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

Post » Sun May 27, 2012 11:35 pm

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).

Thanks, I'll send it to you. I've also tried an earlier version of the mod before I made all the perk changes/additions and it loaded fine, so I'm pretty sure the problem must be in the perks. The plugin loads and functions fine in the game, though.

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.

I could certainly make use of the ability to mass edit perks. That being said, I've survived thus far without it and the ability to edit items this way is already a massive advantage over the CK so take your time.
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Nathan Barker
 
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Post » Sun May 27, 2012 10:56 pm

Update: https://github.com/downloads/uesp/skyedit/SkyEdit0.06a.zip has been released.
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Benjamin Holz
 
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Post » Mon May 28, 2012 4:11 am

Dave, thank you mightily for your continued work on SkyEdit. It is helpful to use even with the Creation Kit out. I haven't figured out how to show only the active plugin's changes in the CK, but in SkyEdit it's easy.

One problem I've been having but have been slow to mention on here. Right after 0.50 came out and changes were made to scroll bars, I completely lost all my scroll bars. I have Windows 7 64-bit, and I always maximize the SkyEdit window after running it. I'm having to select an entry and use Page Down to scroll now, which works, but yeah, the scroll bars went away after 0.50 was released.
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Matt Terry
 
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Post » Sun May 27, 2012 9:59 pm

I changed how the main view was resized in v0.05 due to issues with missing scroll bars. While it fixed one issue there may be another issue which you're seeing. I assume the missing scrollbars are just on the main record list or are they missing elsewhere? Feel free to email me a screenshot or two (dave@uesp.net).
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josh evans
 
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Post » Mon May 28, 2012 4:28 am

Will you be adding all the functionality that FO3Edit has into SkyEdit?

Because FO3Edit was essential for modders and people who used mods in Fallout 3.



SkyEdit currently does not have this feature which I (and many others) consider essential:

The ability to diff record changes against all esm's and esp's loaded


Are you planning on implementing that eventually? Because it's the only way to resolve mod conflicts and merge mods. Otherwise, the modding scene for Skyrim will be quite pathetic.

FO3Edit's UI is perfect, btw. If I were making a similar tool, I'd unashamedly copy it exactly.
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Chavala
 
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Post » Mon May 28, 2012 12:17 am

Will you be adding all the functionality that FO3Edit has into SkyEdit?

Because FO3Edit was essential for modders and people who used mods in Fallout 3.



SkyEdit currently does not have this feature which I (and many others) consider essential:

The ability to diff record changes against all esm's and esp's loaded


Are you planning on implementing that eventually? Because it's the only way to resolve mod conflicts and merge mods. Otherwise, the modding scene for Skyrim will be quite pathetic.

FO3Edit's UI is perfect, btw. If I were making a similar tool, I'd unashamedly copy it exactly.
I think ElminsterAU said that he'd port his program over to Skyrim once all records were decoded. Not sure where I saw that though...
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lexy
 
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Post » Sun May 27, 2012 1:12 pm

Will you be adding all the functionality that FO3Edit has into SkyEdit?
Because FO3Edit was essential for modders and people who used mods in Fallout 3.

I think I also saw somewhere that there was a plan to port/move that utility over to Skyrim. If that is the case there is no need to spend time duplicating features, especially if Fo3Edit is perfect as you say. If it isn't being ported over to Skyrim, however, and there isn't a similar utility then this is definitely something I can look at doing. I do agree that this is something needed by the modding community.
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carley moss
 
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Post » Sun May 27, 2012 8:20 pm

Just wanted to express thanks for continued efforts on SkyEdit, I find it much more user-friendly than the CK for my personal tweaking. 0.06a seems to be working well.
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Christine
 
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Post » Mon May 28, 2012 2:06 am

Just wanted to express thanks for continued efforts on SkyEdit, I find it much more user-friendly than the CK for my personal tweaking. 0.06a seems to be working well.
This x1000. Thanks for Skyedit. :)
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Becky Palmer
 
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Post » Mon May 28, 2012 5:32 am

Hi siince the ck is almoust allowing the same tings , how about focusiing this tool toward aspects in wich the CK is failing? like a better control system of object and landscaping , a way to maipulate and create new perk trees , or a way to edit portions of the game that the CK don't allows?
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Ria dell
 
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Post » Mon May 28, 2012 12:10 am

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.

