alot of different spell pack mods, some of them have awesome spells, but the same packs also have terrible spells, or spells that doesn't work. So, I want to create my own spell pack, using the best spells from different packs. This is only for my personal use, and I won't release anything without the modders approval of course..

Let's say I have apocalypse spell pack and more summonables spell back... I want two spell from apocalypse, and one spell from more summonables into my own spell pack.. How do I go about that?

I'm not asking about a step by step tutorial, but just some guideline as to how YOU guy would do it..??

I have tried opening a mod in CK before, but it doesn't just open the mod, it opens up everything in skyrim, and then I have to search for each specific thing in the mod right.. And that's a bit confusing I think. I thought it would just open up that one mod, instead it opens up everything..

I have found the spell I want in the CK, but how do I save it as a new mod/file with only that spell in it? Things like that.. I have found Apocalypses rain of fire spell in the CK, and dublicated the spell and the spell tome, and renamed them.. I can spawn the spell tome in the game, and learn it. but when I go to magic menu the game crashes.. What am I doing wrong here?

Anyways.. Noob here needs your help :smile: Any help will be very much appriciated

---

On the side note, I have this new summon skeleton animation that I can't get to work. Any help on that would also be nice, thanks :smile:

New Summon Skeleton Animation Thread
http://www.gamesas.com/topic/1374205-new-summon-skeleton-animation-by-kalicola/page__st__30__p__20871908__hl__new%20summon%20skeleton%20animation__fromsearch__1#entry20871908
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Louise Lowe
 
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Post » Fri Nov 16, 2012 7:32 am

Let's say I have apocalypse spell pack and more summonables spell back... I want two spell from apocalypse, and one spell from more summonables into my own spell pack.. How do I go about that?

I'm not asking about a step by step tutorial, but just some guideline as to how YOU guy would do it..??

My suggestion would be to open the mod(s) you are interested in (without making any of them an active file so that when you save CK will create a new ESP file). Make copies of any spells and their magic effects and be sure to check which magic effect the duplicate spell uses. The new spells should use the new magic effects, otherwise the mod would cause the game to look for magic effects that may or may not exist depending on whether the other mods are loaded.

I think this should work. If anybody knows of any flaws in this methodology, then please correct me.

I have tried opening a mod in CK before, but it doesn't just open the mod, it opens up everything in skyrim, and then I have to search for each specific thing in the mod right.. And that's a bit confusing I think. I thought it would just open up that one mod, instead it opens up everything..

This happens because the ESP file you are loading has Skyrim.esm (and possibly other ESM files) set as parent masters. Any parent masters that a mod has will be loaded when the mod is loaded.
You can check what the ESP modifies or adds by going to File -> Data and then selecting the mod and clicking on the Details... button. What you should get is a new window called File Details, which shows the type and name of everything the mod changes or adds.

I have found the spell I want in the CK, but how do I save it as a new mod/file with only that spell in it? Things like that.. I have found Apocalypses rain of fire spell in the CK, and dublicated the spell and the spell tome, and renamed them.. I can spawn the spell tome in the game, and learn it. but when I go to magic menu the game crashes.. What am I doing wrong here?

I'm working on a spell pack mod with MisterSneak and he reported a similar bug. It seems to have been caused by spells that didn't have any magic effects.
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Kirsty Collins
 
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Post » Fri Nov 16, 2012 8:33 pm

Thanks for the answer... when I try to open my new save file in CK it's giving me this warning "MASTERFILE: Unable to find EffectSetting 34101517 in spell 'Rain of Fire Kalicola' ... As you said it is missing effects. I just don't understand that, as I have only renamed the spell and tome, so everything else should stay exactly the same as the original Rain of Fire spell.. Right? Even if I load the apocalypse with skyrim master file and my new save file, it still gives me that error... I don't know where to find those effect files...

EDIT: Now I've found the effect files and renamed those too, and told my spell to use those ones within it. Well, now, I can't find my spell in the console command.. Apocalypse spell files all start with apoc_ I've basicly just replaced Apoc_ with Kalicola_ on all the files.. Now nothing works :D lol ... What am I missing here? I mean, how hard can it be.. I'm not a coder at all, but I mean, dublicating a spell and renaming it, how hard can it be right?.. I mean, at least I should be able to spawn the tome, just as before.. argh!

Maybe I DO need a step by step guide... I've followed ForAdventures tutorial on youtube.. Just doesn't work as easy with apocalypse spells

Have you tried doing this with Apocalypse Rain of Fire spell?
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Portions
 
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Post » Fri Nov 16, 2012 5:14 am

Just finished a successful test of the approach that I described in my first post. I copied the Rain Of Fire spell from the Apocalypse spell package. Here's what I did:

1. Checked the ESP that contained the spell I wanted to copy.
2. Loaded the ESP without an active file (so as to create a new ESP for my mod).
3. Made duplicates of the following items:
- Spells -
Apoc_D75_RainOfFire (the actual spell that the player will cast)
Apoc_ProcRainOfFire (the spell that creates the fireballs)

- Magic Effects -
Apoc_RainOfFireEffect (the magic effect that creates the rain of fireballs when the player casts with one hand)
Apoc_RainOfFireEffectDualCast (the same effect as above but when dual cast)
Apoc_RainOfFireSubmunition

- Image Space Modifier -
Apoc_RainOfFireImod

- Projectile -
Apoc_InvisibleProjectile

I then renamed the duplicates so that I could easily find them.

4. Changed the copied spells so that they used the copied magic effects.
5. Changed the copied magic effects (Apoc_RainOfFireEffect and Apoc_RainOfFireEffectDualCast) to use the new projectile.
6. Changed the properties of the scripts to use the copied spell (in the case of the Apoc_RainOfFireEffect MGEFs) and copied image space modifier (in the case of Apoc_RainOfFireSubmunition).
7. Saved as a new ESP.

The source ESP (e.g. Apocalypse - The Spell Package.esp) and all scripts that aren't used by the copied magic effects can be removed. It's important to remember to look for and copy anything that might be custom made (as in not included in the mod's parent masters). Look at the properties that a script uses as well to make sure that you copy everything that the spell needs in order to function.
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Chris BEvan
 
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Post » Fri Nov 16, 2012 12:58 pm

Thank you SO much for this.. Really appriciate the time you've put into that little guide.. I will try it as soon as I can, and hope that I can figure it out :-) Thanks!
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Farrah Lee
 
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Post » Fri Nov 16, 2012 5:46 am

Just a note to add to MrJack's excellent advice:

Apocalypse's spells are nearly all scripted to some extent and (at least in the version I examined) the scripts are packed into the BSA file. If that's the case, you'll need to unpack the relevant PEX files from the BSA and place them in the Data\Scripts subdirectory in order for the spells to work properly after deleting the Apocalypse spellpack.
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c.o.s.m.o
 
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