[REL] SkyEdit v0.03 Alpha

Post » Sun May 20, 2012 1:31 am

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.

Yeah, I noticed that with weapons, too. It's easy to get around though, just paste in a value that already has a decimal/negative and then modify it.
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Yvonne
 
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Post » Sat May 19, 2012 10:06 pm

Light armor and heavy armor is switched. In other words, all light armor is known as heavy and vice versa.
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Laura-Lee Gerwing
 
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Post » Sun May 20, 2012 12:55 am

Quick and dirty hack question: Attempting to create unique psijic robes seperate from the vanilla ingame ones. I know I have to create copies of the original entries, but how do I assign the out-of-BSA meshes/textures?

Damn I'm rusty. Been a while since I held the reins of mod tools for this engine. Brings back the good old times with Oblivion and Fallout 3's GECK...

EDIT: Damn, I'm forced to edit the nifs to reassign the texture paths. This is beyond me :(
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Izzy Coleman
 
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Post » Sat May 19, 2012 4:15 pm

Yeah, I noticed that with weapons, too. It's easy to get around though, just paste in a value that already has a decimal/negative and then modify it.

Yes, I noticed that too. Just mentioned it to be fixed for 0.04 :smile:


On a side note, can you please put in the field for equip areas and weapon equip locations?
At least with the weapons we can't equip them (as far as I know, anyway)
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Grace Francis
 
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Post » Sat May 19, 2012 8:17 pm

Don't know if anyone noticed my last question, so sorry if I ask it again, is it possible to assign custom meshes for armors/clothing? I seem to be able to do it for weapons but for armors pressing the "..." button next to models don't seem to do a thing. I just need to know if this feature is currently unavailable for this version (0.03 alpha) of Skyedit.

Thanks
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Spooky Angel
 
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Post » Sat May 19, 2012 2:15 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.
Adding to this


108-Alteration
109-Conjuration
110-Destruction
111-Illusion
112-Restoration

ACTI... this is a record I'm looking forward to, as the controller for nirnroots' blasted stacking glow effect resides in it.
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Justin Bywater
 
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Post » Sat May 19, 2012 5:15 pm

I still haven't figured out how to prevent potions found outdoors and indoors from scaling with the player's level. Does anyone know how?
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Dagan Wilkin
 
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Post » Sat May 19, 2012 11:53 am

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.

Oops...a simple mistake from copy/pasting the controls. Good work on figuring out the unknowns.
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Dawn Farrell
 
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Post » Sat May 19, 2012 10:07 am

Don't know if anyone noticed my last question, so sorry if I ask it again, is it possible to assign custom meshes for armors/clothing? I seem to be able to do it for weapons but for armors pressing the "..." button next to models don't seem to do a thing. I just need to know if this feature is currently unavailable for this version (0.03 alpha) of Skyedit.

Thanks

Models for armor/weapons work a little differently. For weapons the "model" field is just a NIF file that you can enter manually or select through the resource manager. There is also the "static model" which is more correctly the model viewed in 1st (or 3rd?) person and is a Static record.

For armor the "model" field is actually an ARMA record (Armor Add-On?). You can select it with the ">" button but SkyEdit cannot edit it yet which is why the "..." button doesn't work. Although, just looking the Armor dialog in SkyEdit now I see that it actually is not filling in the "model" field correctly which is a bug that can be fixed for the next version.
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Tiffany Holmes
 
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Post » Sat May 19, 2012 9:55 pm

I still haven't figured out how to prevent potions found outdoors and indoors from scaling with the player's level. Does anyone know how?

I would imagine that you will need to edit the Potion Levelled Lists.

For example, if you take a look at the record for LItemPotionRestoreHealth under 'Levelled Item', you will see a list of all the Restore Health potions with an accompanying level column. Editing this table should allow you to change / eliminate scaling by editing the level column for each item. There is a Levelled Item list for each type of potion.

Just between you and me though, levelled lists aren't my strong point. Someone else may reply to explain just how wrong I am. Also without the CK I couldn't even confirm these are the lists that are used to spawn potions outside of containers. C'est la vie.
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My blood
 
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Post » Sat May 19, 2012 9:35 am

Yes, I noticed that too. Just mentioned it to be fixed for 0.04 :smile: On a side note, can you please put in the field for equip areas and weapon equip locations? At least with the weapons we can't equip them (as far as I know, anyway)

This should be the "Equip Slot" field which I tested in a previous version and it seemed to work as expected. Choose a value of LeftHand, RightHand, BothHands, or EitherHand as appropriate.
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k a t e
 
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Post » Sat May 19, 2012 4:54 pm

Any chance we could get at least limited editiability of "actor" reords? equipment, unplayable equipment flags etc
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Rhysa Hughes
 
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Post » Sat May 19, 2012 5:32 pm

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.

