[WIP] SkyEdit -- Alternate Mod Editor

Post » Sun May 20, 2012 6:11 pm

Dave, i tried the new commit yesterday is there a way to not drag & drop a perk onto a different perk just to copy & paste the Perk Section code? (talking about the Perk Section Dialog where the Complex/Quest/Spell are, not the Perk Condition Dialog)

I found my self having to Create a Temporary Perk as a holder of collective snips, to drag & drop

Dont get me wrong, i love the idea of the drag & drop it is handy between two ESP's, but is there any solution we can resolve the drag & drop inside a single esp to duplicate a Spell/Complex/Quest inside perk dialog

  • The player reference (formid 0x14) is "hard coded" into the next release which should let you use it without error. I've noticed, however, in conditions a lot the "reference required" functions don't actually have a reference set and I assume they default to the player or there is some other unknown default mechanism at work.

I found that TraqexplGasEnchFireDamageFFContact01 through TraqexplGasEnchFireDamageFFContact06
use the PlayerRef.GetLevel

PerkIntenseFlamesConfDownFFSelfArea100 uses NoRef.GetIsID(Player) as Player as an Argument
CallToARmsFortifyMarksman100 uses NoRef.GetShouldAttack(PlayerRef)

Could not understand why two different conditions used Player / PlayerRef, as PlayerRef would of been better?
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Kelli Wolfe
 
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Post » Sun May 20, 2012 8:35 pm

I do apologize for asking such a newbie question, but is there a description somewhere for some of the "attributes" of things? Take a Magic Effect for example. Is there any description of what the "numbered" check boxes do? Such as...

0x100
0x800
0x1000
and so on and so forth

I saw there were entry forms labeled "Unk"... so are the numbered boxes listed above also unknown?

One other question if I may. I saw that an Enchantment has a Condition option. But Magic Effects also have one. If an Enchantment has a Magic Effect attached, would the Conditions combine or would one override the other?

I know some things are just a wild guess at the moment, so I can only hope for such answers, but I just wanted to try. Thank you! :-)
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Emma Pennington
 
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Post » Sun May 20, 2012 10:12 pm

Dave, i tried the new commit yesterday is there a way to not drag & drop a perk onto a different perk just to copy & paste the Perk Section code? (talking about the Perk Section Dialog where the Complex/Quest/Spell are, not the Perk Condition Dialog)

I found my self having to Create a Temporary Perk as a holder of collective snips, to drag & drop

Dont get me wrong, i love the idea of the drag & drop it is handy between two ESP's, but is there any solution we can resolve the drag & drop inside a single esp to duplicate a Spell/Complex/Quest inside perk dialog

I found that TraqexplGasEnchFireDamageFFContact01 through TraqexplGasEnchFireDamageFFContact06
use the PlayerRef.GetLevel

PerkIntenseFlamesConfDownFFSelfArea100 uses NoRef.GetIsID(Player) as Player as an Argument
CallToARmsFortifyMarksman100 uses NoRef.GetShouldAttack(PlayerRef)

Could not understand why two different conditions used Player / PlayerRef, as PlayerRef would of been better?

Good idea...I'll add it to the list although it should be pretty simple to add a "duplicate" menu option. I don't totally understand where references should or shouldn't be used in conditions. It could be there are multiple ways of doing the same tihng so it doesn't matter or, in some cases, it could actually be a bug in the game data.

I do apologize for asking such a newbie question, but is there a description somewhere for some of the "attributes" of things? Take a Magic Effect for example. Is there any description of what the "numbered" check boxes do? Such as...

0x100
0x800
0x1000
and so on and so forth

I saw there were entry forms labeled "Unk"... so are the numbered boxes listed above also unknown?
One other question if I may. I saw that an Enchantment has a Condition option. But Magic Effects also have one. If an Enchantment has a Magic Effect attached, would the Conditions combine or would one override the other?
I know some things are just a wild guess at the moment, so I can only hope for such answers, but I just wanted to try. Thank you! :-)

Unfortunately, until we get the official CK there are a lot of "unknown" fields in some records. The options were to either not edit anything unknown or to make everything editable. I choose the latter as it gives people the opportunity to experiment and find out things I just don't have the time for. Each release fills in a bit more detail on all these unknowns.
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Big mike
 
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Post » Sun May 20, 2012 4:01 pm

Out of curiousity, has anyone figured out how much damage enemies take when they are set on fire? Also, has anyone figured out what is the value for the damage modifier when enemies are set on fire and hit with another fire spell?? I honestly would'nt mind changing Intense Flames to being a more useful perk than the something that causes enemies to flee (I hate that condition).
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Brittany Abner
 
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Post » Sun May 20, 2012 9:12 pm

Just wanted to add to my previous posts:

To get a weapon model to appear in game ou ave to do a bit more than Oblivion:
1. Set the Model to point to the model (obvious)
2. Create a "Static" entity for the 1st person model. I.e. create a new item under "Static"
3. Point that entity to your 1st person model
4. Set the Static field in your weapon entity to reference the newly created static entity.

