[Rel] SkyEdit v0.02 Alpha

Post » Sat May 19, 2012 4:59 am

A small update but progress is slowly being made

https://github.com/downloads/uesp/skyedit/SkyEdit0.02a.zip
http://www.uesp.net/wiki/Tes5Mod:SkyEdit


Changes from the previous version include:
  • Several crash bug fixes and other minor things fixed
  • Addition of editable enchantments and spells
  • Expanded editing of existing records
  • Several record types added to the list display
  • Added missing record drag capabilities

I've received a lot of good feedback and bug reports from the last release so keep it coming!
User avatar
Ells
 
Posts: 3430
Joined: Thu Aug 10, 2006 9:03 pm

Post » Sat May 19, 2012 8:30 am

Fantastic. Just downloaded and will give it a go. This is the tool I used to use the most with Beth games beside the CS (CK, GECK, or whatever): it's very practical for quick edits and mod fixing/verification. Thank you!
User avatar
Suzy Santana
 
Posts: 3572
Joined: Fri Aug 10, 2007 12:02 am

Post » Sat May 19, 2012 7:01 am

Dave, any chance you'll be putting this up on TESNexus? It's really good! Thanks so much for your hard work!
User avatar
Kirsty Collins
 
Posts: 3441
Joined: Tue Sep 19, 2006 11:54 pm

Post » Fri May 18, 2012 7:18 pm

Thanks for your work on this Dave Humphrey! :thumbsup:
User avatar
Leilene Nessel
 
Posts: 3428
Joined: Sun Apr 15, 2007 2:11 am

Post » Fri May 18, 2012 6:31 pm

Has anyone figured out how to edit the damage values for spells and other perks?
User avatar
JESSE
 
Posts: 3404
Joined: Mon Jul 16, 2007 4:55 am

Post » Sat May 19, 2012 4:29 am

Thanks for that! Now I can check out the spells(wow..the magicka costs are so high in this game @_@)
User avatar
Quick Draw III
 
Posts: 3372
Joined: Sat Oct 20, 2007 6:27 am

Post » Sat May 19, 2012 9:15 am

Thanks for that! Now I can check out the spells(wow..the magicka costs are so high in this game @_@)

Got that right. Expert level destruction spells cost way too much for the amount of damage that they deal. Don't even get me started on the dual-casting cost modifier (2.8x) and the damage modifier (2.2x).
User avatar
Andy durkan
 
Posts: 3459
Joined: Fri Aug 03, 2007 3:05 pm

Post » Sat May 19, 2012 2:19 am

Dave, any chance you'll be putting this up on TESNexus? It's really good! Thanks so much for your hard work!

I can, if desired, at least in a few releases when the feature list is a bit fuller. I've never really used it much since its a "competitor" to UESP.

Has anyone figured out how to edit the damage values for spells and other perks?

For spells it should just be a matter of editing the "Magnitude" field of each effect in the spell (in the EFIT subrecord if you are editing the data directly). Spell cost should be the "Cost" field although AutoCalc may have to be off for this to not be overridden (I'm unsure how AutoCalc works at the moment).

Also a note about dual casting: it looks like there is simply a different version of the spell for the left hand, right, and dual casting so it should be a simple matter of just editing the "both hand" version (untested assumption at this point).
User avatar
Angelina Mayo
 
Posts: 3427
Joined: Wed Jan 24, 2007 4:58 am

Post » Fri May 18, 2012 8:35 pm

For spells it should just be a matter of editing the "Magnitude" field of each effect in the spell (in the EFIT subrecord if you are editing the data directly). Spell cost should be the "Cost" field although AutoCalc may have to be off for this to not be overridden (I'm unsure how AutoCalc works at the moment).

Also a note about dual casting: it looks like there is simply a different version of the spell for the left hand, right, and dual casting so it should be a simple matter of just editing the "both hand" version (untested assumption at this point).
Yes, Autocalc needs to be unchecked in order to use the cost field, otherwise it uses the base cost of the underlying magic effect to set the cost of the spell.
The different hand-versions of spells seem to not affect the player at all, only the normal spell is used. Might just be remnants from development...

