Guide to modding without the CK. (sort of)

Post » Wed May 16, 2012 6:42 pm

First thing's first. I'm not going to coach everyone through everything. This isn't very simple, but it's possible to learn. I've never modded a bethesda game before, but I just started last friday. As Samutz's tutorial says, you need to have an understanding of hexadecimal and how it works. Bytes are entered in reverse. Honestly, I suggest going and reading his thread first - http://www.gamesas.com/index.php?/topic/1286593-tutorial-making-new-smithing-recipes-pre-ck/

I got a bit bored writing this, so there's a lot of information missing on extra data, but generally it's all stuff that's not very editable, such as QUST's, dialogue, and more. Though if you want to edit DIAL, be my guest.. Pretty confusing there and it wouldn't match with voice files (though it is possible to change that if you get to the references, if you really wanted to do lots of work). I do hope this helps some people, though.

From here, I'm going to assume you can open the Skyrim.esm, can make a new plugin, and can create and modify records. TESSnip is easy to use, you can ctrl-c and ctrl-v to copy/paste data. You can double click records, and it opens a menu displaying the float, short, and integer values. It will also show the form ID, and you can do a look-up for it, too. By entering in data and clicking those boxes, it'll automatically set data for you. It's great and easy. Most of the work you'll do involves TESSnip.

If you have fallout 3 or NV, you can use FO3Edit/FNVEdit. If you copy the Skyrim.esm over into the fallout folder, you can open it up. Do a 'select none' and then click on skyrim to open just that esm. It *should* open up, but you'll have lots of errors and it'll take a couple minutes. If you want it to go faster, open up the esm copy with TESSnip and delete out the GRUP (CELL), the WRLD, and DIAL. If you want the utmost, delete out the AACT, APPA, ARTO, ASTP, CLDC, CLFM, COLL, DLBR, DLVW, DUAL, EQUP, FLOR, FSTP, FSTS, HAZD, KYWD, LCTN, LCRT, LVSP, MATO, MATT, MOVT, MUST, OTFT, RELA, REVB, RFCT, SCEN, SCRL, SHOU, SLGM, SMBN, SMEN, SMQN, SNCT, SNDR, SOPM, SPGD, and WOOP. In fact, I'd recommend it because it'll prevent the editor from erroring out.

On to the data. I'll be sticking with descriptions of the data, and you'll have to figure out more on your own. If you want to make an esp, if you use replacers, keep them under the same headings as the originals such as GRUP (GMST). If you use new items, use new form ID's started with 01 or higher - don't use 00 to start. If you don't know what data is used as what, go look up information on the GECK.

For all sections - if you see the FULL section, or a DESC, those are names and descriptions respectively. Anything with those values under them will need to have them changed to match the ingame values, there's corruption involving the names when editing those.

[Useful Section]
GMST: Each entry has an EDID (editor ID) and a DATA column. The prefix sets the type i(EDID) for integer, s(EDID) for string, f(EDID) for float. You can create new strings here if you need to link to a new string for some reason. Most of the time you will not need that.

KYWD: section is references. Take a look at the smithing tutorial to get an example.

GLOB: is similar to GMST, but they are global settings. Generally these are saved into the saved game itself and then kept there.

RACE: Race section. Notable entries are setting racial bonuses in the SPLO, which just is the FormID of the SPEL to link to. Other notables is editing heights/weights - the 5th through 8th sets of hex code (groups of 4) are the male height, female height, male weight, female weight, in that order. Set the float value to any you'd like. Also editable in FO3Edit.

MGEF: Magic Effect. Lots here. In FO3Edit, you can set flags for whether an effect is detrimental, hostile, etc. There's a lot of unknowns in the data - what I do know is here - 2nd is a multiplier of some unknown kind - 4th set of data represents the magic school, such as destruction. 7th is the light ID. 8th is the projectile speed. 9th is the effect shader. 19th is the projectile type. 23rd is the ARTO, an FX ID. 26th is the impact data set. 27th is a multiplier - for what, I don't know. All the 3F800000 codes are typically booleans. Under the SNDD, you have sound reference data. Use TESSnip's lookup to find each one.

ENCH: The notable sections of this are the EFID and the EFIT. These refer to the effect ID's (the first) and the effect information (the second). The EFID is an ID, the EFIT contains a float value for the data that goes into the MGEF referenced by the EFID.

