[REL] SkyEdit v0.03 Alpha

Post » Sat May 19, 2012 12:07 pm

Update: See http://www.gamesas.com/topic/1328327-wip-skyedit-alternate-mod-editor/ for v0.04 and all future releases.


Some good progress has been made on the number of editable records so I'd thought I would get another release out before I left for Christmas vacation

https://github.com/downloads/uesp/skyedit/SkyEdit0.031a.zip
http://www.uesp.net/wiki/Tes5Mod:SkyEdit


Significant changes from the last release include:
  • New Editable Types: Ammo, Armor, Potions, Books, Containers, Ingredients, Lights, Leveled Lists (Actor, Item and Spell), Misc Items, Statics, and Scrolls.
  • Expand Existing Types: Magic Effects and Weapons
Note that many of the records have a lot of "unknown" fields, particularly magic effects and weapons. You are free to edit any of these but the game may expect some fields to have certain values. If you manage to figure out what a particular field does just let me know and I'll update it for the next release.

As usual let me know if something breaks or doesn't work. With the large amount of record types added his release there are undoubtedly some bugs hiding somewhere.

Update: v0.031a update to fix keyword crash bug.
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Adriana Lenzo
 
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Post » Sat May 19, 2012 3:32 pm

Excellent! The CK is becoming obsolete fast :-)

There seems to be something wrong though: I just added two magical effects to the Elsweyr Fondue, and once I highlight the Elseweyr Fondue in the cooking pot menu -> CTD.
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Loane
 
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Post » Sat May 19, 2012 11:12 am

You are my new hero
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Damian Parsons
 
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Post » Sat May 19, 2012 10:58 pm

Excellent! The CK is becoming obsolete fast :-) There seems to be something wrong though: I just added two magical effects to the Elsweyr Fondue, and once I highlight the Elseweyr Fondue in the cooking pot menu -> CTD.

Verified. This is actually due to the keyword count being incorrectly output for some reason which results in a corrupt record. I would have though that the game would have crashed on loading the plugin but it appears it defers loading of the item until it is first used. This will make testing a little more time consuming.

I'll be releasing an updated SkyEdit shortly but in the meantime you can avoid the bug by adding at least one keyword to the record.
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Dezzeh
 
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Post » Sat May 19, 2012 8:24 pm

awesome release you have there , nice indeed
ty
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Ellie English
 
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Post » Sat May 19, 2012 11:14 am

Added the v0.031a update which fixes the bug that Snotgurg discovered. With 0.031 I've successfully added effects to an existing potion which displays fine in the cooking menu.
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dell
 
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Post » Sat May 19, 2012 11:16 pm

Dude you are awesome! Thanks to you I managed to get a custom enchantment to actually show up on a custom weapon (The weapon was showing up in game, the ench no), I made with Hex editing. No more fiddling around with bytes!
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Ludivine Poussineau
 
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Post » Sat May 19, 2012 7:02 pm

Awesome work on this! Just wanted to point out, in case you didn't already know, that armor type is showing up as "Light" in the editor for heavy armor in game, and "None" for light armor. It still works fine when you change it, you just have to set it to "None" to make armor light and "Light" to make it heavy.
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Angela
 
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Post » Sat May 19, 2012 10:49 am

Excellent! You just filled up my schedule for the next week with this update.

Although, it looks like there are even more Game Settings missing from the list than last version. fDamageSkillMax and fDamageSkillMin went missing, for example.
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Assumptah George
 
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Post » Sat May 19, 2012 1:53 pm

Leveled lists for actors?! Maybe now I can make Ancient Dragons spawn from level 1! Thank you very much for your work, between that and my ability to adjust crafting trees I might pull myself out of Skyrim purgatory and re-roll a character in a modified world :)
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Sheeva
 
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Post » Sat May 19, 2012 8:26 pm

hi,
--------------------------------------------------
checkbox in magic effect 0x1000 :
ex. set EnchFireDamageFFContact duration to 60 on a weapon enchant
with 0X1000 unchecked -> hit a npc get in fire approx 2sec.(like perk or default, i think)
with 0X1000 checked -> hit a npc get in fire 60 seconde.
---------------------------------------------------
i have a bug on localized french skyrim
only with skyrim.esm + update.esm checked
19:32:11 (19074) - End read position for file ****Skyrim.esm' is 0x0EDD1B4B.19:32:11 (19210) -  Loaded file in 12.1824 seconds19:32:11 (19211) - ===== Performing modindex fixups on file 'Update.esm', with current modindex 0...19:32:11 (19211) -  Master modindex fixup 0 to 1 in file 'Skyrim.esm'.19:32:11 (19211) -  Current modindex fixup 1 to 1.19:32:11 (19212) - ===== Performing modindex fixups on file 'Skyrim.esm', with current modindex 1...19:32:11 (19212) -  Current modindex fixup 0 to 1.19:32:11 (19212) - *** General Error (3) ***19:32:11 (19212) -				Code = -1 (0)19:32:11 (19213) -			   Level = Error (8)19:32:11 (19213) -		User Message = Warning: Modindex of form 0x0123C00E is not valid (must be 0-0)!19:32:11 (19213) -		 Description =19:32:12 (19455) - ===== Performing modindex fixups on file 'noname.esp', with current modindex 2...19:32:12 (19456) -  Master modindex fixup 0 to 0 in file 'Update.esm'.19:32:12 (19456) -  Master modindex fixup 1 to 1 in file 'Skyrim.esm'.19:32:12 (19457) -  Current modindex fixup 2 to 2.19:32:12 (19457) -  No modindex fixups needed in file noname.esp!

