PROMETHEUS_ts Editor Thread

Post » Fri Jan 11, 2013 5:24 am

So any ideas?
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Sophie Louise Edge
 
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Post » Fri Jan 11, 2013 3:41 am

TES5Edit can add, remove, and clean master dependencies. Also you can manually edit the masterlist, but the automated methods are generally what you're after.
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Alyna
 
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Post » Fri Jan 11, 2013 2:53 am

can tesedit add more than one dependency ?
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Chloe Botham
 
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Post » Fri Jan 11, 2013 12:26 am

Can merge the add on esp worked on a base made esm to the main one ?

Example

Myawesomemod_update.esp and Myawesomemod.esm

The esm is depending on skyrim.esm and uosate.esm

Then I merge the Myawesomemod_update.esp into the Myawesomemod.esm

So I have now only one esm with the former dependencies and this version control can handle fine.... But


If I make another Myawesomemod_update.esp with dependency on skyrim.esm update.esm and dawnguard.esm , the version control stops working and will not allow me to merge the update into the main esm....

So what can I do? Can I use tes5edit for merging the new update.esp into the main mod esm? Will the Myawesomemod.esm have then the 3 dependencies on the vanilla esms? Will ck load that esm or will consider it broken?

So far you can load esps with multiple dependencies ifyou set up the ini file but what about esms?
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Marina Leigh
 
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Post » Fri Jan 11, 2013 7:30 am

TES5Edit should be able to do all that you described but i don't know if the Creation engine will allow esms to have more than two dependencies. You will just have to try it to find out.

On an aside i am interested to know what the purpose is of the dependency on Update.esm.

Edit: I just bought Hearthfires (2.49$, good deal) and i see that even Beth's Official DLC does not have a dependency on Update.esm.
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Stu Clarke
 
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Post » Fri Jan 11, 2013 2:20 am

I don't think there was any kind of 'warpaint' like thing in Fo3. There were facetypes and like, dirt, maybe. But I don't think you could change them. Again, Bethesda would, if anything, just use a new Actor.
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Adrian Morales
 
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Post » Thu Jan 10, 2013 10:50 pm

Edit: I just bought Hearthfires (2.49$, good deal) and i see that even Beth's Official DLC does not have a dependency on Update.esm.
Dawnguard's .esm does, so it's all a mystery.
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Louise Andrew
 
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Post » Fri Jan 11, 2013 2:44 am

Is not a mistery it holds all the updates of compatibility between Dawnguard and Skyrim , all the necessary changes that are importat to happen first in skyrim then in Dawnguard....
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Gill Mackin
 
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Post » Fri Jan 11, 2013 11:18 am

Is not a mistery it holds all the updates of compatibility between Dawnguard and Skyrim , all the necessary changes that are importat to happen first in skyrim then in Dawnguard....
Ok, well give TES5Edit a try and let us know how an ESM with more than 2 dependencies works out.
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Jessica Raven
 
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Post » Fri Jan 11, 2013 7:31 am

can tesedit add more than one dependency ?
Yeah, you can add as many dependencies as you like. Note that CK won't allow ESP dependencies, but the engine and TES5Edit will. If you need *multiple masters in the CK:
[General]bAllowMultipleMasterLoads=1

*Update.ESM dependency doesn't require the INI edit
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matt oneil
 
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Post » Fri Jan 11, 2013 12:39 pm

Any flicker when you do that?
With the PC could the SPF be switched out?
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Hilm Music
 
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Post » Thu Jan 10, 2013 11:44 pm

?
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JESSE
 
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Post » Fri Jan 11, 2013 3:28 am

So I do have my custom armor but I need to ad dimprovements for it , never done so befoure , I did copy a recipe for other armors but doesnt seem to do anything special and it doesnt appear in any category at forge , what else I am missing?
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Sarah Bishop
 
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Post » Fri Jan 11, 2013 4:20 am

Create a recipe that requires your armour and whatever else, like ingots etc. Make the created object your armour. For the keyword category you want the blacksmith workbench.
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Andrew Lang
 
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Post » Thu Jan 10, 2013 11:20 pm

Hi what can cause some random behaviours in my dungeon?