Oh, and thank you for all your hard work on this editor, really great!
User avatar
Strawberry
 
Posts: 3446
Joined: Thu Jul 05, 2007 11:08 am

Post » Sat May 19, 2012 3:54 am

I can, if desired, at least in a few releases when the feature list is a bit fuller. I've never really used it much since its a "competitor" to UESP.



For spells it should just be a matter of editing the "Magnitude" field of each effect in the spell (in the EFIT subrecord if you are editing the data directly). Spell cost should be the "Cost" field although AutoCalc may have to be off for this to not be overridden (I'm unsure how AutoCalc works at the moment).

Also a note about dual casting: it looks like there is simply a different version of the spell for the left hand, right, and dual casting so it should be a simple matter of just editing the "both hand" version (untested assumption at this point).

"Magnitude?" This is while the Skyrim.esm is open, right?? If so, I'm not seeing it at all.
User avatar
Nathan Hunter
 
Posts: 3464
Joined: Sun Apr 29, 2007 9:58 am

Post » Sat May 19, 2012 9:32 am

I've just been playing with v0.02 for a couple hours. Dave, you seriously saved my Christmas! I've already been making some fun changes to spells.

One small question: The Game Settings values in Skyrim.esm are the same thing as the GMST records, correct? It seems that some of them are not being shown by SkyEdit. I found a mod on the Nexus site that increases the number of times you can train per level. TESVSnip shows the game setting being modified by that file as iTrainingNumAllowedPerLevel. However, SkyEdit only shows two integer values under Game Settings that start with "iTraining": iTrainingExpertCost and iTrainingMasterCost.

Any idea why I'm seeing this discrepancy?

Thank you SOOOOO much for making this tool!!
User avatar
Dina Boudreau
 
Posts: 3410
Joined: Thu Jan 04, 2007 10:59 pm

Post » Sat May 19, 2012 8:56 am

SCC, a lot of GMSTs use hard-coded defaults and aren't specified at all in Skyrim.esm. That's probably what's going on here. You can add them to an .esp and they'll work fine (doesn't even matter if the FormID is valid).
User avatar
Gill Mackin
 
Posts: 3384
Joined: Sat Dec 16, 2006 9:58 pm

Post » Fri May 18, 2012 8:30 pm

I've just been playing with v0.02 for a couple hours. Dave, you seriously saved my Christmas! I've already been making some fun changes to spells.

One small question: The Game Settings values in Skyrim.esm are the same thing as the GMST records, correct? It seems that some of them are not being shown by SkyEdit. I found a mod on the Nexus site that increases the number of times you can train per level. TESVSnip shows the game setting being modified by that file as iTrainingNumAllowedPerLevel. However, SkyEdit only shows two integer values under Game Settings that start with "iTraining": iTrainingExpertCost and iTrainingMasterCost.

Any idea why I'm seeing this discrepancy?

Thank you SOOOOO much for making this tool!!

There is something strange going on with GMST (Game Settings). New ones created in SkyEdit don't appear to show up in the game, or at least the console, for no obvious reason. Whether this is something wrong with SkyEdit or the hardcoding mentioned by tejon ,or both, I'm not yet sure. If you can let me know the name of mod you're trying to load and I can take a look.
User avatar
Stacey Mason
 
Posts: 3350
Joined: Wed Nov 08, 2006 6:18 am

Post » Sat May 19, 2012 6:22 am

Does anyone know where I can find the magnitude and cost values? I'm a total noob at modding skyrim so I have little knowledge on the file formats and programs needed to open them. I do know (after some googling) that it has something to do with EFIT files.
User avatar
Chris Jones
 
Posts: 3435
Joined: Wed May 09, 2007 3:11 am

Post » Sat May 19, 2012 2:05 am

Here's a download link for the mod I referenced that changed the "iTrainingNumAllowedPerLevel" game setting: http://www.skyrimnexus.com/downloads/file.php?id=2814.

In the small mod I'm making for myself with SkyEdit, I was able to change the game setting iMaxPlayerRunes from 1 to 3, and tested in game that 3 was working correctly.
User avatar
Courtney Foren
 
Posts: 3418
Joined: Sun Mar 11, 2007 6:49 am

Post » Sat May 19, 2012 12:05 am

noobish question: on the right-click menu, under Flags, what do Toggle Ignore and Toggle Delete do? Toggle Quest Item seems pretty self-explanatory.
User avatar
SEXY QUEEN
 
Posts: 3417
Joined: Mon Aug 13, 2007 7:54 pm

Post » Fri May 18, 2012 8:21 pm

Does anyone know where I can find the magnitude and cost values? I'm a total noob at modding skyrim so I have little knowledge on the file formats and programs needed to open them. I do know (after some googling) that it has something to do with EFIT files.