SPEL: These are the actual spells in the game. The same EFID/EFIT types are used, except in the EFIT, the last set of hex is the duration if applicable. In the SPIT section, the very last hex set is the perk it's affected by if applicable. ETYP is equip type, most I've seen just have a default set to either hand.

SCRL: Scrolls - these combine SPEL data with item data. You have effect information and model information here.

LIGH: Lights. First is the time, -1 is an always on factor, second set of data is radius, third set is blue-green-red information - for this hex code, in AzuraWhite01, 00EDD096, ED is blue, D0 is green, and 96 is red. Convert these to decimal to get the actual values. 6th set is FOV for the light, no idea on what it does.

LVLI, LVLN, and LVSP are the leveled lists for items, NPC's, and spells. LVL0 is the reference for them, first is level, second is the NPC (or another leveled list called), third is the count. LVLD is the chance of no spawn, and LVLF is the flags. Byte 3 calculates for all items from player level, 4 just uses all of them in the list. If it calculates from player level, it'll take a random one from the highest level (if there's multiple entries at a level, it picks one at random). Setting it to 1 will take away the flag and it'll pick a random one from the entire list.

PERK: Each perk has basic information and then CTDA's to determine what you need to get the perk. Check out Samutz's for the CTDA style. PRKE is the header for a perk effect, determining type - 0 is a linked quest, 1 is a linked SPEL, and 2 is a complex effect. For a linked SPEL, you have another DATA with the formID of the SPEL, then a blank PRKF for the footer of the effect. For a complex effect, you have a 3 byte DATA with effect type (effect type, then two numbers I've no idea what they mean), then sometimes conditionals for the effect. Conditionals start with PRKC for the reference (on self, on activation, on hit?), a CTDA, EPFT for extra data type (1 float, 3 formID, 4 script), and then EPFD for the value itself, followed by a blank PRKF footer.

Items: ARMO, BOOK, MISC, WEAP, INGR, AMMO, ALCH...
Model information is pretty straightforward. EITM is item enchantment, links to an ENCH record. Looks like INAM links to high poly stuff. For spell tomes, second set of data in DATA is the spell. Third set is base cost. Misc, data is value then weight values. Ingredients have the first set of DATA being value, and then multiple effect types and values on down similar to SPEL data. For WEAP, there's ETYP as an integer, it's still equip type. Convert the integer to a hexadecimal, and then search for the form ID. 81733 is two hands, 81730 is one hand. There's also an EAMT for enchantment charge amount. For AMMO, the first set in DATA is the projectile type. ALCH is similar to books, item information and then effects from potions and etc.

[Misc Section]
HDPT: Hairs. You can change model references inside here if you'd like items to link to a different model.
EYES: Eyes. Self explanatory.
SOUN: Sounds. SNDR links to the sound itself with a formID for the sound.
ASPC: Acoustic Space. You can link different sounds from here - say, you want to hear interior cave sounds inside whiterun, this is where you'd go.
LTEX: Links to textures for various objects.
Others.. TREE, GRAS, DOOR, LSCR (load screens for areas), FURN, etc. Not going through all of them. MUSC is music.


[Unknown Data Section]
CLAS is the classes. Each represents a combat style for an actor. In the FO3Edit, you can set flags for a guard. The rest of the data, I don't know at the time.
FACT is the faction. Each has certain flags, but they're unknown.
ACTI: Triggers. No idea here.
TACT: Talking activators of some kinda.. no idea. You can do a bit in FO3Edit.
PACK: AI Package data.
CELL: Cell data. Some information you can look at through FO3Edit, but it's not fun, tons of errors.
User avatar
Darren
 
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Post » Wed May 16, 2012 4:54 pm

Don't have time to go through this atm, but THANK YOU, I will check it out later. This will be super helpful.
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steve brewin
 
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Post » Thu May 17, 2012 2:24 am

Thanks from me too, this a great help.
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Roddy
 
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Post » Wed May 16, 2012 11:15 pm

Whoa first time I used TESSnip and I got pretty lost trying to figure out where the base values are, like your Base Stamina Regen. I thought they might be under AVIF but "AVStaminaRate" is blank. Bah! GMST doesn't seem to have it either.
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Lavender Brown
 
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Post » Thu May 17, 2012 2:30 am

Partial bump and answer.. Base stamina regen should be under GMST, afaik. At least mana regen is. Otherwise I'd have to go looking for it.
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Victoria Bartel
 
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