great job dave!
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Alexandra walker
 
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Post » Sat May 19, 2012 1:20 pm


i have a bug on localized french skyrim
only with skyrim.esm + update.esm checked
19:32:11 (19074) - End read position for file ****Skyrim.esm' is 0x0EDD1B4B.19:32:11 (19210) -  Loaded file in 12.1824 seconds19:32:11 (19211) - ===== Performing modindex fixups on file 'Update.esm', with current modindex 0...19:32:11 (19211) -  Master modindex fixup 0 to 1 in file 'Skyrim.esm'.19:32:11 (19211) -  Current modindex fixup 1 to 1.19:32:11 (19212) - ===== Performing modindex fixups on file 'Skyrim.esm', with current modindex 1...19:32:11 (19212) -  Current modindex fixup 0 to 1.19:32:11 (19212) - *** General Error (3) ***19:32:11 (19212) -				Code = -1 (0)19:32:11 (19213) -			   Level = Error (8)19:32:11 (19213) -		User Message = Warning: Modindex of form 0x0123C00E is not valid (must be 0-0)!19:32:11 (19213) -		 Description =19:32:12 (19455) - ===== Performing modindex fixups on file 'noname.esp', with current modindex 2...19:32:12 (19456) -  Master modindex fixup 0 to 0 in file 'Update.esm'.19:32:12 (19456) -  Master modindex fixup 1 to 1 in file 'Skyrim.esm'.19:32:12 (19457) -  Current modindex fixup 2 to 2.19:32:12 (19457) -  No modindex fixups needed in file noname.esp!

great job dave!

I ran into this on the English version and thought I fixed it. I believe it is due to Update.esm and Skyrim.esm having the exact same modified date so they get loaded in the wrong order (update first then skyrim). Skyrim.esm should always be modindex 0. You might be able to fix this by changing the modified date on Update.esm to be more than that on Skyrim.esm. I'll also look at making sure SkyEdit handles this case better.
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JR Cash
 
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Post » Sat May 19, 2012 11:41 am

This just keeps getting more and more functionality, which is nice. Being able to edit as much as possible with this rather than in TESsnip has been a big help.
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Lifee Mccaslin
 
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Post » Sat May 19, 2012 11:11 pm

I believe it is due to Update.esm and Skyrim.esm having the exact same modified date so they get loaded in the wrong order
yes, it's work! :banana:
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Shaylee Shaw
 
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Post » Sun May 20, 2012 1:06 am

Uhhmm... I think you got the armor flags backwards. :ermm: I was looking at Blades and it labeled it as "light" armor. I looked at Daedric and it was also "light".

Dragonscale was labeled as "none", and just apparel stuff was "Heavy".

Leveled lists for actors?! Maybe now I can make Ancient Dragons spawn from level 1! Thank you very much for your work, between that and my ability to adjust crafting trees I might pull myself out of Skyrim purgatory and re-roll a character in a modified world :smile:

Or we could http://tvtropes.org/pmwiki/pmwiki.php/Main/BossInMookClothing :D
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NAtIVe GOddess
 
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Post » Sat May 19, 2012 5:41 pm

Excellent! You just filled up my schedule for the next week with this update.

Although, it looks like there are even more Game Settings missing from the list than last version. fDamageSkillMax and fDamageSkillMin went missing, for example.

Ahh yes...I understand what you are saying now (i.e., there appear to be a bunch of hard-coded game settings). SkyEdit is just currently loading whatever records/data it finds in the ESM/ESP file. Since some GMSTs aren't in Skyrim.esm they simply aren't loaded or displayed.

I just tested this and you should be able to just make a "new" game setting in SkyEdit with the same name/editorID (don't worry about the formid) and it will override the hard coded one. I tested with fDamageSkillMax and the console command "getgs" showed the modified value from the plugin. It also crashed the first time I tried it but it worked fine after that so I'm assuming it was just a random game crash.
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X(S.a.R.a.H)X
 
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Post » Sat May 19, 2012 10:26 am

Awesome work on this! Just wanted to point out, in case you didn't already know, that armor type is showing up as "Light" in the editor for heavy armor in game, and "None" for light armor. It still works fine when you change it, you just have to set it to "None" to make armor light and "Light" to make it heavy.

