[WIP] SkyEdit -- Alternate Mod Editor

Post » Sun May 20, 2012 12:37 pm

You are correct on all counts, sorry. I skimmed you post and the one you quoted. :tongue:
I should be more diligent in the future.


EDIT: Were those the exact names of the FLST records? ArmorMaterials and WeaponMaterials?
I mixed it up a bit. It's MaterialsArmor and MaterialsWeapon. They are the lists of keywords the game considers armor material and weapon material. However there isn't any data there to indicate which is mapped to which category.
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Vicki Gunn
 
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Post » Sun May 20, 2012 7:12 am

Dave, I have been able to get Skyedit to work correctly with my mod..

I fixed a Duplicated Formid which could have been the problem or the "full name" strings oin my new creatures..

I have been able to create new leveled actors list without any problem and saving them and get the esp to load up in fnvedit and tessnip without any problems..
Edit the vanilla leveled actors list and make changes and save without any problems.
LLCT subrecord is correct for changes made.

Looks good expect for these things in Leveled Actors List

MODL Subrecord should always be at the bottom and should only be flagged if option is selected. Only seen one Leveled Actors list use this and that is LCharNuisance.

Noticed a slight gui bug in leveled actors and leveled list

GUI says +/- - Raise the Count and Shift +/- Raise the Level ..it is backward

+/- - Raise the Level
shift +/- Raise the Count

from my usage

====

Corepc
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Micah Judaeah
 
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Post » Sun May 20, 2012 9:13 pm

Poking around in SkyEdit I noticed that there's an Actor Values category in the not editable section. Any idea whether that means we'll be able to define new actor values?
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Your Mum
 
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Post » Sun May 20, 2012 7:30 pm

Hey Valini I've had the same problem but couldn't reproduce it. You can read about it in the second thread from this post onwards:
http://www.gamesas.com/topic/1321720-rel-skyedit-v003-alpha/page__view__findpost__p__19928016

Somehow I solved it by opening it up n TesSnip. It's described in one of my posts.

I tried your method... Still nothing.
Unless you meant an HEDR that isn't under TES4?
I'm not very familiar with tessnip but that's only place I can find it at.
Also when I tried changing it to 0,94 , that broke the mod...

Edit:
Oh, I also noticed an issue with changing the unique form id of perks.. If you change it (in tessnip) it suddenly doesn't show up in game.
Would anyone know anythign about that...?
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Jessica Nash
 
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Post » Sun May 20, 2012 11:05 am

So for example if you wanted to move scaled armor over to the studded category, you can change the material to ArmorMaterialStudded and then it will show up there. This is not the correct solution, however, as it will also remove the 2x benefit you get in improving it from the advanced armors perk.
The reason the 2x benefit no longer applies is because the keyword (in this case, ArmorMaterialStudded) is not referenced by the Advanced Armor perk. If you open up SkyEdit and look at that perk, you'll see that it references ArmorMaterialScaled and ArmorMaterialSteelPlate (access them through the conditions button near the button). Add ArmorMaterialStudded and you'll recieve the 2x benefit when improving every armor with that keyword.
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Gracie Dugdale
 
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Post » Sun May 20, 2012 7:45 pm

@greed

you're right, but that is his point. Changing keywords or changing perk conditions is what he doesn't want to do. bluedanieru can correct me if I'm wrong, but i think he is saying that somehow, the forge menu knows
to display (in the forge menu) items with the orcish (ArmorMaterialOrcish) material keyword under the "orcish" category, items that have the daedric material keyword (ArmorMaterialDaedric) under the "daedric" category, but place items labeled with the scaled material (ArmorMaterialScaled), plate material (ArmorMaterialSteelPlate), and steel material (ArmorMaterialSteel) all under the "steel" category. and he wants to know how to tweak that instruction, am i right?

