[Rel] SkyEdit v0.02 Alpha

Post » Fri May 18, 2012 9:50 pm

hi,

thx so much for this tool!

if you have some error with localized string, be sure you have edit skyedit.ini
;------------------------------------------------------------------------------; String File Options;------------------------------------------------------------------------------;; Set the language of string files (.STRINGS, .DLSTRINGS, .ILSTRINGS) to load; when loading a mod file with localized strings. The mod filename format is; expected to have the format:;;			Filename_LANGUAGE.Strings;StringFileLanguage = English

change english to your language! my spell mod won't work wihtout right localized files. :whistling:

The structure of .esm .esp files are fully known?
User avatar
Lilit Ager
 
Posts: 3444
Joined: Thu Nov 23, 2006 9:06 pm

Post » Fri May 18, 2012 9:05 pm

The structure of .esm .esp files are fully known?

We're http://www.uesp.net/wiki/Tes5Mod:Mod_File_Format but probably at only 20% or less of the overall format. Some of it is close enough to Oblivion's data we can get a head start but others are completely unknown and probably will be until the CK is released next month.
User avatar
Bethany Watkin
 
Posts: 3445
Joined: Sun Jul 23, 2006 4:13 pm

Post » Sat May 19, 2012 5:04 am

Thanks for this! I haven't done anything very productive yet (of either the mod-making or bug-finding sort), but it seems to work great. Made a small racial ability mod without any issues.
User avatar
IsAiah AkA figgy
 
Posts: 3398
Joined: Tue Oct 09, 2007 7:43 am

Post » Fri May 18, 2012 6:05 pm

Um, I'm trying to add an additional feature to the Frost/Flame/Lightning Cloak spells but I don't know what to do. I'm trying to add an extra effect that adds +1 armor for each point in Destruction magic. Does anyone have any idea what to do??
User avatar
Allison Sizemore
 
Posts: 3492
Joined: Wed Jul 19, 2006 6:09 am

Post » Sat May 19, 2012 2:00 am

The MGEF (base effects) have a bunch of stuff missing at the moment. Spells/Enchanting are actually almost 100% with only a few things missing (bounds data and script info namely). There are several fields whose values are not completely understood but they are still editable in SkyEdit (guess a value and hope for the best until we figure them out).

Ahh, makes sense. After experimenting I can see the bulk of the info lies with the MagicEffects. Thanks again for this tool! Hope you succeed with whatever you're deciphering next.

@RayDawg: that sounds implausible based on how Magnitudes are determined. You should add armor based on perks or on every 25 skill points instead.
User avatar
Victoria Bartel
 
Posts: 3325
Joined: Tue Apr 10, 2007 10:20 am

Post » Sat May 19, 2012 1:39 am

Ahh, makes sense. After experimenting I can see the bulk of the info lies with the MagicEffects. Thanks again for this tool! Hope you succeed with whatever you're deciphering next.

@RayDawg: that sounds implausible based on how Magnitudes are determined. You should add armor based on perks or on every 25 skill points instead.

Ouch. In that case, what about adding a set amount of armor similar to the "--flesh" spells in the alteration line?

Edit: Also, what do I modify to change the max level cap to be 80 instead of 81 and what do I modify to allow me to start with 1 perk point at level 1 and select 1 attribute upgrade?

Edit 2: It seems that when unchecking auto-calculate, all my spells aren't affected by the relevant cost reduction perks. Damage works fine though.
User avatar
Nims
 
Posts: 3352
Joined: Thu Jun 07, 2007 3:29 pm

Post » Sat May 19, 2012 4:38 am

Ouch. In that case, what about adding a set amount of armor similar to the "--flesh" spells in the alteration line?

Edit: Also, what do I modify to change the max level cap to be 80 instead of 81 and what do I modify to allow me to start with 1 perk point at level 1 and select 1 attribute upgrade?

Edit 2: It seems that when unchecking auto-calculate, all my spells aren't affected by the relevant cost reduction perks. Damage works fine though.

Try replicating some of the effects found in the -flesh spells into the Cloak spells.

I don't think you can change perk points or things like that with SkyEdit. That sounds more like Script Dragon or SKSE.

That's odd; my auto-calculate works fine with spell-cost altering perks.
User avatar
jaideep singh
 
Posts: 3357
Joined: Sun Jul 08, 2007 8:45 pm

Post » Sat May 19, 2012 9:26 am

i might be completely off regarding this to begin with, but how would i use the "equip slots" effectively?

say i am currently holding a left hand spell and a right hand sword.
next i intend to equip a dagger set to the left hand slot, exchanging the spell, without succes.
no matter what manner of combinations i attempt with the "right/left/either hands" slots, dagger goes into right hand. every time. it's like the spell is glued stuck in that left hand of mine. :mellow:


any...thoughts? they would be appreciated!
User avatar
Chris BEvan
 
Posts: 3359
Joined: Mon Jul 02, 2007 4:40 pm

Post » Fri May 18, 2012 8:19 pm

Just wanted to report a "bug" -- there are some game settings missing, such as fArmorPCBase, fMagicCasterPCSkillCostMult, fMagicDualCastingCostBase, fMagicDualCastingEffectivenessBase, and fMagicDualCastingTimeBase. I don't think those are the only ones. Here's a list someone compiled that may or may not be complete (I suspect it is not) but it does include a number of missing settings: http://www.skyrimnexus.com/downloads/file.php?id=3635
User avatar
Erich Lendermon
 
Posts: 3322
Joined: Sat Nov 03, 2007 4:20 pm

Previous

Return to V - Skyrim