If you're editing spells click on the "Spell" item on the left hand side to display all the spells and double-click a desired spell in the list to the right. Every spell is composed of one or more base magic effects which are listed at the bottom of the spell edit window (just like the other magical records like enchantments and potions). Click an effect in that list and the edit the magnitude/duration/area as desired. Note that different effects may only use specific fields.


noobish question: on the right-click menu, under Flags, what do Toggle Ignore and Toggle Delete do? Toggle Quest Item seems pretty self-explanatory.

If Skyrim is the same as Morrowind/Oblivion: Setting a record to "Delete" means the game will actually consider that record deleted in the game. "Ignore" may be similar but I don't remember exactly the difference (its not deleted but the game doesn't do anything with it). For the most part you shouldn't need either for typical mod editing.
User avatar
Gisela Amaya
 
Posts: 3424
Joined: Tue Oct 23, 2007 4:29 pm

Post » Sat May 19, 2012 4:02 am

Very good work. Even though I know how to edit things by hand, having a tool to autoreference all those formids makes my life so much easier. Thanks.
User avatar
Kat Stewart
 
Posts: 3355
Joined: Sun Feb 04, 2007 12:30 am

Post » Fri May 18, 2012 11:27 pm

Thanks for the update. Any estimation when weapon speed/reach and other stats will become available?
User avatar
Baby K(:
 
Posts: 3395
Joined: Thu Nov 09, 2006 9:07 pm

Post » Sat May 19, 2012 9:38 am

Just wanted to let you know... this program is EXCELLENT. Seriously, great work. I don't exactly have experience with similar programs to judge it by, but for me it's been a great help.

Quick question: am I correct in assuming there's a lot of data in each MagicEffect and/or Spell that isn't visible yet?
User avatar
Bryanna Vacchiano
 
Posts: 3425
Joined: Wed Jan 31, 2007 9:54 pm

Post » Sat May 19, 2012 12:08 am

Thanks for this new revision. Going to have a great time editing spells and creating new ones.
User avatar
yessenia hermosillo
 
Posts: 3545
Joined: Sat Aug 18, 2007 1:31 pm

Post » Sat May 19, 2012 6:50 am

Thank you for the update!
User avatar
Spooky Angel
 
Posts: 3500
Joined: Thu Aug 10, 2006 5:41 pm

Post » Fri May 18, 2012 7:46 pm

Thanks for the update. Any estimation when weapon speed/reach and other stats will become available?

I'll go back and relook at the weapon format and see if I can figure things out with the info from the last thread. Once I figure it out adding it to the interface is easy.


Just wanted to let you know... this program is EXCELLENT. Seriously, great work. I don't exactly have experience with similar programs to judge it by, but for me it's been a great help.

Quick question: am I correct in assuming there's a lot of data in each MagicEffect and/or Spell that isn't visible yet?

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).
User avatar
BethanyRhain
 
Posts: 3434
Joined: Wed Oct 11, 2006 9:50 am

Post » Sat May 19, 2012 6:06 am

What am I doing wrong here?

I made a new spell, with a FormID of 0x01001005.

Now in the load order this becomes 06001005, so i use that(the above of course wont work like that), but it comes up as an error when I try adding it via player.addspell.

Edit: I got it. It was supposed to be 07 instead.
User avatar
Michelle Chau
 
Posts: 3308
Joined: Sat Aug 26, 2006 4:24 am

Post » Fri May 18, 2012 10:20 pm

here to show my appreciation for this amazing little app.
thank you for all your work on this Dave,
i have been very keen to increase followers (not quest followers that would break anything)
just to have a Player Faction and create a Follow Package for a spawned npc/s, the key i assume is in the PACK (packages section)
when these are editable, i will be over the moon :)
all the best.
User avatar
Kirsty Collins
 
Posts: 3441
Joined: Tue Sep 19, 2006 11:54 pm

Next

Return to V - Skyrim