@bluedanieru
I don't think it's hard coded into the game, or else people wouldn't be able to make new categories of weapons/armor. it's likely that if it doesn't show up at all in skyEdit, it's probably a scripting thing. also, in another thread about smithing (specifically making menu items disappear when missing ingredients to forge an item), someone mentioned that if all items under a category are hidden, the category itself ("steel" "iron" etc.) is hidden. this makes even more likely that it's a scripting thing, though not a certainty.
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Lady Shocka
 
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Post » Sun May 20, 2012 9:36 am

Bug report: Skyedit v0.046 does not seem to handle ARMOs with race-dependent ARMAs properly. Only one MODL entry is changed when more than one should be altered. Encountered this problem while making a helmet mod based off the elven helmet.

Also no idea if the order of the MODL entries makes a difference. Not enough time to test.

I think I am having the same type of issue. I wanted to create a specific set of armor for Lydia (or any companion), so I made a custom set out of the elven armors.

I made copies of each elven armor model type (Armatures) so that I had a cuirass, helmet, gloves, and boots all with a unique name and all pointing to a custom mesh directory.

I then created copies of the Elven Armor types and then tied each to the corresponding Armature models.

I also created matching copies of the forge recipes based on the Elven so I could upgraded them.

Everything works, except for the Elven Helmet. It has the correct new name, the correct adjusted armor rating, and is upgradeable, but It still shows up as the old model in the game, not matter what.

All my custom Lydia Elven armor for the glovtypes, boots and cuirass work in game. They show up as the unique models I placed in the custom directory called out in my created Armatures.

I beat my head against this for a couple of hours, trying every little whipstich I think of. It just would not load the custom model. It kept defaulting back to the standard mesh/armor/elven/f directory for the in game model.

I did notice that all elven helmets in Skyedit in the Armor category reference the ElvenOrc Armature model and none reference the Default Race model.

That is the only problem I have had. Beyond that this thing is the cats meow for fully customising my game. Major props.

Bats
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Steve Smith
 
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Post » Sun May 20, 2012 3:17 pm

The reason the 2x benefit no longer applies is because the keyword (in this case, ArmorMaterialStudded) is not referenced by the Advanced Armor perk. If you open up SkyEdit and look at that perk, you'll see that it references ArmorMaterialScaled and ArmorMaterialSteelPlate (access them through the conditions button near the button). Add ArmorMaterialStudded and you'll recieve the 2x benefit when improving every armor with that keyword.
If I change the keyword on every piece of scaled armor (and this would include the enchanted ones), then added that keyword to the Advanced Armors perk, yes it would ensure 2x improvements to scaled armors, but would also enable the player to get 2x improvement on studded armors. Most importantly, the mod would be incompatible with anything that changed those armors, and probably many mods that add new craftable armors. Finally, this is only a corner case, and doesn't address the general issue of how to move around items from one category to another.

The right way to do it is to change the actual mapping if possible, which will have the smallest footprint and highest compatibility, moving the armors types exactly where the modder would want them, and without affecting perks
@bluedanieru
I don't think it's hard coded into the game, or else people wouldn't be able to make new categories of weapons/armor. it's likely that if it doesn't show up at all in skyEdit, it's probably a scripting thing. also, in another thread about smithing (specifically making menu items disappear when missing ingredients to forge an item), someone mentioned that if all items under a category are hidden, the category itself ("steel" "iron" etc.) is hidden. this makes even more likely that it's a scripting thing, though not a certainty.
Are people making new categories now? Or do you just mean they wouldn't be able to once the CK is out or something?

Getting items to disappear when you don't have the ingredients (or the required perks, for that matter) just requires adding a condition to the recipe - i.e. no scripting as such. Anyway there is a lot that still isn't viewable in SkyEdit even with raw view, so it's probably there somewhere we just can't get at it yet.
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Kari Depp
 
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Post » Sun May 20, 2012 1:01 pm

Are people making new categories now? Or do you just mean they wouldn't be able to once the CK is out or something?

Getting items to disappear when you don't have the ingredients (or the required perks, for that matter) just requires adding a condition to the recipe - i.e. no scripting as such. Anyway there is a lot that still isn't viewable in SkyEdit even with raw view, so it's probably there somewhere we just can't get at it yet.