Hope that helps someone.
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Rachael
 
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Post » Sun May 20, 2012 8:32 am

Sure did bud. 10x for the heads up :)
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Scared humanity
 
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Post » Sun May 20, 2012 6:08 pm

Out of curiousity, has anyone figured out how much damage enemies take when they are set on fire? Also, has anyone figured out what is the value for the damage modifier when enemies are set on fire and hit with another fire spell?? I honestly would'nt mind changing Intense Flames to being a more useful perk than the something that causes enemies to flee (I hate that condition).

Unknown 5 is used in firespells to set the duration of the burning, damage seems to depend on the spell's actual damage value. I don't think there is a damage modifier for enemies that are set on fire, at least testing doesn't show increased damage. If you're referring to the description of fire spells "Targets on fire take additional damage", it's phrased rather oddly, I think it only means the dot damage.

Some other "discoveries" about damage spells: link rec type 5 allows a second actor value to be specified in the unknown 9 field, which will receive percentage damage specified in unknown 6. Can be seen in frost and shock damage effects (applying the stamina/magicka damage).
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Mark
 
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Post » Sun May 20, 2012 6:03 pm

First and foremost, thanks for SkyEdit!

Question when creating a new armor entry:

What determines which armor will show up in the inventory view?

Problem I'm having is if I copy an existing armor entry, create a new Armature entry and then make the changes to Model and 1st person model, the new custom armor show in-game perfectly, but the inventory view shows whichever armor I originally copied. Is there a way to change this?

Also, unlike new shield and weapon entries, I cannot find any way to change which armor model appears when the item is dropped to the ground.

Thanks again!
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Juan Suarez
 
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Post » Sun May 20, 2012 7:02 am

Just on a note Dave Humphrey, is there any update to what the next release is going to have?
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Matt Fletcher
 
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Post » Sun May 20, 2012 3:26 pm

Hi Dave, not a really constructive comment but here goes :)

Just made a gamesas account to personally thank you for all the great work you've put into this, so thank you.
(I know SKYedits been released for a while now but a late thanks is better than none :P)
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Music Show
 
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Post » Sun May 20, 2012 3:11 pm

Yeah I also will join in with The Arcane on thanking you for this wonderful creation. SkyEdit has be so helpful, along with your work with UESP!

Thank you so much for everything!
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Manny(BAKE)
 
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Post » Sun May 20, 2012 8:13 pm

just wanting to drop by and say thanks once again ^_^
now i really just need quest scripts... well and a bunch of other stuff ^_^ ...but basicly saying im really happy how far it progressed yet :)
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Milagros Osorio
 
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Post » Sun May 20, 2012 5:38 pm

You're a star as always Dave. Thanks for your hard work. :icecream:
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Tina Tupou
 
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Post » Sun May 20, 2012 4:56 pm

Getting an error when I try to open a plugin in SkyEdit. the CNAM is 8 bits where 4 is expected:
0x0000EB7D: Bad subrecord size for CNAM! Expected 4 but found 8 bytes!
Invalid input received!

There was a fix for this, but I can't find it anywhere. Could someone help?
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Monika Fiolek
 
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Post » Sun May 20, 2012 8:37 am

Is there a way to individually set a merchants gold using SkyEdit?
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Kim Bradley
 
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Post » Sun May 20, 2012 7:41 am

Getting an error when I try to open a plugin in SkyEdit. the CNAM is 8 bits where 4 is expected:
0x0000EB7D: Bad subrecord size for CNAM! Expected 4 but found 8 bytes!
Invalid input received!

There was a fix for this, but I can't find it anywhere. Could someone help?
This happens to a lot of my plugins after a while. I'm not sure why. But I can open them with the previous version of skyedit. (One right before current.)
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Zoe Ratcliffe
 
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Post » Sun May 20, 2012 6:29 pm

There are a few places a 4-byte CNAM is expected. If the CNAM is 8 bytes it could be a bug with output somewhere or the file format expected by SkyEdit isn't accurate. If you know the exact CNAM that is causing the issue you can let me know or just email me the plugin file so I can debug it.
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Lizzie
 
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Post » Sun May 20, 2012 5:12 pm

Hey Dave, nice tool. CorePC and I tracked down an error in "Unlevelled World.esp" to your tool, here's the details:

COED subrecord for LVLN/LVLI/LVSP records: The UESP page is wrong currently, so I had incorrect information on this as well, until I looked into it further and looked at the format that it was for FO3/FONV

The COED is an optional (of course) subrecord, but it's one per LVLO subrecord. Currently your tool places it before the LLCT and LVLO subrecords, instead it should look something like this:

LVLI:
..other subrecords...LLCT |+-LVLO| COED (if needed)|+-LVLO| COED (if needed)..etc..
Thanks for you work on the great tool.
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JERMAINE VIDAURRI
 
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Post » Sun May 20, 2012 2:40 pm

Hello, first of all thank you very much Dave Humphrey for an indispensable tool to help us modders in the absence of the CK.

I have a question, I apologize if it sounds noobish but I was wondering how to set up apparel models for different races including males and females. When I open the menu for editing apparels, there would only be options to set male and female models but not races. I created a headware that needs different models assigned to different races, how can I make sure the correct model is worn by the proper races (including their male and female counterparts) ?

