[REL] SkyEdit v0.03 Alpha

Post » Sat May 19, 2012 11:49 am

I seem to be getting varying errors trying to load an .esp I was working with in version 0.021.

First I got the error "No Error!", then something about master file not having mod index, and now I'm getting "Cannot add non-master file 'punch.esp' as a dependancy!" After a fresh SkyEdit restart I only get "No Error!" until I load up and close other mods, at which point I get "Missing master file 'Update.esm' with current modindex 1!"

Regardless, it looks like I can't get at it at all. The rest of my mods seem to work though. Any idea what's going on? I can recreate it, just hoping not to have to waste the time to.

EDIT: just tested and it does still work with 0.021, so it hasn't been corrupted. Saving it again and loading with 0.031 still fails.

EDIT2: Okay, the bug report still stands, but don't worry about a quick fix -- Exporting CSVs and Importing them made it easy to bring over to 0.031.

I do have a feature request though: could you add a view mode that lists all Flagged records? That'd make it a cinch to export or view every change a mod has made.
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RAww DInsaww
 
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Post » Sun May 20, 2012 1:23 am

The "use all" flag in the various leveled lists is an assumption that the Skyrim lists are the same as the Oblivion lists. It may apply to just spell (like in Oblivion) and the same flag for items means something else (it is not used with actors in Skyrim.esm). If it does work as expected it should just add all items in the list to the container/actor. Looking at the leveled items with this flag set would appear to partially verify this but if you find out one way or the other let me know.

Looks like it just applies to Items and Spells and not Actors List.

Has a few of Item Leveledlist have it set already has you pointed out..

I tried checking Use All in List on Leveled actors list LELK, saved, but when I view them in fnvedit or tessnip the list was empty and my changes got wiped out..So looks like it does not apply after all..
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ILy- Forver
 
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Post » Sat May 19, 2012 9:21 pm

im confused, i made a custom spell, but i cant add it via console. i tried using player.addspell FormID where formId is the formid shown in SkyEdit, but it just tells me no such parameter, i even tried creatin a custom spell tome.

there is a * in the flags column
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Hannah Whitlock
 
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Post » Sat May 19, 2012 7:25 pm

I seem to be getting varying errors trying to load an .esp I was working with in version 0.021.

First I got the error "No Error!", then something about master file not having mod index, and now I'm getting "Cannot add non-master file 'punch.esp' as a dependancy!" After a fresh SkyEdit restart I only get "No Error!" until I load up and close other mods, at which point I get "Missing master file 'Update.esm' with current modindex 1!"

Regardless, it looks like I can't get at it at all. The rest of my mods seem to work though. Any idea what's going on? I can recreate it, just hoping not to have to waste the time to.

EDIT: just tested and it does still work with 0.021, so it hasn't been corrupted. Saving it again and loading with 0.031 still fails.

EDIT2: Okay, the bug report still stands, but don't worry about a quick fix -- Exporting CSVs and Importing them made it easy to bring over to 0.031.

I do have a feature request though: could you add a view mode that lists all Flagged records? That'd make it a cinch to export or view every change a mod has made.

I added a few read/write checks which don't have an error message assigned yet so it was probably one of those. If you still have issues, or it pops up again, just email the mod and I'll have a look.

For flagged (active) records if you click the "Flag" column (should be third from the left in most lists) once or twice it should display all active/flagged records at the top/bottom. I do want to make another way of easily viewing active records, like a switch that toggles between displaying all records and just active ones.
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Pawel Platek
 
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Post » Sat May 19, 2012 9:44 pm

im confused, i made a custom spell, but i cant add it via console. i tried using player.addspell FormID where formId is the formid shown in SkyEdit, but it just tells me no such parameter, i even tried creatin a custom spell tome.

Depending on how many mods you have loaded in the game, there's a good chance that the formID in SkyEdit won't be the exact formID in the game. For example, the formid 0x01001234 in SkyEdit may end up being 0x03001234 or 0x24001234. The top byte (or two characters) will change depending on the number of mods loaded and when your mod is loaded in the list.

Best way I found in-game to "find" your records is to use the console command "help myitemname 0" which should list all/most records with "myitemname" contained in their full name. It will list the formid of any found record which will give you the top byte for your records formID.

