[REL] SkyEdit v0.03 Alpha

Post » Sat May 19, 2012 4:44 pm

stumped you too Madcat? Wow, guess its a waiting game for us... umm...

...well you're a modder, I'm just a guy who throws a wrench into the engine that runs Bethesda's games to make it do what I want, so...
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Cedric Pearson
 
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Post » Sat May 19, 2012 9:29 pm

New finding: the Unk4 value for Weapons is the ItemType. You can see which ItemType is which by looking at the corresponding Global Values.
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DAVId Bryant
 
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Post » Sat May 19, 2012 10:59 pm

Made a small discovery today for Magic Effects: It turns out that the game uses a keyword (KYWD) value in the "Second spell" field to determine whether the effect should be stackable. If a keyword is set, the effect does not stack but only the strongest effect counts. This is the behavior potions have normally in the game. If something else is in the "Second spell" field the effect does stack with multiple instances like with enchantments.

Example: AlchFortifyHealRate has the keyword MagicAlchFortifyHealRate (0x00065A30) set as its "Second spell." Note that you cannot currently set a keyword in the "Second spell" field with SkyEdit - only spells. With TESSnip you can however insert the FormID for a keyword in the DATA subrecord positions 9 through 12.
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meghan lock
 
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Post » Sat May 19, 2012 4:45 pm

Enhancement Request

In tes4edit we could batch edit and copy leveledlist and we had a option to add a prefix or suffix to name of leveledlist

I have no problem with selecting more than one leveledlist and make copy in new esp, that works fine..new formid are created,

but, if I need to rename them and select more than one leveledlist . I can only rename one list at a time..

what we need is a option on copy to rename them all has and ask if you would like a prefix or suffix added?

edit: wording
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Anne marie
 
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Post » Sat May 19, 2012 11:35 pm

Does anyone know what determines how much experience you gain in Destruction when your spell hits something?
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MR.BIGG
 
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Post » Sat May 19, 2012 2:37 pm

How do you use condition dialog with GetActorValue function ? I try to check skill level of player and I can't get it to work.
Param 1 always use some kind of hex code : 0x000, even if I put "smithing" in it, it revert to the last hexcode.
I also didn't know how to check player itself. I tried to put the formid of skill in param 1 and 0x00000014 (player i think) in "reference" and it doesn't work.
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Monika Krzyzak
 
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Post » Sat May 19, 2012 10:37 pm

In addition to all the questions above, how do I edit the leveled lists for finding potions and equipment in dungeons and stores?
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Czar Kahchi
 
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Post » Sat May 19, 2012 10:15 am

Made a small discovery today for Magic Effects: It turns out that the game uses a keyword (KYWD) value in the "Second spell" field to determine whether the effect should be stackable. If a keyword is set, the effect does not stack but only the strongest effect counts. This is the behavior potions have normally in the game. If something else is in the "Second spell" field the effect does stack with multiple instances like with enchantments.

Example: AlchFortifyHealRate has the keyword MagicAlchFortifyHealRate (0x00065A30) set as its "Second spell." Note that you cannot currently set a keyword in the "Second spell" field with SkyEdit - only spells. With TESSnip you can however insert the FormID for a keyword in the DATA subrecord positions 9 through 12.

Can you elaborate a little more on this. Sounds like the discovery of a really cool way to make some unique spells.

@Iverness Moon - It is an AVIF - not editable yet.
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Jamie Lee
 
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Post » Sat May 19, 2012 9:42 am

I have got a problem. The resource viewer doesn't show meshes in the mesh folder it only shows the files in the bsas . is that a bug?
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Kaley X
 
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Post » Sat May 19, 2012 11:06 am

I have got a problem. The resource viewer doesn't show meshes in the mesh folder it only shows the files in the bsas . is that a bug?

Most likely a bug as files should be showing up. I'll take a look.

Edit: Confirmed as a bug and fixed in the next version.
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Tiffany Carter
 
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Post » Sun May 20, 2012 1:18 am

Made a small discovery today for Magic Effects: It turns out that the game uses a keyword (KYWD) value in the "Second spell" field to determine whether the effect should be stackable. If a keyword is set, the effect does not stack but only the strongest effect counts. This is the behavior potions have normally in the game. If something else is in the "Second spell" field the effect does stack with multiple instances like with enchantments.

Example: AlchFortifyHealRate has the keyword MagicAlchFortifyHealRate (0x00065A30) set as its "Second spell." Note that you cannot currently set a keyword in the "Second spell" field with SkyEdit - only spells. With TESSnip you can however insert the FormID for a keyword in the DATA subrecord positions 9 through 12.

Ahh, good find. I was just assuming it was a "second spell" from the data on UESP and didn't check the record types. If it is always a Keyword it is easy to make it editable.

Edit: A few more details...what is called "Second Spell" in the effects in SkyEdit v0.03 is actually a variety of record types base on the value Unknown7 (or so it appears):

  • 12 = Light (for light spells)
  • 17 = Weapon (for bound spells)
  • 18 = NPC (for summon spells)
  • 25 = Hazard
  • 34 = Keyword
  • 35 = Spell
  • 36 = Race
  • 39 = Enchantment
  • 40 = Hazard
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Gisela Amaya
 
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Post » Sat May 19, 2012 11:49 pm

Most likely a bug as files should be showing up. I'll take a look.

