[WIP] SkyEdit -- Alternate Mod Editor (thread 2)

Post » Sun May 27, 2012 4:44 pm

Your example is slightly wrong. I understand you were trying to put quotes within quotes, but only double-quotes work with the console help command, single-quotes don't. (And of course, you only need to use double-quotes when the string you're searching contains a space.)

Ah, good catch. I wasn't thinking too hard about it when I posted.
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Nana Samboy
 
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Post » Sun May 27, 2012 9:26 pm

Hi there guys i was wondering if any1 knew how to make a copy of an effect using skyedit

there is an effect id like to change but not edit the original file.

at the moment i am using a particular file but id like to edit it a little and not use the original

does any1 know a solution?
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Prisca Lacour
 
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Post » Mon May 28, 2012 2:44 am

Just a quick question. Are the conditions you put on effects and enchantments really just scripts? So when the CK comes out, we can point conditions to use our own scripts?

By the way, did Morrowind or Oblivion construction kits have such a simple feature as conditions?
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katie TWAVA
 
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Post » Mon May 28, 2012 4:40 am

Just a quick question. Are the conditions you put on effects and enchantments really just scripts? So when the CK comes out, we can point conditions to use our own scripts?

By the way, did Morrowind or Oblivion construction kits have such a simple feature as conditions?
Not like the conditons we have in Skyedit. (Then again I barely modded spells in either of those games.) I assume the CK will give us access to the conditions like Skyedit does. It's nice and easy to use.
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NIloufar Emporio
 
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Post » Sun May 27, 2012 11:12 pm

Is there any chance for editing NPC in near-future versions?
So far, the only npc-related thing is Leveled Actors, but it is useless for editing drops.


Added:
Plus, it is also missing the field for ground model (for things like armor, clothes, etc.) (Right now, it can be seen under "raw data")
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C.L.U.T.C.H
 
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Post » Mon May 28, 2012 2:18 am

Perk Condition / Apply Sneaking Spell + Apply Weapon Swing Spell, does not have a Spell Type. Instead it has Math routines @Latest GitHub Commit

Replacing the
SRPERK_EFFECT_FUNCFLAG_ALLVALUES

with
SRPERK_EFFECT_FUNCFLAG_ADDSPELL

Fixed both records types
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Mariana
 
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Post » Sun May 27, 2012 7:46 pm

Is there any chance for editing NPC in near-future versions?
So far, the only npc-related thing is Leveled Actors, but it is useless for editing drops.
Added:
Plus, it is also missing the field for ground model (for things like armor, clothes, etc.) (Right now, it can be seen under "raw data")

At the moment I'm working to "fix" all the existing things, especially the more complex and useful things like Perks, Magic Effects and Conditions. All these had a bunch of odd bugs and usability issues. After that are getting scripts and script data working since it is used pretty much everywhere which won't be as difficult as previous games fortunately. NPCs would be on the list after that which will be well after the official CK comes out I'm afraid.

Hi there guys i was wondering if any1 knew how to make a copy of an effect using skyedit

there is an effect id like to change but not edit the original file.

at the moment i am using a particular file but id like to edit it a little and not use the original

does any1 know a solution?

It would be good for you to look up a basic modding tutorial on Skyrim or even Oblivion (I don't have a good link handy but I'm sure someone else on the forums has one or ten). When you create a plugin you never actually save the data to Skyrim.esm (the main game master plugin) but to a new or existing ESP plugin. For example, say you want to double the magnitude of a certain effect. In SkyEdit or the CK you'd just open up the effect, change the magnitude, hit ok and save a new plugin. When you start Skyrim you can click "Data Files" and ensure your new plugin is set to be loaded. You could also copy/duplicate an existing effect by right-clicking on it but you would then have to create a spell to use the new effect, and then figure a way of getting that spell to the player, etc....

Don't worry if modding seems terribly complicated at first. While there is a good learning curve after a few attempts you should get the basic hang of editing things, saving them to plugins and getting them into the game.
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chloe hampson
 
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Post » Sun May 27, 2012 6:59 pm

I posted this last thread, wasn't sure if it got lost.

I'm trying to edit a race (the DogRace) and add equip slots, but I can't seem to make the changes stick.

Full repro:

Open
Check Skyrim and Update
Click Races in left nav pane
Double click DogRace in main list pane
Under Equip Slots, hit Add, select any slot, like Voice, and press OK
Voice appears in the Equip Slots list.

Now, pressing Apply just seems to duplicate the entry for RightHand as many times as you press the button. Saving dismisses the edit dialog but when I reopen DogRace no changes have been made.
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tiffany Royal
 
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Post » Sun May 27, 2012 7:05 pm

I posted this last thread, wasn't sure if it got lost.