This issue still exists as of 0.06a.
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Nienna garcia
 
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Post » Sun May 27, 2012 11:19 pm

Hi siince the ck is almoust allowing the same tings , how about focusiing this tool toward aspects in wich the CK is failing? like a better control system of object and landscaping , a way to maipulate and create new perk trees , or a way to edit portions of the game that the CK don't allows?

That is a definite possibility. I'd love to add a cell/3D view editor but there is a very large amount of work involved in even getting a simple one done. Ideally I'd like to get more developers involved but at the moment I'm just waiting to see what the most pressing need from the modding community is.
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IsAiah AkA figgy
 
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Post » Sun May 27, 2012 5:07 pm

Adding new AVs without crashing the game is my wish, but that might be not possible unfortunately...
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R.I.P
 
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Post » Mon May 28, 2012 4:14 am

That is a definite possibility. I'd love to add a cell/3D view editor but there is a very large amount of work involved in even getting a simple one done. Ideally I'd like to get more developers involved but at the moment I'm just waiting to see what the most pressing need from the modding community is.

the most pressing need is new perk tree creation ...
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Laura Richards
 
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Post » Mon May 28, 2012 5:27 am

the most pressing need is new perk tree creation ...
I honestly doubt we get this, really. It seems Beth has locked out adding new skill and therefore new perk trees.
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Jessie Butterfield
 
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Post » Sun May 27, 2012 2:42 pm

I honestly doubt we get this, really. It seems Beth has locked out adding new skill and therefore new perk trees.

That is not true and anyway let it be said by the programmer if it can or not be done ...

here it shows a system where ypu can add new nodes/perks graphically to the system so you can enlarge any perk tree as you like ... but on a limited number of levels ... as for the skill tree may be it would require some programming work to make a similar system where you can just add in a new skill tree among others and then use the ck system to add perks ... it woudl require some graphical work as well as if you insert a new tree you need to add eventually new textures for the naming etc...
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Daramis McGee
 
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Post » Sun May 27, 2012 3:25 pm

This issue still exists as of 0.06a.

Thanks for the reminder...I didn't touch races at all in 0.06a but should go back and redo them for 0.07.
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TRIsha FEnnesse
 
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Post » Sun May 27, 2012 10:01 pm

Would you be able to create a system similar to this one

http://www.youtube.com/watch?v=ECryUnMljEU

for making totally new trees?
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Brιonα Renae
 
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Post » Mon May 28, 2012 2:33 am

Some thoughts about SkyEdit's development: It is becoming more and more apparent that the CK is more than lacking in a number of basic areas, much more so than previous ES editors, which creates a good case for needing a complete, or nearly complete, third party editor (or editors) for Skyrim. This issue is the amount of development time needed for a near complete game editor. For example, each of the following things would likely take weeks to do:
  • Cell view and editor
  • Quest editor
  • Dialog editor
  • Worldspace and LOD editor
  • Script compiler
  • Built-in sound/music/voice editor
While I don't mind spending a good amount of my time on SkyEdit I simply can't devote the next year or two entirely to it. This means that SkyEdit will ultimately either need more developers contributing to it or will remain a niche editor (which I'm fine with) and any missing features will have to be supplied by other third party editors (are there any in actual development at the moment?).

So, if there are any developers/programmers interested feel free to let me know. There is no minimum commitment or skill level required but being familiar with C++, VS2010, MFC, git/gitHub would be useful.

In a semi-related note, I don't think the SkyEdit source license is explicilty mentioned anywhere but it will be updated to a GPL/BSD type shortly.
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-__^
 
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Post » Mon May 28, 2012 3:48 am

I want to report something strange that occurred yesterday.
I was making some new spells, not from scratch. I just wanted more stronger versions of flames.
I already did some spells, so i was sure i could them work.
The problem: when i opended skyrim i would crash on desktop after clicking on TAB (menù)

okey, i checked on skyedit and all seemed alright. Opened skyrim--->crash on desktop
i opened the creation kit and noticed. the description was missing and so the item name. But on the skyedit i wrote them.
i used the creation kit to writethe item name ---> opened skyrim: all works fine.