Erm.. yes, I meant once the Ck is out.

As for the disappearing items on the forge menu, you are correct. I was referring to the menu categories maybe using scripting to appear and disappear, but nvm, maybe your right and it is lurking somewhere it hasn't been found yet. Hmm, i recall there being editable recipe categories in fallout: new vegas, complete with unique data type. maybe it's the same here.

EDIT @ 3:01:
also, in a perk's conditions, assigning the same prkc value to different conditions makes the editor display an incorrect contition count e.g. if a perk has 3 conditions,
setting a prkc value of '2' to the first and '1' to the second and third (2-1-1) will result in the condition count in the perk window to show 'conditions: 2'. However, setting prkc to '1' on the first and third condition and '2' to the second condtion (1-2-1) will result in the condition count in the perk window to show 'conditions: 3' also tested with more (8) conditions: 1-1-2-1-1-0-1-2 = 6 and 1-2-1-2-1-2-1-2= 8. seems
that consecutive perk conditions with the same prkc value (range is 0-2) get treated as one condition in skyEdit. can anyone else confirm this? or test in game (i'll do that too)?
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Makenna Nomad
 
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Post » Sun May 20, 2012 8:48 pm

Erm.. yes, I meant once the Ck is out.

As for the disappearing items on the forge menu, you are correct. I was referring to the menu categories maybe using scripting to appear and disappear, but nvm, maybe your right and it is lurking somewhere it hasn't been found yet. Hmm, i recall there being editable recipe categories in fallout: new vegas, complete with unique data type. maybe it's the same here.
That's good. I haven't played New Vegas at all and my playing time with Fallout 3 consists of a single afternoon, so I don't really know what changes they've been making to this engine since Oblivion.
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maya papps
 
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Post » Sun May 20, 2012 10:09 am

Are people making new categories now? Or do you just mean they wouldn't be able to once the CK is out or something?
I'm pretty sure someone will come up with a way, eventually.
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James Potter
 
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Post » Sun May 20, 2012 3:22 pm

Wait, doesn't that make sense though? If you're giving it a keyword, all perks that include that keyword are going to affect that armor. Why is that a bad thing? If you want scaled armor to be categorized as studded armor, remove the scaled keyword and replace it with studded. Advanced Armors will no longer affect it, but will still affect all armors with the scaled keyword. If you wanted it to affect studded, and only studded, replace the scaled keyword in the conditions with studded.

I haven't really tested it, but the keywords seem to define which category an item appears under. Falmer Arrows can't normally be crafted. However, if you give them the keyword for the Falmer weapon material type, they'll appear under the Falmer category at the forge (as long as you've created a recipe for them). Theoretically, they would appear under Orcish if you gave them the Orcish keyword as well. Lack of a keyword would probably put them in Misc, and a custom keyword might even make a new category for them altogether.
I don't think you understand what I'm trying to do. I am not trying to change what perks apply to which items at the improvement stations, nor am I trying to change what the player can craft or what enables them to craft it. I am only talking about modifying what categories the recipes in the crafting menus appear under, and more importantly making new categories. Absolutely nothing else. Your suggestions all have side effects to perks and items, etc., in addition to having a larger footprint in the plugin itself and being far more likely to conflict with other plugins. They are not good solutions for this.
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rheanna bruining
 
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Post » Sun May 20, 2012 4:38 pm

I just wanted to stop in and say thank you for making SkyEdit. It's been a breeze making my last few mods with it. If it wasn't for the lack of scripting and rendering we wouldn't even need the CK. If you actually manage to get those in before the CK comes out i think i'll die laughing.

Keep up the great work.
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Tai Scott
 
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Post » Sun May 20, 2012 6:47 am

One question If I may:

I'd want to add another effect to a perk and make it so that it only activates if a certain condition is met. The condition is quite specific: the opponent must be staggering and the magnitude of the staggering must be equal to x.