I'm trying to edit a race (the DogRace) and add equip slots, but I can't seem to make the changes stick.

Full repro:

Open
Check Skyrim and Update
Click Races in left nav pane
Double click DogRace in main list pane
Under Equip Slots, hit Add, select any slot, like Voice, and press OK
Voice appears in the Equip Slots list.

Now, pressing Apply just seems to duplicate the entry for RightHand as many times as you press the button. Saving dismisses the edit dialog but when I reopen DogRace no changes have been made.

Almost certainly a bug in SkyEdit...I'll check and confirm tonight.
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Hayley Bristow
 
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Post » Sun May 27, 2012 11:36 pm

I guess you are pretty busy lately, and that's why you haven't released a new version recently, but is there a rough estimate of when a new version is available? nothing specific, more like this week, next week or after CK.
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Alba Casas
 
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Post » Mon May 28, 2012 3:44 am

You could take another month over it and still beat the CK. Its fantastic work you are doing,
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Jordan Fletcher
 
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Post » Sun May 27, 2012 8:04 pm

Saving conditions with a Playerref or 0x00000014 reference gives me an unknown reference ID error from Sky Edit. May have been reported already. Don't know if you care with the CK right around the corner,,,
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Dylan Markese
 
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Post » Sun May 27, 2012 9:41 pm

Would it be possible to add a way to adjust the load order of magic effect in an enchantment?
Also, do you know if the load order matters in that case? Thank you :-)
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Lisa
 
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Post » Mon May 28, 2012 4:28 am

About the function get actor value, personnaly I used this condition to check the value of the smithing skill of the player :
60 00 00 00 00 00 8C 42 0E 00 54 00 0A 00 00 00 00 00 00 00 02 00 00 00 14 00 00 00 FF FF FF FF

10 ( 0A in hexa ) is the number of the smithing skill.
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Juan Suarez
 
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Post » Mon May 28, 2012 1:06 am

Thanks for your continued work on this! It's an excellent editor. :twirl:
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Kat Stewart
 
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Post » Mon May 28, 2012 1:09 am

Would it be possible to add a way to adjust the load order of magic effect in an enchantment?
Also, do you know if the load order matters in that case? Thank you :-)
Open another enchantment and drag all your effects into it, then drag back in the order you want
That way you dont have to redo the conditions :)
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kennedy
 
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Post » Mon May 28, 2012 2:23 am

I would like to create a mod house, nothing big, something as meeko's shack or anise's cabin. I'm not an expert so i would ask to you if is possible to make something similar with skyedit.
if yes, could you tell me how to start?
if not, is too hard for a newbie?
thanks for your help
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Shannon Lockwood
 
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Post » Sun May 27, 2012 4:41 pm

Open another enchantment and drag all your effects into it, then drag back in the order you want
That way you dont have to redo the conditions :smile:

Waaaaaaahhhhhhhhhrglblahgooey!!!!!

Thank you so much! Do you know how much time you just saved me??? :-D

Hmm, one more question. Does anyone know if there is an effective limit on the number of conditions that any one effect or enchantment can have?
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Liv Staff
 
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Post » Sun May 27, 2012 10:04 pm

Now that the CK is out there will be a SkyEdit update shortly (perhaps this weekend depending on my week). I'll be revisiting and properly redoing components based on the CK data and fix some known bugs in the process. I've already completely redone conditions and perks and am almost finished scripts (using the game's compiler).

With the CK now out SkyEdit's development direction will mainly depend on what is needed. I'm sure you'll find while the CK is complete there are some things it doesn't do particularly well or easily. My basic development goals are (in rough order):
  • Finish the "major" record simple types (all items, all world items, etc...)
  • Permit selection of references (it is used in a variety of places)
  • Flesh out scripting a bit. This includes at least a context sensitive editor and possibly a better compiler (if needed, it can be much faster at least).
  • Add basic resource viewing of major types (images, NIF models, etc...)
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Matt Terry
 
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Post » Mon May 28, 2012 4:39 am

Hey Dave, I'm having trouble loading a plugin I made with SkyEdit into the Creation Kit. I can load Skyrim.esm fine, but as soon as I try to load my plugin as the active file it stops responding and crashes before it loads completely. Could there be a compatibility problem? Most of my plugin changes were to perks (new perks/ranks) and weapons (edited stats). I'm really hoping I won't have to start from scratch in the CK.