Now, is something the matter? i had no more time to check again but here is another thing.
I changed the description of runes to change the static <50> damage with a .
when i opened the creation kit the description was "50 +" and nothing else...

i'll try again and report, but just wanted you to know.
sorry for my bad english :P
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Ridhwan Hemsome
 
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Post » Sun May 27, 2012 9:14 pm

Some thoughts about SkyEdit's development: It is becoming more and more apparent that the CK is more than lacking in a number of basic areas, much more so than previous ES editors, which creates a good case for needing a complete, or nearly complete, third party editor (or editors) for Skyrim. This issue is the amount of development time needed for a near complete game editor. For example, each of the following things would likely take weeks to do:
  • Cell view and editor
  • Quest editor
  • Dialog editor
  • Worldspace and LOD editor
  • Script compiler
  • Built-in sound/music/voice editor


LOD Editor - You don't have to worry about. Ethatron has that covered with OScape and iirc, Lightwave is/planning to work on the Skyrim version of TESxLODGen.


Worldspace Editor - Depends on what you mean for it to do as an 'editor' here. If you're talking creation of height maps, There's a number of ways already to do this (PS, L3dt, etc) - While nice to have in one utility, why invent the wheel until the rest is done?

If you're talking about importing them, Lightwave has a Skyrim version of TesAnnwyn (beta true, but it works).

If you mean a region editor, that's in the CK and it does work (granted the CK overall is buggy, but the region editor seems to be working)...If you're meaning something else entirely, please clarify, there might already be another app for what your thinking of.


Script Compiler - While it has some issues (outlined in the description) here's a link to a PEX http://skyrim.nexusmods.com/downloads/file.php?id=4058& http://skyrim.nexusmods.com/downloads/file.php?id=2909that was made by OneLessName.


Sound/Music/Voice Editor - There was an old one I remember on the nexus, but doing a search, I just found http://skyrim.nexusmods.com/downloads/file.php?id=8303 by JohnB.


Nothing for Cell View/Quest/Dialogue editors yet, but I'll keep my eye out...

I'd also recommend trying to add into the toolset something like http://skyrim.nexusmods.com/downloads/file.php?id=4554by foretrenty

The point of this post isn't to discourage you (which I doubt I could do anyways!) but to lighten your work load! Maybe work out a means to combine the existing utilities under '1 roof', and I believe all the programs listed/linked to are written in C/C++ to start... so bonus maybe?
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Jessica Lloyd
 
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Post » Sun May 27, 2012 7:01 pm

Also, could you make a simple plugin merging module? Would be really handsome.
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Taylor Bakos
 
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Post » Sun May 27, 2012 5:53 pm

  • Script compiler

The script compiler is a separate application and can be found inside “Papyrus Compiler” in your installation folder. The wiki includes instructions on running it as well (http://www.creationkit.com/Papyrus_Compiler_Reference) so it’s probably not terribly hard to hook it into your project. :)
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Madeleine Rose Walsh
 
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Post » Sun May 27, 2012 9:33 pm

The script compiler is a separate application and can be found inside “Papyrus Compiler” in your installation folder. The wiki includes instructions on running it as well (http://www.creationkit.com/Papyrus_Compiler_Reference) so it’s probably not terribly hard to hook it into your project. :smile:
While I'm one of those not entirely enthused by the CK, I'm very pleased with how you and other devs are posting helpful info. I didn't know about this (even though I've been browsing the wiki). Thanks!
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Beth Belcher
 
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Post » Sun May 27, 2012 10:24 pm

The script compiler is a separate application and can be found inside “Papyrus Compiler” in your installation folder. The wiki includes instructions on running it as well (http://www.creationkit.com/Papyrus_Compiler_Reference) so it’s probably not terribly hard to hook it into your project. :)

Having an external compiler is a great thing and made it easy to get "compiling" in SkyEdit in right from the start. Part of wanting to do a script compiler myself is that compiler design/implementation is a small pet hobby of mine so I'd like to see what I can come up with and learn in the process. Faster compiling and better/real time diagnostics and error reporting would be at the top of my list although this version is much, much better than Oblivions I think there's room for improvement, especially for novice/beginner programmers who are a large part of ES modding. An error message that makes perfect sense to you or I who have been programming for decades may well be completely unintelligible to someone else.


The point of this post isn't to discourage you (which I doubt I could do anyways!) but to lighten your work load! Maybe work out a means to combine the existing utilities under '1 roof', and I believe all the programs listed/linked to are written in C/C++ to start... so bonus maybe?

Nope, this is great information, thanks. I think its far better to have specific apps that do one thing very well than one thing that does everything poorly.
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Rachell Katherine
 
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