Using SkyEdit, is there a way to set "IsStaggering = magnitude x" as a condition?
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Laura Shipley
 
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Post » Sun May 20, 2012 7:01 am

I've been thinking about that a bit...at a minimum I'd like to be able to "drag" the conditions button from one record to another which would copy all conditions. Another option would be to make the conditions edit dialog non-modal although this complicates the interface somewhat. More complex features like this will probably have to wait until most of the records are editable in SkyEdit, including scripts.

I'm not sure that is a good idea to wait skyedit finished. CK will be out soon, and at this time modder will be able to use it to edit missing record in skyedit. I think it's a better thing to add some new features like this. I'm pretty sure that CK will not have copy/paste condition, so adding this kind of feature on your editor will give a reason to use skyedit instead of CK, and i'm sure that lot of modder will really appreciate that for modding.
You know, I need to do one by one all conditions on all recipes for my mod. It's really a very boring and long task, believe me.

Moreover, I'm think this is not so complicated, just add a dropdown button to copy/paste condition : like this : http://img36.imageshack.us/img36/7181/copyconditions.jpg
With this, you can select one record, copy the conditions, and after select multiple record and paste conditions on all of it. It will really improve your editor.
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Josh Trembly
 
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Post » Sun May 20, 2012 10:22 am

One question If I may:

I'd want to add another effect to a perk and make it so that it only activates if a certain condition is met. The condition is quite specific: the opponent must be staggering and the magnitude of the staggering must be equal to x.

Using SkyEdit, is there a way to set "IsStaggering = magnitude x" as a condition?

conditions are mostly built in script functions. there would have to be a function called "IsStaggering" and it would have to return a the value you are looking for. from what I know, most, if not all, functions inthe form of "IsXXX"
return either a '0' or '1' the closest I found is a function called "IsStaggered" (needs a reference), it most probably returns either a '1' (yes), or a 0 (no). don't know if it can used as a perk condition, though i don't see why it couldn't.
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zoe
 
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Post » Sun May 20, 2012 10:18 pm

Been enjoying this prgram and thanx for providing it ... if could ask for something when I make a recipe am restricted on some things want to use; e.g. Have a sword working that is a 2 step process and to get the better version have to use the original to make it. When tried this in .046 alpha wouldn't let me do it. had to go to tesvsnip to make the change. Don't see why not an option as have seen others do same thing .. unless it is using a weapon that is not part of the base skyrim.esm? if so an override ability would be nice.

Thanx for the great work
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Lavender Brown
 
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Post » Sun May 20, 2012 9:06 am

conditions are mostly built in script functions. there would have to be a function called "IsStaggering" and it would have to return a the value you are looking for. from what I know, most, if not all, functions inthe form of "IsXXX"
return either a '0' or '1' the closest I found is a function called "IsStaggered" (needs a reference), it most probably returns either a '1' (yes), or a 0 (no). don't know if it can used as a perk condition, though i don't see why it couldn't.

Ups! Yes sorry, I meant "IsStaggered". I know that you can set "IsStaggered=1/0". What I was wondering is if, with the help of the parameter boxes that are available, I could make something like IsStaggered 0.50 = 1 (0.50 being magnitude).
Since I'm at home now I'll test it myself. Will report the results ;)
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katie TWAVA
 
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Post » Sun May 20, 2012 12:49 pm

IsStaggered returns a boolean 1/0 true/false, it takes no parameters (requires a Reference), unless you were developing it with ScriptDragon then it would require a CActor*

PlayerRef.IsStaggered == 1
0x14 = PlayerRef

But currently we can not play with References, if we choose to we get the error of it not being found, but it does find the reference if we put it in, example go put in 0x14 or PlayerRef (which will be 0x00000014) because it will find it as a Reference but it will also bring up a error
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Dominic Vaughan
 
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Post » Sun May 20, 2012 3:43 pm