Thanks and much gratitude for the Skyedit.
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Chris Duncan
 
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Post » Sun May 20, 2012 11:51 am

Hello, first of all thank you very much Dave Humphrey for an indispensable tool to help us modders in the absence of the CK.

I have a question, I apologize if it sounds noobish but I was wondering how to set up apparel models for different races including males and females. When I open the menu for editing apparels, there would only be options to set male and female models but not races. I created a headware that needs different models assigned to different races, how can I make sure the correct model is worn by the proper races (including their male and female counterparts) ?

Thanks and much gratitude for the Skyedit.
Check out the ARMA (Armature) records, you'll see how different exceptions are done sometimes with orcs usually with argonian.
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Jennifer May
 
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Post » Sun May 20, 2012 9:56 am

Hey Dave, nice tool. CorePC and I tracked down an error in "Unlevelled World.esp" to your tool, here's the details:

COED subrecord for LVLN/LVLI/LVSP records: The UESP page is wrong currently, so I had incorrect information on this as well, until I looked into it further and looked at the format that it was for FO3/FONV

The COED is an optional (of course) subrecord, but it's one per LVLO subrecord. Currently your tool places it before the LLCT and LVLO subrecords, instead it should look something like this:

LVLI:
..other subrecords...LLCT|+-LVLO| COED (if needed)|+-LVLO| COED (if needed)..etc..
Thanks for you work on the great tool.

I wasn't aware of the COED subrecords so when I update a LVLI I just delete all the LLCT/LVLO and re-add them at the end which pushes all the COEDs before and obviously messed things up. I'll take a look tonight and see if I can fix it quickly and get a new release out (I "finished" race editing late yesterday).

Edit: Do anyone happen to know what the COEDs are for or the data they contain?
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Arrogant SId
 
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Post » Sun May 20, 2012 1:29 pm

Edit: Do anyone happen to know what the COEDs are for or the data they contain?

COED is used to assign Faction's it look like. This was a option that was added in Fallout3 and not in Oblivion..

http://geck.gamesas.com/index.php/LeveledItem
  • Owner: The owner of the object, overriding ownership by the container or actor.
  • Health: The health of the object as a percent.
These two are used above on this list and I have seen some Leveled Items List has well using COED but not very many once again

http://s1.bild.me/bilder/060112/1377753coed.jpg

Lojack may be able to decode it further..
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Samantha hulme
 
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Post » Sun May 20, 2012 10:20 pm

I just wanted to drop by and say thanks for this impressive piece of work. I ran into my first need to create a mod today and I was really impressed by this tools capabilities.

There are a couple of things I was wondering about. I used 'Find' to find the records I was interested in. I then double clicked on those records to edit them. After editing them, they diappeared from the found list. Is that supposed to happen?

Is there any chnace of making the find window resizable?

Thanks again for a great tool.
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Alessandra Botham
 
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Post » Sun May 20, 2012 6:23 am

http://geck.gamesas.com/index.php/LeveledItem
  • Owner: The owner of the object, overriding ownership by the container or actor.
  • Health: The health of the object as a percent.
These two are used above on this list and I have seen some Leveled Items List has well using COED but not very many once again

Lojack may be able to decode it further..
This. I can verify some of it is true for Skyrim, the rest, I'm unsure of, but should be unimportant for editing mod (as far as keeping FormID's intact goes):

FO3/NV format:
COED - 12 bytes:
1-4: FormId, 'owner'
5-8: (don't recall off the top of my head, but I believe 'faction rank', uint32 probably)
9-12: float, 'health'

Skyrim:
COED - 12 bytes:
1-4: FormId, 'owner'
5-8: unknown (possibly 'faction rank' above)
9-12: unknown (possibly a float, 'health')
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Jordan Moreno
 
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Post » Sun May 20, 2012 6:01 am

Check out the ARMA (Armature) records, you'll see how different exceptions are done sometimes with orcs usually with argonian.

Perhaps I wasn't clear enough about my question. I did look at many of the entries regarding both armature and armors. Let me just use an example of what I did.

I made a unique headware with a unique editor ID in SkyEdit. I also made three different entries in the armature section, for humans, argonian, and Khajiit. Within the armature menu for each race, I've already set up the appropriate paths to the corresponding meshes.

Now what I don't understand is, once I've set up all these armature data, how can I get that one item in the "armor" section to know how to use which version for the appropriate race. In the armor setup menu, it only gives the option to setup male and female models. There is also the option for choosing which race it is applicable to, but I still don't see how letting an item know it is useable for argonians for example, will tell the entry to look for the appropriate mesh I've set up for Argonian. As far as I can tell, there is no way for me to directly tell the armor entry to use the different armature data I've made. Looking at vanilla armor entry didn't make it any clearer either.

I haven't played Oblivion in a long time, but as I recall, setting up armors and helmets for different races wasn't this complicated, so I hope you'll excuse my current confusion.

Anyway, hope someone can help. Thanks.
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RAww DInsaww
 
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