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

Post » Sun May 27, 2012 7:28 pm

Really a system to place objects better in outside environment navigation woudl be cool , but honestly the most wanted to many is the possibility to completely overhaul the perk tree systems ... if you need help with models if are needed you can ask me ...
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BEl J
 
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Post » Mon May 28, 2012 3:28 am

Hi, I was wondering why SkyEdit and the Creation Kit are not compatible with each other. That is, the files created in SkyEdit 0.060a can not be opened by the CK. Trying to do so, makes the CK CTD. CK created files can be opened in SkyEdit, though.

I get that both are buggy, at least SkyEdit is honest about being a beta. Oops, not a beta, an alpha, a pre-beta. While the Creation Kit is a released product.

If the two programs are using incompatible file formats, or critically different interpretations of the file formats, then how can I tell which one is going to work better?

Which program, SkyEdit or the Creation Kit, is the most compatible with Skyrim itself? That's the most important criterea to me.
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Farrah Barry
 
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Post » Mon May 28, 2012 2:40 am

Just wanted to pop in and say that SkyEdit is still awesome. I use it over the CK.

However I do have an inconsequential issue where SkyEdit 0.060a will stall indefinitely on "Initializing Resource Information" unless I hit Cancel or X out of the Resources window. Once I do that, everything works as normal.
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danni Marchant
 
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Post » Sun May 27, 2012 3:56 pm

Hello, first of all thank you for all your work in creating SkyEdit.

I have a crafting mod that adds recipes for breaking down weapons into metal ingots. The conditions are set to check for the appropriate crafting perk and to make sure that the player has at least 1 of the particular weapon in his inventory. Where I run into problems is checking to make sure the weapon is not equipped.

I have managed to use the GetEquipped function with some success but that function is limited in that it only returns a boolean for whether the weapon is equipped or not. What I need to do to get the functionality I want is to check if there are 2 of that weapon equipped (dual wielding), which I currently can not do. I found the GetEquippedWeapon function which is able to distinguish between left/right hand and would be perfect for my purpose, but apparently that function is not implemented in either the CK or SkyEdit as a condition.

My question is, would it be possible to enable GetEquippedWeapon as a condition and if not, is there any way I can do some kind of hack (hex editor) to achieve my goal of disabling the recipe when the player has 2 of a particular weapon AND both of them are equipped?
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Philip Rua
 
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Post » Mon May 28, 2012 2:13 am

I'm thinking of a simple cell editor that basically shows a 3d cube to represent each object, this will remove the necessity for reading .nifs, it will however be a bit harder to use, but the other ui elements, like everything else in Skyedit will be easier!
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DeeD
 
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Post » Sun May 27, 2012 1:05 pm

I feel like a total idiot (which I probably am) but how the hell do you start SkyEdit? Clicking the ini-file just opens it in the text editor. Do I need some kind of third party program to run this?
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JR Cash
 
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Post » Sun May 27, 2012 8:29 pm

You run Skyedit.exe?
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Peter P Canning
 
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Post » Mon May 28, 2012 1:00 am

Damn I'm a fool. I downloaded the Skyedit package via the UESP link, and it did not contain any exe-file. But should looked it from the OP of this thread obviously.
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Marina Leigh
 
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Post » Mon May 28, 2012 1:10 am

No worries. I don't know why there would be a Skyedit download that doesn't contain the whole thing.
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Cartoon
 
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Post » Sun May 27, 2012 1:19 pm

Hi, I was wondering why SkyEdit and the Creation Kit are not compatible with each other. That is, the files created in SkyEdit 0.060a can not be opened by the CK. Trying to do so, makes the CK CTD. CK created files can be opened in SkyEdit, though.


I think it is a good thing that the CK can't open SkyEdited files. Because it might screw the plugin up, being the way it is in it's current state..
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Sarah Bishop
 
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Post » Sun May 27, 2012 9:35 pm

Project is still up I hope?

