previewing in game faster

Post » Sun Jun 17, 2012 6:28 pm

Is there a way to preview things ingame faster than save esp , close CK , open game test close game reopen ck edit etc?
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Mandi Norton
 
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Post » Mon Jun 18, 2012 5:47 am

Yes, just minimize the CK, you do not need to close it.
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ChloƩ
 
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Post » Sun Jun 17, 2012 2:40 pm

autoupdates?
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Tammie Flint
 
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Post » Mon Jun 18, 2012 3:19 am

Not that I know of, no :(

But meh, it just takes a couple of seconds to fire up the game with any changes made
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Jennifer May
 
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Post » Mon Jun 18, 2012 1:21 am

Yes, just minimize the CK, you do not need to close it.
Yeah, when I did that I got a BSOD.....
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Crystal Clarke
 
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Post » Mon Jun 18, 2012 4:54 am

I don't even minimize it, I just run Skyrim. Worked fine last night and I jumped in and out at least a half dozen times. I did official launch, and not NMM/SKSE launch, not sure if that matters.
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Breanna Van Dijk
 
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Post » Sun Jun 17, 2012 9:23 pm

I did run it with SKSE, now that I think about it.
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Dragonz Dancer
 
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Post » Sun Jun 17, 2012 9:36 pm

how bout not using abrieviations ? I dunno what u are taling about ... if u change something in a cell how u can preview without restarting the game? if you load a different model for something how u check without having to restart the game?
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Rozlyn Robinson
 
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Post » Sun Jun 17, 2012 3:24 pm

I did not launch the game using the Nexus Mod Manager or by using the SKyrim Script Extender, I launched the game directly from Steam, while still keeping the Creation Kit open (maximized).

EDIT: As for a quick preview, I do not know of one. I just save, then launch Skyrim and check the changes. It might be worth trying this, move your in-game char to another cell, save in CE, then go back to that cell to see if it was updated with the changes. Not sure if that will work or not, but worth a shot.
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teeny
 
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Post » Sun Jun 17, 2012 8:30 pm

I think the only way to test it is by launching the game. You can make testing more efficient by renaming the "Video" folder in the "Data" folder so you don't have to wait 4 seconds everytime you boot the game, and saving right where you need to test.

I use Wrye Bash to boot the game with the script extender so I can skip the splash screen as well.
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Mariana
 
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Post » Mon Jun 18, 2012 1:20 am

Also, "SIntroSequence=" in your Skyrim.ini under [General] helps.
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Silvia Gil
 
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Post » Sun Jun 17, 2012 6:22 pm

if u change something in a cell how u can preview without restarting the game? if you load a different model for something how u check without having to restart the game?
If your changed items fail to show up, you may be running into items being cached in your save game file. Leave the cell you changed. Save then load, then re-enter the cell.
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LuCY sCoTT
 
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Post » Sun Jun 17, 2012 9:30 pm

I did run it with SKSE, now that I think about it.

I run it with SKSE also, no problems for me and i've been using it for a good few hours since yesterday.
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Ricky Rayner
 
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Post » Sun Jun 17, 2012 9:04 pm

whats skse?
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Vahpie
 
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Post » Mon Jun 18, 2012 3:37 am

http://www.gamesas.com/topic/1339663-wipz-skyrim-script-extender-skse/
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Channing
 
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Post » Sun Jun 17, 2012 7:52 pm

how bout not using abrieviations ? I dunno what u are taling about ... if u change something in a cell how u can preview without restarting the game? if you load a different model for something how u check without having to restart the game?
can't you see what you're doing in the render view when editing a cell?
F5 always refreshes as well, even in the preview window. In most cases this will fully reload a nif as well.
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Jason White
 
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Post » Sun Jun 17, 2012 9:00 pm

can't you see what you're doing in the render view when editing a cell? F5 always refreshes as well, even in the preview window. In most cases this will fully reload a nif as well.
yeah for worldbuilding you can just preview in the render view. Though for scripts and dialog and such you'll have to preview in game.
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Annick Charron
 
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Post » Sun Jun 17, 2012 9:46 pm

Not sure couse I have to test usually armors on making animations , performing jumps and stuff to see if all is correct as some animations imported dunno wy don't work well ...
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Hope Greenhaw
 
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Post » Sun Jun 17, 2012 1:38 pm

When I was poking around yesterday, there was definitely a render window that allowed you to preview animations of NPCs.
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Sophh
 
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Post » Sun Jun 17, 2012 1:42 pm

the fact is that the CK crashes and freezes a lot and I woudl prefer much more an endependant renderer for the stuff .... nifscope isn't working for that ...
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Stephy Beck
 
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