Actor Values

Post » Wed Jun 20, 2012 4:05 am

I want to change them. It would be nice if this was made available in the CK. I can't hex edit TESV.exe with Steam checking it, so I'll have to use the cracked .exe. I don't care if you want me to or not Bethesda, I'm going to do it, and the only question is, are you going to make it easy on the modders, or hard?
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Andrew Tarango
 
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Post » Wed Jun 20, 2012 7:31 am

...done. The hardest part was figuring out how to take a screenshot. And no, print screen didn't work for me, I'm not dumb. We want to mod everything Bethesda: The UI, Actor Values, everything. All I want to do is make my own branch of magic. Is that too much to ask for?
[img]http://sphotos.xx.fbcdn.net/hphotos-ash4/s320x320/429097_376952338989978_100000256464178_1382300_2049545214_n.jpg[/img]

EDIT: Now to find out where all these files are stored that are referenced here in the .exe file. interface\icons\misc\cursor.dds looks particularly interesting....
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Emmi Coolahan
 
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Post » Wed Jun 20, 2012 1:39 am

That's not an actor value, that's a renaming of a school of magic, isn't it?
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Tiff Clark
 
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Post » Tue Jun 19, 2012 11:12 pm

That's not an actor value, that's a renaming of a school of magic, isn't it?

Correct. You can't do it in the CK, and I have a problem with that. I also have a problem with not being able to mod the UI in the CK. But then, I have a problem with a great many things. I just can't figure out why Beth allows some things, but not other things. For instance, their UI is copyright, and they don't want people changing it. Why is beyond me, as the Skyrim UI, in my humble opinion, is terrible.

EDIT: It must be getting late for me. I said that I was going to change the actor values, and I didn't. My mission is not accomplished by any means. My screenshot is not one of victory, it's more a statement of, "Why does this have to be so hard?"
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Mandi Norton
 
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Post » Tue Jun 19, 2012 4:31 pm

SO the subject line for this thread should have been "Interface Customization" instead of "Actor Values" - basically you want an interface sandbox like exists in games like WoW?
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jadie kell
 
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Post » Wed Jun 20, 2012 4:55 am

SO the subject line for this thread should have been "Interface Customization" instead of "Actor Values" - basically you want an interface sandbox like exists in games like WoW?
Sure. But that's not all. I don't care about purely cosmetic changes. I want to add a new school of magic.

And I found that those filepaths are not necessarily files that exist on our computers. Unless we have Beth's source code (C:\_Skyrim\Code\TESV\TES Shared\AI\BGSProcedureTravel.cpp) on our computers. That would be ridiculous. It is kind of interesting though, that "currently the only permissable travel destination for a flying actor is a ground marker to execute a landing."
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Lily Evans
 
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Post » Tue Jun 19, 2012 3:57 pm

Before the CK, SKSE allowed modding of the ui/interface ... ther's that great one on nexus that I use (I forget the name)

Idk if SKSE requires updates - to do that or anything else - after the launch of the CK

(I also don't know whether SKSE would allow renaming of magics etc)
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bimsy
 
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Post » Wed Jun 20, 2012 12:04 am

Before the CK, SKSE allowed modding of the ui/interface ... ther's that great one on nexus that I use (I forget the name)

Idk if SKSE requires updates - to do that or anything else - after the launch of the CK

(I also don't know whether SKSE would allow renaming of magics etc)
It must be SkyUI
You can rename skills in the CK
SKSE is fully updated
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Paula Rose
 
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Post » Wed Jun 20, 2012 2:44 am

It must be SkyUI
You can rename skills in the CK
SKSE is fully updated
Yes, that was it, SkyUI. Was very good.

(no idea what it used and did not use, thought it was SKSE, but not sure. Good to hear that is updated anyway) :)
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m Gardner
 
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Post » Wed Jun 20, 2012 4:49 am

SkyUI is just using SKSE for some features(skse for it is optinal, but recommended) like searching in the inventory menu.
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priscillaaa
 
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Post » Wed Jun 20, 2012 5:55 am

Sure. But that's not all. I don't care about purely cosmetic changes. I want to add a new school of magic.