If you still can't find your spell let me know. I have gotten custom spells in the game but there may be something preventing the game from loading your spell in particular.
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Anne marie
 
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Post » Sat May 19, 2012 7:50 pm

Depending on how many mods you have loaded in the game, there's a good chance that the formID in SkyEdit won't be the exact formID in the game. For example, the formid 0x01001234 in SkyEdit may end up being 0x03001234 or 0x24001234. The top byte (or two characters) will change depending on the number of mods loaded and when your mod is loaded in the list.

Best way I found in-game to "find" your records is to use the console command "help myitemname 0" which should list all/most records with "myitemname" contained in their full name. It will list the formid of any found record which will give you the top byte for your records formID.

If you still can't find your spell let me know. I have gotten custom spells in the game but there may be something preventing the game from loading your spell in particular.

thanks, that worked, for some reason it was different, now to find the tome's id

also, the actual effect the spell does didnt change, where can i change it. say i wanted to transmute ebony to iron?
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saxon
 
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Post » Sat May 19, 2012 4:27 pm

I added a few read/write checks which don't have an error message assigned yet so it was probably one of those. If you still have issues, or it pops up again, just email the mod and I'll have a look.

For flagged (active) records if you click the "Flag" column (should be third from the left in most lists) once or twice it should display all active/flagged records at the top/bottom. I do want to make another way of easily viewing active records, like a switch that toggles between displaying all records and just active ones.

Alright, I'll keep you informed.

And yeah, that flag sorting is ridiculously useful. The only problem is if you want to view all the changes an .esp makes, you have to check every category.
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Rudi Carter
 
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Post » Sat May 19, 2012 5:40 pm

thanks, that worked, for some reason it was different, now to find the tome's id

also, the actual effect the spell does didnt change, where can i change it. say i wanted to transmute ebony to iron?

Unfortunately, it looks like the TransmuteOreMineralEffect uses a script from the presence of a VMAD subrecord in it which SkyEdit cannot edit at the moment.
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Oscar Vazquez
 
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Post » Sun May 20, 2012 1:18 am

Unfortunately, it looks like the TransmuteOreMineralEffect uses a script from the presence of a VMAD subrecord in it which SkyEdit cannot edit at the moment.

dang
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Tha King o Geekz
 
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Post » Sat May 19, 2012 7:33 pm

Hello,

I only recently heard about SkyEdit, and I think it's amazing what you guys have done. You've essentially made a modding tool that even looks and feel like Bethesda's CS. Anyway I downloaded the latest version and proceeded to try and create a mod that would insert some of my custom made items in-game, but I came upon a bit of a problem.

I opened one of the game's armor, changed it's editor ID to something custom, did some changes to other things like stats as well, but when I tried to change the model (or to instruct the SkyEdit ro use my model), nothing happens. I clicked on the button with the periods on it, no repsonse. If I click on the button next to it (with the arrow sign), I get a list of in-game item models I can replace it with but I have no means of assigning my custom made mesh.

So basically, how can I assign a custom mesh to my custom item?

I'd appreciate any help. Thank you.

P.S. My Skyrim is installed in a non-default location if it makes any difference. The SkyEdit was installed inside a folder in Skyrim's install folder.
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carla
 
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Post » Sat May 19, 2012 11:26 am

Thanks for the new update. It's great to have the WEAP records fleshed out. Btw, 'Unknown 5' is weapon speed. I'll do some testing to figure out the others.
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Mark Hepworth
 
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Post » Sat May 19, 2012 7:26 pm

Sorry not trying to be a pain, but are you going to do a new thread for each new version?

Makes watching threads pointless.
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e.Double
 
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Post » Sun May 20, 2012 12:03 am

Sorry not trying to be a pain, but are you going to do a new thread for each new version?

Makes watching threads pointless.

I must agree with this. I'd rather just a single [WIPz] thread and then perhaps get the mods to update the title with the current version. I didn't want to say anything because I thought I was the only one!

