Trouble with Hearthfires

Post » Tue Jan 22, 2013 7:52 pm

For some reason I cant seem to get the new hearthfires to work in the construction kit. I get all these really odd errors before the construction kit completely crashes. The error message says its a localization error but dosent specify what this means. I dont know why this happens with hearthfire, and if I could only copy and paste the error message's exact wording I would, but windows has tunnel vision and dosent let me do [censored], unless I close the error window. it works perfectly fine, at least untill I attempt to load hearthfire Datafile (I have done it both with the master game Datafile, and on its own to check if that would work.) for some wierd reason I got butkiss. :brokencomputer:

I really want to use the assets in hearthfire in other locations, but since I cant get it to work this is impossible, I'm very dissapointed right now. :(

I dont know how the DLC works, but all I want to do is just see exactally how the whole DLC is rigged to work. I want to see specifically how the player claiming ownership of the lots is handled, if it is done how I assume it is, by a simple questline with the player having to just meet required prerequisites. I assume this is how it works since the Faq's simply say that you have to gain the trust of the associated Yarl's for the specifyed properties territory. As simple as I am assumeing that may be, than it should be easy to duplicate or modify, for any of my added empty lots.

Thats just my first hurdle I have to figure out. I also want to see exactally how the workbench handles the changing of the properties assets out. I would like to be able to modify a properties buildings, furnature, and arrangement, and have this be completely unique for every property I am working with. But in order to do any of that I need to know exactally how the workbench and drafting table does all this. And for that I need to see it working from withinin the construction set.
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Karl harris
 
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Post » Tue Jan 22, 2013 4:54 pm

We need a CK update before we can work with Hearthfires.esm. It has new forms that the CK doesn't understand, so it crashes. (As far as I know)
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Marcin Tomkow
 
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Post » Wed Jan 23, 2013 3:40 am

The error message says its a localization error but doesn't specify what this means.set.
It's 'cause the localization strings are in its BSA and, unlike TESV.exe, CreationKit.exe doesn't auto-load BSAs by virtue of nomenclature and a localized plugin won't pop w/o localization strings. Add HearthFires.bsa to sResourceArchiveList2 after Dawnguard.bsa in your SkyrimEditor.ini and all should work.
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Julie Ann
 
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Post » Tue Jan 22, 2013 2:47 pm

So, I think I'll just go with the second reply and say that I would rather let them patch it in and not attempt to fix it myself. if I dont know what im doing (and I dont I'll be the first to admit it) I'd rather now break something else whiler im at it, but still im a bit frustrated about it none the less.

I guess if I waited this long for it to come for the PC, I can wait for them to let us mod it too.
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Tarka
 
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Post » Tue Jan 22, 2013 10:33 pm

They won't patch it, cause there is nothing to patch. JustinOthers suggestion is correct. We had the same issue when dawnguard was released. Simply add them to the ini file and the files will open in the CK,
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Isabell Hoffmann
 
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Post » Tue Jan 22, 2013 3:02 pm

It's 'cause the localization strings are in its BSA and, unlike TESV.exe, CreationKit.exe doesn't auto-load BSAs by virtue of nomenclature and a localized plugin won't pop w/o localization strings. Add HearthFires.bsa to sResourceArchiveList2 after Dawnguard.bsa in your SkyrimEditor.ini and all should work.
Thanks I had problems loading davnguard.
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Sophie Miller
 
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Post » Tue Jan 22, 2013 6:23 pm

They won't patch it, cause there is nothing to patch. JustinOthers suggestion is correct. We had the same issue when dawnguard was released. Simply add them to the ini file and the files will open in the CK,

What are we adding, and how? Anyone have instructions? I'd like to create a MOD for one of the houses.
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Marquis deVille
 
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Post » Tue Jan 22, 2013 8:16 pm

You need to extract just the strings folder from the respective BSA of Hearhtfire and Dawnguard ( if you want to load That too )
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Everardo Montano
 
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Post » Tue Jan 22, 2013 11:12 pm

I did find some info here:
http://forums.nexusmods.com/index.php?/topic/798975-hearthfire-creation-kit-problem-already/
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Samantha Mitchell
 
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Post » Tue Jan 22, 2013 9:02 pm

Didn't we need a CK update to mod Hearthfire? I was under the impression that it had some record-types that the current CK didn't understand. :shrug:
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ILy- Forver
 
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Post » Tue Jan 22, 2013 5:24 pm

no just extract scripts .
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Natalie Harvey
 
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Post » Wed Jan 23, 2013 1:21 am

ok im hearinfg mixed issues here? people say that the same fix for dawnguard will solve the issues with loadiung hearthfire, and i have seen for myself, yes this is true, but now people are saying that certian scripts are not editable?

I just want to know does it work at all or do I have to wait for bethesda to get off thier asses and make a CK update to fix it up? thats it!
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Cathrine Jack
 
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Post » Tue Jan 22, 2013 10:28 pm

There are no uncompiled Scripts as part of Hearthfires. But you can change everything else.
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Elisha KIng
 
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Post » Wed Jan 23, 2013 5:34 am

Simplest way is to modify this line under the [Archive] header in SkyrimEditor.ini.

Change: SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa
to: SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa, Dawnguard.bsa, HearthFires.bsa

THis allows the editor to use the resources in these files.
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Floor Punch
 
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Post » Tue Jan 22, 2013 10:52 pm

OK this is wierd, I managed to get the the Heathfires to work, but now dawnguard won't what did I do?
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bonita mathews
 
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Post » Tue Jan 22, 2013 11:20 pm

Didn't we need a CK update to mod Hearthfire? I was under the impression that it had some record-types that the current CK didn't understand. :shrug:
There are new bipped slots that the CK doesn't recognise, yes.
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Blaine
 
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Post » Tue Jan 22, 2013 7:22 pm

ok now that they updated the CK now we cant mod hearthfires at all because they changed them back to master files.

so I gotta wounder if this is something similar to what EA did to the Sims 3. with previous incarnations of the Sims they allowed us to change and mod the hell out of them, but with the Sims 3 they hard reset and closed the code engine for the game so that we could only change the game through tools that they made for us, and those tools perposfully removed the ability to change anything they didnt wish to allow for us to modify.

maybe they just dont want us modding thier work at all. I doubt that this is the case, but maybe they are having internal troubles with coding of these changes. what if somehow the kit just cant keep up with the code that is governing the property changes made through the worktable?
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Monika Fiolek
 
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Post » Tue Jan 22, 2013 6:17 pm

ok now that they updated the CK now we cant mod hearthfires at all because they changed them back to master files.
Wat?

They were always master files... The updates simply reset most people's INI's so you need to redo any changes you made in there to allow you to mod them. Ask about your problems before assuming it's the company trying to screw you over. :)
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Baylea Isaacs
 
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