Your tool is faster than the creation kit and has some things that the creation kit is lacking, don't give up!
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Peter lopez
 
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Post » Mon May 28, 2012 3:56 am

I think it is a good thing that the CK can't open SkyEdited files. Because it might screw the plugin up, being the way it is in it's current state..
Uh, what? I use the two interchangeably all the time. An ESP is an ESP. Yes, SkyEdit might save a corrupt ESP file due to some bug or misunderstanding of the format by the author (the CK does this as well, btw), but that's a bug, not a feature.
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Sylvia Luciani
 
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Post » Sun May 27, 2012 3:55 pm

Project is still up I hope?

Your tool is faster than the creation kit and has some things that the creation kit is lacking, don't give up!

+1. It is much faster and had the ability to easily find changed items, which the CK does not. I use both the CK and SkyEdit. Also, like bluedanieru, I edit the same ESP in both tools with no apparent difficulties.
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Monika Krzyzak
 
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Post » Mon May 28, 2012 2:11 am

Both have bugs which can corrupt an ESP, so by using both I guess you're exposing yourself to both and increasing the risk of nuking your mod somehow. But it's hard to say which is worse in that regard, SkyEdit being a much simpler tool after all.
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GRAEME
 
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Post » Sun May 27, 2012 9:51 pm

Please make a working lod generator for textures , color maps and lods ...
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C.L.U.T.C.H
 
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Post » Sun May 27, 2012 7:29 pm

+1. It is much faster and had the ability to easily find changed items, which the CK does not. I use both the CK and SkyEdit. Also, like bluedanieru, I edit the same ESP in both tools with no apparent difficulties.

Same here, and again, it's FASTER.
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Carlitos Avila
 
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Post » Sun May 27, 2012 1:35 pm

+1 again for using both CK and SkyEdit. Depending on what you are working on, one may prove more useful than the other. SkyEdit is still far superior for mass editing most of the time and I also use both for the same ESPs, to an extent. Once you get familiar with what SkyEdit knows and does not know in it's current state it makes the decision of which to use much easier.
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sunny lovett
 
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Post » Sun May 27, 2012 2:27 pm

Project is still up I hope?

Your tool is faster than the creation kit and has some things that the creation kit is lacking, don't give up!

I've slowed done development a bit but certainly not stopped. I got behind on a bunch of other things, notably maintenance on the UESP, which I had to catch up on the past few weeks. Not sure when I'll get another release out, probably after I check and fix a few more item types (all magical records have been redone already).
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Katie Samuel
 
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Post » Mon May 28, 2012 2:14 am

Hi do you think you could fix / solve the broken features if lod generation for the ck in your skyedit? The landscape lods are more or less handled by oscape but the buildings and trees generated lods are still broken...
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Amy Smith
 
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Post » Sun May 27, 2012 2:10 pm

Bump to hopefully move forward on the tree lod etc
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NAtIVe GOddess
 
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Post » Mon May 28, 2012 4:03 am

The resource manager in Skyedit is VERY annoying.
Do you think you could compile a version without it?
Preferably fresh from Git so I have a new version too!
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Syaza Ramali
 
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Post » Sun May 27, 2012 7:33 pm

Hi, and thank you for your continued work on Skyedit. My question for you or anyone here is, will the changes I made to my game with my esp's still be fine even tho the changes I made were back in ver 1.3 of the game, and now I've updated to ver 1.5 or should I redo my edits and create new files? ...hope that made some sense.. (some changes are weapon damage, armor enchantments, and game settings)
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Imy Davies
 
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Post » Mon May 28, 2012 12:28 am

I'm having a bit of a problem where when I first start it up, it stops responding. It says it's "Initializing Resource Information", then stops after a few seconds. No progress. I'm thinking it's because I have too many mods installed, I go a bit mod-crazy when I stop playing for some time (Over 800 ESPs and ESMs in the folder, was hoping to use SkyEdit to merge smaller mods). Either way, I can't get past this step, which stops me from using the program.
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Fam Mughal
 
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Post » Sun May 27, 2012 6:28 pm

Is it safe to assume this project is dead and buried at this point? The last commit was made two months ago, there isn't any activity in this thread, and the executable doesn't even work anymore since two patches ago.

This *was* a useful tool, even after the CK was released, and it could be again. Even just an update so it can work with the new file format would be nice.
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Lucky Boy
 
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Post » Sun May 27, 2012 3:06 pm

Agreed. Please update to work with the 1.5 Skyrim and CK patches.
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Angela
 
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