Depending what you mean by "delete" there are two ways. If you right-click a record and select "Clean" it will remove that record from the active plugin. If it is a new record it will be deleted outright or, if it is a modified record it will just revert to the master version.

You can also flag a record as "deleted" by right-clicking and choosing Flags-Toggle Delete but this actually keeps the record and just tells the game "hey, don't use this record, its deleted".
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Heather M
 
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Post » Sat May 19, 2012 7:45 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

There are actually around 40-50 more record types that aren't even in the "not-editable" list. Eventually I want everything to be editable, at least everything that the game permits to be edited. At the moment we don't exactly know what, if anything, is hardcoded but it does seem that close to everything is editable.
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!beef
 
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Post » Sat May 19, 2012 10:44 pm

I would imagine that you will need to edit the Potion Levelled Lists.

For example, if you take a look at the record for LItemPotionRestoreHealth under 'Levelled Item', you will see a list of all the Restore Health potions with an accompanying level column. Editing this table should allow you to change / eliminate scaling by editing the level column for each item. There is a Levelled Item list for each type of potion.

Just between you and me though, levelled lists aren't my strong point. Someone else may reply to explain just how wrong I am. Also without the CK I couldn't even confirm these are the lists that are used to spawn potions outside of containers. C'est la vie.

Thank you for the advice. Looks like it's time to mod this the ol' fashioned way: mod a little bit and test it out.

Edit: Nope, those lists affect merchant inventory. Now I'm really curious as to what controls potions found in dungeons and in shops...
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christelle047
 
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Post » Sat May 19, 2012 7:58 pm

This should be the "Equip Slot" field which I tested in a previous version and it seemed to work as expected. Choose a value of LeftHand, RightHand, BothHands, or EitherHand as appropriate.

Unfortunately not. The ellipse button does nothing and the '>' button brings up a dialog with an empty detail listbox, and checking further
record holding the slots is in the non-editable zone. That scary, dark zone where no bytes ever come back...
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Kate Norris
 
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Post » Sat May 19, 2012 1:27 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.

I checked this out and there are a few subrecords in that mod with some non-standard record sizes which is causing the mod to fail loading. I'm adding some better load error messages and will figure out what to do with "bad" record sizes like this (within limits anyways) as right now SkyEdit expects the exact record size and aborts if it is not found.
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I’m my own
 
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Post » Sat May 19, 2012 1:13 pm

Unfortunately not. The ellipse button does nothing and the '>' button brings up a dialog with an empty detail listbox, and checking further
record holding the slots is in the non-editable zone. That scary, dark zone where no bytes ever come back...

I assume you are loading Skyrim.esm as it is working for me on armors at the moment. You should also be able to view all the "Equip Slot" records in the "Non-Editable" portion on the left.
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Emma Copeland
 
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Post » Sat May 19, 2012 5:12 pm

Question, how can I change the description of an item? Say I want to change the properties of a staff to drain stamina instead of damage stamina and I want to update the description. I can't find a way to do this.
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City Swagga
 
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Post » Sat May 19, 2012 5:35 pm

Question, how can I change the description of an item? Say I want to change the properties of a staff to drain stamina instead of damage stamina and I want to update the description. I can't find a way to do this.

It is the magic effect description you have to change.


I assume you are loading Skyrim.esm as it is working for me on armors at the moment. You should also be able to view all the "Equip Slot" records in the "Non-Editable" portion on the left.

You are correct, it does work for armor, but it is different for weapons.
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Miragel Ginza
 
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Post » Sun May 20, 2012 1:05 am

It is the magic effect description you have to change.

I tried that, but I don't think it works for items with multiple effects. What I'm trying to do is replace the Damage Magicka effect on Staff of Magnus with Drain Magicka. The staff's description always stays the same, no matter what changes are made.
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Mandy Muir
 
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Post » Sat May 19, 2012 2:28 pm

av 35 is unarmed damage
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ILy- Forver
 
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Post » Sat May 19, 2012 2:19 pm

Question: Can you edit an armor's model data to refer to something else?
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Ashley Campos
 
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Post » Sat May 19, 2012 5:31 pm

Are there plans to eventually incorporate mod cleaning support with this?
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Cheryl Rice
 
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Post » Sat May 19, 2012 10:34 am

Question: Can you edit an armor's model data to refer to something else?

That would require ARMA record decoding, which isn't in the current build.

I'm wanting this ability too, as repeated attempts to get open-faced ebony helmets via hex poking in TES5Snip have failed. I have a feeling it is something in the ARMA record because if I have the vanilla ebony helmet mesh (IE: no loose file overrides in data\meshes) and set it up to have the head and helmet hair (like the Blades helmet), the same result happens as if I do the same with my open faced replacer. If I just have the helmet replacer NIFs in and do nothing to the ARMO or ARMA records, then I just get a floating empty helmet with no head.

It's gotta be something in the ARMA records.
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Rinceoir
 
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