I have some draugrs that should sleep and a ghost that shoudl appear only at a certain time , instead sometimes they do work and some others they do not in the sense that the draugrs are standing instead of sleeping and the ghost is too instead than reanimate from a sitting position ....

why is happenig that? the only changes I can see is load and reload a savegame pripor to enter the dungeon and sometimes they do right some others not ... why?
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Kieren Thomson
 
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Post » Fri Jan 11, 2013 12:31 pm

The first thing that pops in my head is multiple conflicting commands. The conflicting orders are likely coming from a remnant script is your save. That is if your not using a pure save. I recommend using a save that has never seen a mod, not just one from before the one your working on.
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R.I.p MOmmy
 
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Post » Fri Jan 11, 2013 1:59 am

I just copied a block of the warehouseambush into my dungeon ... like a box+enemy+furniture etc ... I don't see how I could add more conflicting scripts ...
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Neliel Kudoh
 
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Post » Fri Jan 11, 2013 8:41 am

Up!
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Bonnie Clyde
 
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Post » Thu Jan 10, 2013 10:50 pm

Hi I have placed a weapon and I want a monster to appear when the player collects the weapon , but I do not want to stick a script for that in that weapon so how can I do to :

1 enable the trigger monster when sword is collected

2 lock a door when the sword is collected

???
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Rudy Paint fingers
 
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Post » Fri Jan 11, 2013 1:15 pm

Is the sword in a container or just placed somewhere in the open?

If it is in a container, then you could attach a script to the container. Then you could use the OnItemRemoved event.

If it is placed in the open, then you could attach a script to a player alias and use the OnItemAdded event (I assume your scenario is part of a quest). Or surround the sword with a invisible volume that acts as an activator and attach a script to that. Then you could use the OnActivate event. The latter isn't foolproof, since the sword could be moved by accident before activating the invisible activator.
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Joanne
 
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Post » Fri Jan 11, 2013 7:47 am

Why do you not want to add a script to the weapon?

You could make the weapon an alias and apply the script that way, as to not change the base form of the weapon.
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sam smith
 
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Post » Fri Jan 11, 2013 3:31 am

You could make the weapon an alias and apply the script that way, as to not change the base form of the weapon.

This would probably be the best option. You could probably use the OnContainerChanged event.
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Reven Lord
 
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Post » Fri Jan 11, 2013 8:08 am

That flag btw is only on the faces not the body parts ...
No, it's not. Have a look at the female bartender torso nif (meshes\clothes\barkeeper\f\torso_0.nif), for example: it has two tri-shapes, one for the dress that doesn't have the flag and one for the body that has the flag.

I've just tested the following method and it works:
- create a new texture based on the existing body texture (e.g. textures\actors\character\female\femalebody_1.dds)
- add a tattoo to it and save it using a different name (e.g. femalebody_1_tattoo.dds, there are 4 in total: male and female for both "normal" humanoid bodies and Argonians)
- open the CK
- find the TextureSet 'SkinBodyFemale_1' and edit it
- edit the ID to 'SkinBodyFemale_1_tattoo'
- replace the Diffuse map (the actual texture) with your new texture that has the tattoo
- close and create a new Form when prompted
- find the ArmorAddon for your armor (I tried 'BarKeeperTorso01')
- set the 'Skin Texture' of the ArmorAddon to your newly created TextureSet.
- save the mod and play :wink:

This worked for my very dark skinned Redguard with a black tattoo. Other more muted colors will probably be shifted in color by the color shifting the game does to create the different skin colors. Saturated colors will probably work best.

Texture:
[img]https://dl.dropbox.com/u/170850/Games/Skyrim/FemaleBody_1_tat.png[/img]

In game:
[img]https://dl.dropbox.com/u/170850/Games/Skyrim/tattoo.png[/img]

Of course, this makes the tattoo only appear with this specific armor/clothes.
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Darian Ennels
 
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Post » Fri Jan 11, 2013 7:07 am

It looks like it can be done using SKSE ActorBase.SetNthHeadPart(...), but that doesn't persist in saves and is vulnerable to the "grey face" bug.

For the player, it can be done using Game.ShowLimitedRaceMenu() (also used by the Dawnguard face sculptor).

P.S. It's not very polite to keep bumping this every few hours...
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Makenna Nomad
 
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Post » Fri Jan 11, 2013 3:00 am

To allow your armor to be created at the forge, take a look at a Constructible Object that starts with "Recipe" (e.g. RecipeArmorIronCuirass).
To allow your armor to be improved at a workbench, take a look at a Constructible Object that starts with "Temper" (e.g. TemperArmorIronCuirass).
To allow your armor to be created and later improved, you need both.

Note that these prefixes "Recipe" and "Temper" have nothing to do with what the Constructible Object is actually for, it's just a naming convention. A Constructible Object has a Workbench Keyword that controls for which workbenches the recipe will work. The Workstation determines what kind of crafting is done.

For example, using the "CraftingSmithingForge" Workbench Keyword will make the item appear (if the conditions match) at any Workstation that has the "CraftingSmithingForge" keyword, typically forges and anvils. Such workstations are most likely set to the Bench Type "Create Object", which allows them (surpise, surpise) to create new objects.

Using the "CraftingSmithingArmorTable" will make the recipe appear at any Workstation that has the "CraftingSmithingArmorTable" keyword, typically the armor workbenches. These are most likely set to the Bench Type "Smithing Armor", which allows them to improve armor (but not weapons), etc.
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Hella Beast
 
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