Creating new Spells via CK

Post » Sun Jun 17, 2012 4:02 pm

Hey guys! I've been a veteran of the ES series since the original Morrowind, and I've used the construction set that came with Oblivion. I like to think that I'm pretty good with it (made spells, elemental arrows, houses, towns, companions and even a couple quests) but I can't seem to get spells I made in CK for Skyrim to work in game.

I don't want to get into too much detail in regards to what the mod does for fear of someone stealing it, so I will just say the following:

1) I make a copy of a spell, rename it, it gets a new FormID
2) I make a new MagicEffect for the spell (which gets a new FormID) and add it to the spell, and alter the spell in any other ways I need to. (I tried to do it as a shout at first, but it didn't work, so I tried it as a spell a second time- still no go.)
3) I load up the mod and try to use player.addspell xxxxx where xxxxx represents the spells ID, but it does not load giving me an error saying the parameter (or property? Don't have it RIGHT in front of me atm) can't be found.

I know the following:

1) Mods are working in my game and loading properly. I have made another simple mod that makes changes to the Breezehome that show up in game when the mod is active. So Skyrim sees them.
2) I am picking the correct spellID/FormID. Call Zombie is something like 00007ea8. When I do player.addspell 00007ea8 in game, it adds the spell, and when I look it up in CK, it shows up under that ID. I am getting the SpellID/FormID for MY custom spell from the same column that the verified working ID is found in.

I have tried copying multiple spells to use as a base, and the same result always occurs. Do the spells need to be compiled or commited somehow so that they show up in game as addable through the console? Should I change the spells formID's? How do I even do that? I'm at a loss as to what to do. If I can figure out why the game isn't seeing them and allowing me to add them to my player, I am 80% finished with my mod. Has anyone else encountered this, or can point me in the right direction? I would like to make this a shout if possible. Any help is greatly appreciated.
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Donald Richards
 
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Post » Sun Jun 17, 2012 3:34 pm

Bump for some help! These forums move quickly right now! I see a couple other posters having weird issues with duplicate ID's and spells. If anyone knows how to help, we'd be appreciative! I have cookies!
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Mason Nevitt
 
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Post » Mon Jun 18, 2012 1:54 am

I have had a problem loading my custom ammo, the ID it says in the CK is not the ID it is getting in-game. Try help "spell name" 0 and see if you are using the correct ID to add the spell? Not sure if this is any help, but trying here!
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Kanaoka
 
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Post » Mon Jun 18, 2012 2:56 am

You need to use the ID of the spell. Not the magic effect. And the first 2 digits of the ID reflects their order in the load list.

So if say the CK gives 020000000 and it loads 7th, you use 0700000
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lucile
 
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Post » Mon Jun 18, 2012 1:14 am

I have had a problem loading my custom ammo, the ID it says in the CK is not the ID it is getting in-game. Try help "spell name" 0 and see if you are using the correct ID to add the spell? Not sure if this is any help, but trying here!

Ok, at least it's not just me going nuts. I will try that out when I get home from work, thank you!

You need to use the ID of the spell. Not the magic effect. And the first 2 digits of the ID reflects their order in the load list.

So if say the CK gives 020000000 and it loads 7th, you use 0700000

Yep, I've got the ID of the spell itself (I even tried the magiceffect for giggles at one point). I'm not sure I understand what you mean with the CK in relation to the load list. If my spell ID is 0100007e63 and the mod loads 10th or something in the 'data' list when looking at mods to load from the launcher, what would that make the spell ID in game? Is that what you mean?
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Marcia Renton
 
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Post » Mon Jun 18, 2012 7:03 am

We need a tutorial on how to create a new spell. Would someone that's fluent in this process please do one. Pretty please!
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ladyflames
 
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Post » Mon Jun 18, 2012 6:00 am

If I can get this to work, I will GLADLY make one :biggrin: This is deffinetly a process I wish had been covered in the wiki better. The only reason I know how to do it right now is cause I made a ton of them for Oblivion xD
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Mandy Muir
 
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Post » Sun Jun 17, 2012 9:29 pm

If I can get this to work, I will GLADLY make one :biggrin: This is deffinetly a process I wish had been covered in the wiki better. The only reason I know how to do it right now is cause I made a ton of them for Oblivion xD

I'd really appreciate this too!
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alicia hillier
 
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Post » Mon Jun 18, 2012 4:12 am

Ok, at least it's not just me going nuts. I will try that out when I get home from work, thank you!



Yep, I've got the ID of the spell itself (I even tried the magiceffect for giggles at one point). I'm not sure I understand what you mean with the CK in relation to the load list. If my spell ID is 0100007e63 and the mod loads 10th or something in the 'data' list when looking at mods to load from the launcher, what would that make the spell ID in game? Is that what you mean?

