Several Questions on the CK

Post » Tue Jun 19, 2012 8:21 am

In the process of working on my mod I have run into several roadblocks that I’m hoping can be alleviated.

1) What is the simplest way to remove an item from the game? I plan to remove items that modify crafting skills so that players rely on skills and perks alone. Would it be okay to just delete the items or would that result in errors when loot scripts try to create items that do not exist? If that is the case is there any way to universally remove an item from drop lists or will there be a ton of busy work involved?

2) How do I change whether a certain magic effect can be disenchanted and learned? I could swear I’ve seen how to do this before but I can’t seem to find the setting in the creation kit.

3) I’ve found the FLST objects that control what enchantments can be placed on a specific item type. I can easily remove gear types from the lists but cannot see any way to add them should I choose to do so. What am I missing here?

4) Is there any way to revert a change to the game my mod plugin makes to the default as it is found in the master file? In the data window there is a details box that lists every file a given plugin changes so it seems like there should be a simple way to revert any change made.
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Elina
 
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Post » Tue Jun 19, 2012 8:55 am

I hate to have to self bump but quite frankly I can't think of any other option for trying get these questions answered.
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Yung Prince
 
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Post » Tue Jun 19, 2012 2:16 am

4) You could use tessnip or similar but if you want to stay in the CK, when you are on the details file hit Delete when highlighting the things you want to undo, when you next save and reopen your mod the changes should be gone.
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Code Affinity
 
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Post » Tue Jun 19, 2012 2:22 pm

In the process of working on my mod I have run into several roadblocks that I’m hoping can be alleviated.

1) What is the simplest way to remove an item from the game? I plan to remove items that modify crafting skills so that players rely on skills and perks alone. Would it be okay to just delete the items or would that result in errors when loot scripts try to create items that do not exist? If that is the case is there any way to universally remove an item from drop lists or will there be a ton of busy work involved?

2) How do I change whether a certain magic effect can be disenchanted and learned? I could swear I’ve seen how to do this before but I can’t seem to find the setting in the creation kit.

3) I’ve found the FLST objects that control what enchantments can be placed on a specific item type. I can easily remove gear types from the lists but cannot see any way to add them should I choose to do so. What am I missing here?

4) Is there any way to revert a change to the game my mod plugin makes to the default as it is found in the master file? In the data window there is a details box that lists every file a given plugin changes so it seems like there should be a simple way to revert any change made.

1) I do not recommend deleting any items from the game. Leveled lists ultimately end up boiling down to a collection of specific items and if those specific items are not there, I'm not sure what would happen in real-time. I think you have some busywork in front of you - modifying the lists may be your only option. Keep in mind that you will also have to address potions.

2) I *think* that in the items, there is a keyword "Something_Enchanted_Blah_Blah" and I also think that the perks themselves have a condition that either checks for the keyword or maybe the presence of an enchantment in some other way. If you remove the condition in the perk, you'll be able to disenchant enchanted items (that's the theory, anyway). Start by looking at the Smithing perks.

3) Sorry... maybe somebody else can help with that one.

4) What Firefly227 said.
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Danger Mouse
 
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