Edit: Confirmed as a bug and fixed in the next version.

Waiting for next version with great impatience
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Krystina Proietti
 
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Post » Sat May 19, 2012 2:27 pm

Thanks for the great tool. But a bug report. :(

Modifying just the weight only of enchanted weapons causes the enchantment display to be corrupted. Changing the weight of enchanted armors didn't seem to have the same problem.
A couple of screens of what I'm getting.

http://i.imgur.com/cGZiS.jpg

http://i.imgur.com/NkOD5.jpg
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Anne marie
 
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Post » Sat May 19, 2012 4:21 pm

Weapon Unknowns:

Unk 4 corresponds to the weapon's item type.
Unk 5 directly affects melee weapon attack speed and bow draw speed. Higher numbers amount to faster attacks.
Unk 6 directly affects the weapon's attack range. Larger numbers result in a longer attack range, but this does not appear to effect bows.


Also, projectile speed seems to be a function of the bow's weight. Couldn't figure out what else modified arrow velocity, but I might have just overlooked it.
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Izzy Coleman
 
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Post » Sat May 19, 2012 1:30 pm

Does SkyEdit allow editing of saved games, specifically quest states? Delvin is totally glitched for me and it is preventing me from finishing both DB & TG. I don't want to start again and need to find a good way of tinkering... thanks

Edit: typo
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mollypop
 
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Post » Sat May 19, 2012 6:25 pm

@No Leche,

If know how to use ~ and setstage command, can go to http://www.uesp.net/wiki/Skyrim:Skyrim and ck out the quest. They list the Ids and the stages for all the quests there.
Commdnd is something like setstage xxx yyy
where xxx is ID eg C04
and yyy is the stage (a number like 30 or 200). Good hunting
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leigh stewart
 
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Post » Sat May 19, 2012 2:34 pm

Thanks for the great tool. But a bug report. :(

Modifying just the weight only of enchanted weapons causes the enchantment display to be corrupted. Changing the weight of enchanted armors didn't seem to have the same problem.
A couple of screens of what I'm getting.

http://i.imgur.com/cGZiS.jpg

http://i.imgur.com/NkOD5.jpg

Confirmed although I'm stumped as to why this occurs. Even just copying a weapon with an enchantment results with a corrupted display. There may be a localized string or something else hidden in the weapon data that is messing up the structure when in a new ESP or it may require the enchantment to be included in the plugin or it may be a bug in the game. I'll keep on testing and seeing if I can figure it out.
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Nicola
 
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Post » Sat May 19, 2012 9:27 am

Does SkyEdit allow editing of saved games, specifically quest states? Delvin is totally glitched for me and it is preventing me from finishing both DB & TG. I don't want to start again and need to find a good way of tinkering... thanks

I haven't planned on including save game support although that is an option later on. I want to first include complete support for all record types and then see what the feature demand is for.
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Megan Stabler
 
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Post » Sat May 19, 2012 11:08 am

Thanks for the update!

One thing I noticed, the "No Area" checkbox in magic effects seems to actually control duration - if checked, the magic effect will ignore durations set in spells, if left blank duration can be set (e.g. removing this checkmark in alchrestorehealth allows healingpotions to be changed to heal-over-time instead of instant).
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m Gardner
 
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Post » Sat May 19, 2012 1:18 pm

Got a Question concerning Magical Effects:

I'm making a small mod changing racial benefits and doomstone effects to reflect previous games better. My problem is, as soon as I try to use copies of MGEF they won't work ingame.
Example:
I want to give Highelves a resistance to disease. For a nicer layout, though, I want to change the common "Resist Disease" in the magic menu to "Highborn: Resist Disease" without modifying the AbResistDisease MGEF. So I create a copy named AbResistDiseaseHighelf and use this one instead but as soon as I start the game the disease resistance is gone. Same with changing the Atronach Stone to have its own Fortify Magicka effect displaying "The Atronach: Fortify Magicka". Ingame the effect is gone

What am I doing wrong?

Thx in advance
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Sista Sila
 
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Post » Sat May 19, 2012 12:33 pm

Thanks for the update!

One thing I noticed, the "No Area" checkbox in magic effects seems to actually control duration - if checked, the magic effect will ignore durations set in spells, if left blank duration can be set (e.g. removing this checkmark in alchrestorehealth allows healingpotions to be changed to heal-over-time instead of instant).

Ahh, thanks. I had just copied the "noarea" flag from Oblivion since it seemed to match at a first glance.
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Emmie Cate
 
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Post » Sat May 19, 2012 7:27 pm

Stupid question time! Can I edit an Oblivion esp file and 'convert' it using this?
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Jerry Cox
 
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Post » Sat May 19, 2012 9:19 pm

Dave -

Not sure if it has anything to do with the problem you're seeing regarding corrupted text, but Plutoman mentioned in his PISE thread that people need to install his included strings folder for his mod or you'd get corrupted text/displays in-game. Something to perhaps look at anyways.

Great program, btw - thanks for the work on it.
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Juliet
 
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Post » Sat May 19, 2012 9:58 pm

Ive found that I dont have the corrupted Text problems if I load Skyrim.esp and the one Im editing, as active, at the same time.
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SiLa
 
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Post » Sat May 19, 2012 12:28 pm

Dave any chance that we will be able to edit perks in the near future?
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Queen of Spades
 
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