A notes and comments on recent posts:
  • The next release has the feature to drag/drop perk sections from one perk to another to copy them.
  • There was a bug with editing the armature models of armor which would only let you edit one (I didn't know there were multiple ones at the time). The next release lets you edit/add/delete multiple models now.
  • The player reference (formid 0x14) is "hard coded" into the next release which should let you use it without error. I've noticed, however, in conditions a lot the "reference required" functions don't actually have a reference set and I assume they default to the player or there is some other unknown default mechanism at work.
  • I was aiming for the next release this weekend but adding races is taking a long time due to their complexity so it may be early next week.
  • I think I finally found and fixed the list resizing bug...time will tell though.
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leigh stewart
 
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Post » Sun May 20, 2012 11:11 am

I'm having difficulties getting new weapons into the game. I have created the new weapons (about 10 steel swords) under "Steel" in the weapons category. I then go to "Leveled Item" and start editing lists. Examples are LItemWeaponSword, LItemBanditSword, LItemWeaponSwordTown and LItemWeaponSwordBlacksmith. Having added the swords and then added the swords to these lists I would now expect them to be in the game. Most are level 1 items. To date I have yet to see them. I know that the ESP is being picked up because other edits are evident.

Any ideas?
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Tiffany Holmes
 
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Post » Sun May 20, 2012 6:02 pm

I'm having difficulties getting new weapons into the game. I have created the new weapons (about 10 steel swords) under "Steel" in the weapons category. I then go to "Leveled Item" and start editing lists. Examples are LItemWeaponSword, LItemBanditSword, LItemWeaponSwordTown and LItemWeaponSwordBlacksmith. Having added the swords and then added the swords to these lists I would now expect them to be in the game. Most are level 1 items. To date I have yet to see them. I know that the ESP is being picked up because other edits are evident.

Any ideas?

Depends on where you'd like the swords to show up. Check the Container section to see the chests used for vendor inventorys and loot dropped by mobs. You could add the swords directly to one of those containers to see if they show up. Creating your own leveled list containing the swords and adding it to vendor inventorys / loot will allow you to fine tune chances and minimum levels.
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K J S
 
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Post » Sun May 20, 2012 8:55 am

A notes and comments on recent posts:
  • The next release has the feature to drag/drop perk sections from one perk to another to copy them.
  • There was a bug with editing the armature models of armor which would only let you edit one (I didn't know there were multiple ones at the time). The next release lets you edit/add/delete multiple models now.
  • The player reference (formid 0x14) is "hard coded" into the next release which should let you use it without error. I've noticed, however, in conditions a lot the "reference required" functions don't actually have a reference set and I assume they default to the player or there is some other unknown default mechanism at work.
  • I was aiming for the next release this weekend but adding races is taking a long time due to their complexity so it may be early next week.
  • I think I finally found and fixed the list resizing bug...time will tell though.

Sounds great! If the list size bug takes a long time to tackle, don't worry about it -- it's easily circumvented by sorting the list in reverse.
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Laura Samson
 
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Post » Sun May 20, 2012 2:11 pm

Depends on where you'd like the swords to show up. Check the Container section to see the chests used for vendor inventorys and loot dropped by mobs. You could add the swords directly to one of those containers to see if they show up. Creating your own leveled list containing the swords and adding it to vendor inventorys / loot will allow you to fine tune chances and minimum levels.

Thanks for the tip. Where I want to see them is actually in use by NPCs more than as loot or treasure. I have got my weapons in as replacements for the existing ones - no problems there. Before delving into SkyEdit I tested each one by making it "the" steel sword, so I know that the weapons work in the game. It is when I try to add them as new items that it fails.

I did this in Oblivion with success and I'm wondering what I've got wrong in Skyrim. Keep plugin' I guess :).
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Ladymorphine
 
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Post » Sun May 20, 2012 12:27 pm

OK, so we're making progress. Te weapons are in, but they all use the generic "steel sword" same model rather than use their assigned model. The names are correct and the stats seem to be there, but not the model. The model is definitely correct in the weapon entry.

Edit: Discoveries and more oddities. I dumped to CSV and noted that while "Model" is correct, there is a field called "Static" where the values are 1stpersonSteelSword rather than, say, 1stpersonSchiavona
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Alex Blacke
 
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