And I found that those filepaths are not necessarily files that exist on our computers. Unless we have Beth's source code (C:\_Skyrim\Code\TESV\TES Shared\AI\BGSProcedureTravel.cpp) on our computers. That would be ridiculous. It is kind of interesting though, that "currently the only permissable travel destination for a flying actor is a ground marker to execute a landing."

Given the way the game handles rotations (Only Z axis is really useable...I completely gave up trying to tilt an object upward or downward accurately...they didn't give us access to the local axis rotation functions, and my Trig skills aren't up to writing my own.) and the funky "Snap back" problems if you try to use translations to fly, giving dragons a "you can land here" marker is probably the only way the AI could ever manage a landing.
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Tiffany Castillo
 
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Post » Tue Jun 19, 2012 8:58 pm

SkyUI is brilliant! I wonder how they did it...

Does anyone know how to use SKSE? And by "use it" I mean make a mod that implements it, not install it.
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Ymani Hood
 
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Post » Tue Jun 19, 2012 11:53 pm

SKSE has full documentation within the download...
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Bones47
 
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Post » Wed Jun 20, 2012 7:46 am

Actor values are hard-coded. It's not possible to add new ones.
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stephanie eastwood
 
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Post » Tue Jun 19, 2012 5:39 pm

Actor values are hard-coded. It's not possible to add new ones.
Exactly. There's much more to actor values than just what you see in the Creation Kit - the actor value records shown in Skyrim.esm is only the very tip of the iceberg. Existing actor values are hard-coded as part of the engine, and that's not something we can edit, especially not with the Creation Kit.

This is why you can't currently, and have never been able to implement true novel actor values in Skyrim or previous games like Fallout 3 and Oblivion.

Cipscis
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Adam Kriner
 
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Post » Tue Jun 19, 2012 9:26 pm

SKSE has full documentation within the download...

Ahh, in "skse_docs.txt". I glanced at that but didn't realize what it was. It looks like Christmas came early this year (or really late?)
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sexy zara
 
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Post » Wed Jun 20, 2012 2:15 am

Exactly. There's much more to actor values than just what you see in the Creation Kit - the actor value records shown in Skyrim.esm is only the very tip of the iceberg. Existing actor values are hard-coded as part of the engine, and that's not something we can edit, especially not with the Creation Kit.

This is why you can't currently, and have never been able to implement true novel actor values in Skyrim or previous games like Fallout 3 and Oblivion.

Cipscis

There has to be a way to add a branch of magic. I believe that all the existing branches are actor values. Does anyone know if this is true? I'm going to change the title at this point. I don't care about Actor Values, just adding a branch of magic.

EDIT: I hope I'm not making this harder than it has to be. I've already given up on editing a mesh outside of NifSkope. I'd hate to have to bag this for now and have two things I'll need to go back and do. So much for editing the tilte. As far as I can tell, it can't be done...
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Lizbeth Ruiz
 
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Post » Tue Jun 19, 2012 5:55 pm

Your SKILL LEVEL in a branch of magic is an actor value...the actual branch of magic is not, it's a value that's set in ActivemagicEffects to tell the game what catagory to put the spell in.
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Davorah Katz
 
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Post » Wed Jun 20, 2012 5:01 am

There has to be a way to add a branch of magic.
What makes you think that? Everything that I've seen to do with Skyrim has implied that the branches of magic are hard-coded parts of the engine.

Cipscis

EDIT:

There may be ways to fake this, especially once future versions of SKSE allow us to do even more cool stuff, but when it comes to making a new true branch of magic, just like the existing ones, then I don't like your chances.

Cipscis
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Penny Courture
 
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Post » Tue Jun 19, 2012 7:25 pm

Your SKILL LEVEL in a branch of magic is an actor value...the actual branch of magic is not, it's a value that's set in ActivemagicEffects to tell the game what catagory to put the spell in.

If this is true, then it would be easy to just add a variable to keep track of the "skill". In the "Magic Effect" form, there is a category called "Magic Skill" that has NONE, as well as the five branches of magic. My goal is to add my branch to this list. If you know how to do this, I would love you like a brother if you told me. I thought this list was populated from Actor Values that are "skills" with the "magic" category.
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Taylah Haines
 
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