Either way, awesome work!
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CYCO JO-NATE
 
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Post » Sat May 19, 2012 6:16 pm

There was a thing I couldn't do and then I used SkyEdit and it worked. Thanks!
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Alkira rose Nankivell
 
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Post » Sat May 19, 2012 8:09 pm

this is looking great.

possible bug report -

I have been doing what seems straight forward - just changing the magnitude of a spell (ability type) and adding some conditions. Using getav (damageresist) as a condition caused insta-crash on loading. Using getlevel is behaving screwy (returning wrong effects etc)
I may just be getting ahead of myself, but wasn't sure anyone else had tried these yet so thought I would mention it. It is also possible I am just doing it wrong, but I have tried multiple permutations.
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Avril Louise
 
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Post » Sat May 19, 2012 5:30 pm

I just made my first esp for Skyrim, thanks a bunch for this.

I changed skill books not to skill up and just tested it and it works. Thanks again.
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steve brewin
 
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Post » Sat May 19, 2012 9:22 pm

Does anyone know what you need to edit to change the base amount (or rather, the base percentage) of money that merchants will pay for items? Also, I'm trying to prevent certain items past a specific level from appearing as items that can be stolen or found in dungeons. These items have to be found in either the reward chests at the end of dungeons, expert and master level locked chests, or looted off powerful enemies (such as dragon, enemies found near the end of dungeons, etc). Does anyone know where to start or what I should do??
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Andres Lechuga
 
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Post » Sat May 19, 2012 6:58 pm

Thank you for another great update!
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claire ley
 
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Post » Sat May 19, 2012 12:35 pm

Is there a way keep item's ability to be upgraded via smithing when creating a new item from a copy? Anytime I create an item from an existing one with a new EditorID, it can't be upgraded at armor tables or grindstones.
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LuCY sCoTT
 
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Post » Sat May 19, 2012 4:01 pm

Hey

I was kind of wondering whether you think all those things visible under ''Not Editable'' (and also the things you did make editable to some extent so far) will be easily editable in the Creation Kit?

I realise you probably can't know for sure, guess noone can until it's released, but wondering whether you are able to make a guess (since you obviously know more about this kind of stuff than I do :P)

Was wondering because it is a waaaaay longer list of things than was editable in oblivion's construction set. If I look at that list and see ''Equipment Slot'' I start wondering whether we might be able to create our own new equipment slots in CK for example. And looking at the magic effects, they refer to art objects (which are in the not editable list), makes me think it might be easier to create new spells with new magic effects than it was in oblivion.

So again, I realise you probably can't know for sure, just wondering if you could make an educated guess :P
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Lindsay Dunn
 
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Post » Sat May 19, 2012 11:35 am

Feature Request: Delete option. I couldn't delete any game settings that I had, such as when I had a duplicate or something.

Great job. :) Thanks.
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Blackdrak
 
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Post » Sun May 20, 2012 12:13 am

@Plutoman: I think that's what right-click -> Clean does? I could be mistaken.

Is there a way keep item's ability to be upgraded via smithing when creating a new item from a copy? Anytime I create an item from an existing one with a new EditorID, it can't be upgraded at armor tables or grindstones.

Every item has a separate grindstone/workbench recipe. You need to duplicate the recipe and modify it as necessary.
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Ross
 
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Post » Sat May 19, 2012 9:38 pm

Okay. So, when playing around with the Magic effects, I noticed a UI bug. The unknown textboxes do not allow negatives or decimals, yet if you look at the skyrim.esm spells they contain both decimals and negative numbers.

Also, after a bit of experimentation I noted these:

Unknown 5 affects the total length of time the spell runs. 0-2 do not change the time at all, however for every number after that a second is added to the total.

Actor Values:

24 -- Health
25 -- Mana
26 -- Stamina.

I have much more to do...so stay tuned.
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John Moore
 
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Post » Sat May 19, 2012 1:33 pm

Good info Munku. Keep it up!

Bug report -- SkyEdit is unable to open Tytanis.esp, because "No Error". It was also unable to do so in 0.21, but the error report said "End of File reached!" instead.
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Cameron Wood
 
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Post » Sat May 19, 2012 1:53 pm

@Plutoman: I think that's what right-click -> Clean does? I could be mistaken.



Every item has a separate grindstone/workbench recipe. You need to duplicate the recipe and modify it as necessary.

Awesome, thanks! That did the trick.
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Isaac Saetern
 
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