Thanks for pointing that out...a simple fix due to some numbers being mixed up.
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D LOpez
 
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Post » Sat May 19, 2012 7:11 pm

There's about 10x as many game settings in the exe than in the esm. I've been editing them. Doing it in SkyEdit saves time.. and leveled lists? Thank god! You've made my christmas break so much better.

Edit: Heh, I didn't even realize you were the founder of uesp. Fantastic.

Edit2: Out of curiosity, will you add any support for opening plugins outside of the Skyrim Data folder? I keep a dedicated mods folder for all the work I've been doing in tessnip and it can get a little annoying to have to go back to that folder all the time. I understand the motivation (keeping it isolated to those who have the game legitimately) but I was wondering anyways. It makes staying organized easier - my fallout 3 folder is rather crazy with the hundreds of mods I've been dealing with :tongue:

Edit3: Lights, too, I missed that. :P Integrated RGB color calculator. <3 Great stuff.
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Michael Korkia
 
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Post » Sat May 19, 2012 11:17 pm

Ok this information is for anyone who has been trying to create a +dmg destruction enchantment, like the one for alchemy.

You need to create a new magic effect.

School: none
Type: none
(well I kept them at none)

Check - Recovery
Check - No area
Check - 0x800

Ukn 7-15 = 0(what these do still need figuring out of course)
Actor Value = http://forums.bethsoft.com/topic/1321720-rel-skyedit-v003-alpha/149

Don't change anything else(don't know what they do yet)

Now you need to make the enchantment itself. You should know the basics with that already. For effects, you add the magic effect you just created. And you're done. The magnitude you chosen will be the amount all destruction spells were increased by.

Item types = EnchantmentDestruction

I'm gonna be experimenting with these unknowns.
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Travis
 
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Post » Sat May 19, 2012 12:19 pm

Doooh.... :facepalm: I was hoping your unlocking of the ARMO records (specifically the body slots) would make my open-faced ebony helmets possible. It seems my woes are either caused by something in the NIF or in the associated ARMA record(s?).
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Bethany Watkin
 
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Post » Sat May 19, 2012 4:23 pm

Out of curiosity, will you add any support for opening plugins outside of the Skyrim Data folder? I keep a dedicated mods folder for all the work I've been doing in tessnip and it can get a little annoying to have to go back to that folder all the time. I understand the motivation (keeping it isolated to those who have the game legitimately) but I was wondering anyways. It makes staying organized easier - my fallout 3 folder is rather crazy with the hundreds of mods I've been dealing with :tongue:

That should be a pretty easy option to add and more than useful, especially since Skyrim seems to like automatically loading all plugins in \Data. You can already save plugins anywhere so I just need a good way of handling alternate plugin directories when loading.
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Justin Hankins
 
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Post » Sat May 19, 2012 2:01 pm

Added the v0.031a update which fixes the bug that Snotgurg discovered. With 0.031 I've successfully added effects to an existing potion which displays fine in the cooking menu.

Thanks for the quick fix, and the great tool!
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Jonathan Montero
 
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Post » Sun May 20, 2012 1:04 am

Ahh yes...I understand what you are saying now (i.e., there appear to be a bunch of hard-coded game settings). SkyEdit is just currently loading whatever records/data it finds in the ESM/ESP file. Since some GMSTs aren't in Skyrim.esm they simply aren't loaded or displayed.

I just tested this and you should be able to just make a "new" game setting in SkyEdit with the same name/editorID (don't worry about the formid) and it will override the hard coded one. I tested with fDamageSkillMax and the console command "getgs" showed the modified value from the plugin. It also crashed the first time I tried it but it worked fine after that so I'm assuming it was just a random game crash.

Ah, thanks! Glad it works without any hassle.
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Pumpkin
 
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Post » Sat May 19, 2012 4:53 pm

Nice, thanks needed the Leveled Items and Actors

In regards to " Use All Items in List" does this apply to Leveled Items and Leveled Actors and does it mean what I think it means use all in list at set level..

now I can build some new leveledlist and re nest a few of them
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jessica Villacis
 
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Post » Sat May 19, 2012 8:02 pm

Nice, thanks needed the Leveled Items and Actors

In regards to " Use All Items in List" does this apply to Leveled Items and Leveled Actors and does it mean what I think it means use all in list at set level..

now I can build some new leveledlist and re nest a few of them

The "use all" flag in the various leveled lists is an assumption that the Skyrim lists are the same as the Oblivion lists. It may apply to just spell (like in Oblivion) and the same flag for items means something else (it is not used with actors in Skyrim.esm). If it does work as expected it should just add all items in the list to the container/actor. Looking at the leveled items with this flag set would appear to partially verify this but if you find out one way or the other let me know.
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Daniel Holgate
 
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