As for continued SkyEdit development, the features that are most attractive to me after looking around the CK are the ability to export/import from csvs (I make a lot of tweaks to item balance, so modifying several hundred item values is much easier done in a spreadsheet than one at a time in the editor), and anything that improves the scripting experience (my mods will be script heavy).
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Siobhan Wallis-McRobert
 
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Post » Mon May 28, 2012 3:44 am

Hey Dave, I'm having trouble loading a plugin I made with SkyEdit into the Creation Kit. I can load Skyrim.esm fine, but as soon as I try to load my plugin as the active file it stops responding and crashes before it loads completely. Could there be a compatibility problem? Most of my plugin changes were to perks (new perks/ranks) and weapons (edited stats). I'm really hoping I won't have to start from scratch in the CK.

As for continued SkyEdit development, the features that are most attractive to me after looking around the CK are the ability to export/import from csvs (I make a lot of tweaks to item balance, so modifying several hundred item values is much easier done in a spreadsheet than one at a time in the editor), and anything that improves the scripting experience (my mods will be script heavy).

There should be no reason a mod in SkyEdit can't be loaded in the CK other than a bug in SkyEdit (or other tool) that results in a corrupted ESP or a semi-valid ESP that triggers a bug in the CK. Either way, if you send me the plugin I can take a look and see what the issue is and fix it (dave@uesp.net).

CSV import/export is definitely useful although at the moment more complex fields (like perk sections for example) aren't supported. If there is a need to import/export complex fields like this it can be added.
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Sandeep Khatkar
 
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Post » Mon May 28, 2012 2:34 am

If there is any way to add and edit recipe categories, that would be a nice addition. I brought it up in the last thread and the consensus was that there must be a way since the GECK could do it for FO:NV and this builds on that. Somehow, for some reason, they took it out, I think (I can't find any way to do it anyway). The mapping from keyword->category may be hardcoded though, in which case there isn't much hope I guess :-( That's going to really svck for anyone adding a great deal of new and unique weapons or armor, and smithing will get terribly cluttered for anyone using more than a few such mods.

Now that both tools are finally out it looks like SkyEdit has a great deal of functionality that the CK does not. The fix for summons spells conflicting with atronach, for example, is possible to do with SkyEdit but not with the CK. So thanks again for this tool!
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Georgia Fullalove
 
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Post » Mon May 28, 2012 4:32 am

If there is any way to add and edit recipe categories, that would be a nice addition. I brought it up in the last thread and the consensus was that there must be a way since the GECK could do it for FO:NV and this builds on that. Somehow, for some reason, they took it out, I think (I can't find any way to do it anyway). The mapping from keyword->category may be hardcoded though, in which case there isn't much hope I guess :-( That's going to really svck for anyone adding a great deal of new and unique weapons or armor, and smithing will get terribly cluttered for anyone using more than a few such mods.

Now that both tools are finally out it looks like SkyEdit has a great deal of functionality that the CK does not. The fix for summons spells conflicting with atronach, for example, is possible to do with SkyEdit but not with the CK. So thanks again for this tool!

I'm curious on the summon/atronach spells issue (unless it was mentioned in a previous SkyEdit thread and I just missed it).

As for the recipe categories: offhand I don't exactly know how the game does it. I would assume it was via keywords but that is an untested assumption at this point. There are definitely a variety of things hard coded but I'll play around and see if I can figure anything out.
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Alina loves Alexandra
 
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Post » Mon May 28, 2012 3:15 am

I'm curious on the summon/atronach spells issue (unless it was mentioned in a previous SkyEdit thread and I just missed it).

As for the recipe categories: offhand I don't exactly know how the game does it. I would assume it was via keywords but that is an untested assumption at this point. There are definitely a variety of things hard coded but I'll play around and see if I can figure anything out.
The keywords on the crafted items determine which category they go into, but there isn't any way to change which keywords map to which category, nor to create new categories.

To fix summons you need to change the magic effect delivery to self, but keep the spell delivery as target location. It seems like atronach will check the effect itself when it calculates absorbing, but how the cast is delivered just depends on the spell. In fact though I just had another look and you can do this with the CK after all. It locks the delivery once you choose the first effect, but after that you can change the effect delivery to something else.

SkyEdit still owns though.
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Alessandra Botham
 
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Post » Sun May 27, 2012 6:34 pm

SkyEdit still owns though.

It certainly does. I've already hit a scenario where SkyEdit lets me do something the CK doesn't. With SkyEdit, I made a ring and gave it the InvisibilityFFSelf magic effect (actually created a new enchantment for that effect and MuffleFFSelf). But in the CK, the Enchantment drop-down combo box on the Item record will only populate with enchantments that are appropriate for that body slot, I guess. Whereas SkyEdit didn't filter like that. And like bluedanieru says, it's not immediately obvious how the CK is doing the filtering, doesn't seem to be by keywords.
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carla
 
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