First 2 digits are known as the mod index. Skyrim.esm is always 00. 01 is for something else.. Anything after will be altered by their load order. So yeah.

Blah I'll make a spell right now, and post here how I got it to work in game.
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matt
 
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Post » Mon Jun 18, 2012 2:16 am

Ok here's how I did it.

Skryim.esm(00)
whateveruses this index(01)
veronica's mod(02)
======================


I duplicated an existing spell I already made.

In game, I simply typed

player.addspell 02001828 (the CK ID was 01001828 of the spell)

That's all there is too it. :smile:
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Chris Ellis
 
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Post » Mon Jun 18, 2012 4:37 am

If I can get this to work, I will GLADLY make one :biggrin: This is deffinetly a process I wish had been covered in the wiki better. The only reason I know how to do it right now is cause I made a ton of them for Oblivion xD

I would be very grateful if you do. I never made any spells in Oblivion but for some reason I came up with a bunch of ideas for Skyrim and like you I do not want to describe them before I can see if I am capable of doing them myself. I was hoping Bethesda might create a tutorial for the WIKI but I get the feeling that all we are going to see are basic level design and not anything more indepth like creating spells, world spaces, etc. Those will most likely have to come from the community.
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Sophie Miller
 
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Post » Sun Jun 17, 2012 10:22 pm

Ok apparently what I posted is not what you're looking for.

Exactly what is it you don't understand about creating spells?
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Amie Mccubbing
 
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Post » Sun Jun 17, 2012 10:47 pm

I managed to add a spell to the game by first creating the scenario in which the player will actually obtain the spell (for me, a quest begun by speaking to someone). I used a papyrus script:

Game.GetPlayer().AddSpell([nameofspell], true)

If you aren't having luck with the console maybe it would be easier to create a dummy object/character quest interface and try this? Or maybe that's more effort than it's worth just to test the spell, lol =D
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Chris Guerin
 
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Post » Sun Jun 17, 2012 3:18 pm

Well basically you create a magic effect that can be anything from script to bonus...
Then you create a spell and add magic effects via rightclick new and select it from the drop down list.
Here you can modify stuff like duration magnitude etc.
So basically one spell can consist of X magic effects
Magic effect defines what to to (effect animation sound etc)
Spell just is something you can learn and cast.
You can add the same magic effect to a scroll for instance

Consult the wiki on what the 10million options do :smile:

http://www.creationkit.com/Magic_Effect
http://www.creationkit.com/Spell

to add your spell ingame (without creating a book) simply enter "help " into the console and then player.addspell with the correct id
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Lawrence Armijo
 
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Post » Sun Jun 17, 2012 11:03 pm

Ok here's how I did it.

Skryim.esm(00)
whateveruses this index(01)
veronica's mod(02)
======================


I duplicated an existing spell I already made.

In game, I simply typed

player.addspell 02001828 (the CK ID was 01001828 of the spell)

That's all there is too it. :smile:

Ok, I think this actually exactly what I am looking for. I'll check it right now and post an update!

I managed to add a spell to the game by first creating the scenario in which the player will actually obtain the spell (for me, a quest begun by speaking to someone). I used a papyrus script:

Game.GetPlayer().AddSpell([nameofspell], true)

If you aren't having luck with the console maybe it would be easier to create a dummy object/character quest interface and try this? Or maybe that's more effort than it's worth just to test the spell, lol =D

This is also a good plan :biggrin: I think I'll do something like this :3

Edit: I must be doing something wrong. The spell is not showing in game. I get the message- Item 02000D63 not found for parameter Spell item. Do I actually need to change the spellID in CK, cause I can't seem to figure out how to DO that. Originally I thought you just double clicked that ID from the column, but it just wants me to rename the spell. Then I looked in the spells properties, to see if it was in there, and it was not. Forgot to try the help "spell name" 0 - will try now.

Edit2: Ok. Fourth time trying to post this. Apparently the web browser through steam doesn't like when I type fast and just crashes out. I found the spell ID!! Using help Spell name 0 I found that the game had assigned it the ID of 0F000D63. NOW the problem is that I can't seem to find it in the list of cast-able spells. I DO have SkyUI however, so I'm going to try disabling that quick to see if that's the cause of why it appears to be missing. Tested, this is not the cause. The spell is not showing up in the default UI either. Going to check it in CK and make sure it is categorized correctly.

Edit3: Got it to show up in the menu, tried to use it. And nothing happened. It still seems to be linked (and not very well) to the spell I used as a base. I think I'll just start over from scratch and not use a spell as the base for this ability I want to create.


Last Edit: I think what I'm trying to do just might be a little too complicated for me to mess around with right now- I may have to do it down the road if I figure out how the spell I want to use works with the other spells it uses. Basically, I wanted to use the werewolf transformation process to change into something else, but there are spells and spell effects that I don't understand how they work together right now.
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Carlitos Avila
 
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