[WIP] SkyEdit -- Alternate Mod Editor

Post » Sun May 20, 2012 2:21 pm

Thanks for the release Dave, was looking forward to it. Also, I pulled up the G.E.C.K. today and noticed that a lot of the unknown fields in SkyEdit seem to corrolate to fields/values in Fallout3/NV. There might might be a goldmine of info there...
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Tarka
 
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Post » Sun May 20, 2012 7:07 am


anyway I made a recepy , a new item ( all copies from the same item stuff ) and inserted all the right paths models etc ... but the item isn't showing up in the forge ...

I made a sort of another necklace so I did a copy of the gold necklace the three references I could find the armor , armatura and the recepy ..... but it doesnt show up why?

anyone?
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Laura
 
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Post » Sun May 20, 2012 8:06 pm

Ok I managed to save it , seems it needed some time to recognize it ...

anyway I made a recepy , a new item ( all copies from the same item stuff ) and inserted all the right paths models etc ... but the item isn't showing up in the forge ...

I made a sort of another necklace so I did a copy of the gold necklace the three references I could find the armor , armatura and the recepy ..... but it doesnt show up why?

Without knowing more details or seeing the mod I can't say for sure what you are doing wrong. I know that recipes work in SkyEdit as I tested several myself, though not with the most recent release (I'll double-check tonight). Best way when you're starting modding is to go slow and make small incremental changes. For example, with recipes start with changing the item quantities, then add/remove components, change the output item, play with conditions, create a new one from scratch, etc.... SkyEdit and likely most of the other editors will let you edit things that the game won't or can't use.
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Kim Bradley
 
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Post » Sun May 20, 2012 7:48 pm

Could I replace the spiders in particular levelled lists with skeevers using this?

Looking at it I'm unsure how "encounter zones" fit into it all (I don't recall those from Oblivion), but what I'm doing is just swapping the EncFrostbiteSpider with EncSkeever in a couple of levelled actor lists (which I assume are then used in the Encounter Zones)

Also, does 'chance none' tick box work? I don't see it used by default.
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Bitter End
 
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Post » Sun May 20, 2012 6:46 am

Without knowing more details or seeing the mod I can't say for sure what you are doing wrong. I know that recipes work in SkyEdit as I tested several myself, though not with the most recent release (I'll double-check tonight). Best way when you're starting modding is to go slow and make small incremental changes. For example, with recipes start with changing the item quantities, then add/remove components, change the output item, play with conditions, create a new one from scratch, etc.... SkyEdit and likely most of the other editors will let you edit things that the game won't or can't use.

but they just dont appear ingame , I dunno what I am doing wrong I copied cloned the gold amulet and just changed the name , left all unchanged .... so I have a sort of "new gold amulet " with different id and different name but doesn't appear on the list ...
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Bigze Stacks
 
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Post » Sun May 20, 2012 2:30 pm

First, i want to thank all Bethesda Softworks team for this beatiful project, like TESV:Skyrim. In our cold (and not a small) country, we were hoping for something more simple game. A typical engine (it will be recognized at once), old hardware (XBOX360) - miracles do not happen, we thought.
But what did the guys - it's just a miracle. The old engine - yes, the old hardware - yes, but a completely new game!!! Designers simply magicians! I should like to thank the programmers (forgetting the history of the SSE-instructions), animation (for example, that great man, who for three series have finally done something for the character a normal jump.), as well as many many people who have created and perfected over the years, this is welcome by all the project. Thank you! You are not only disappointing, but somewhat surprised many even older fans.
But the story does not stand still, and while getting ready for Creation Kit, we have a good editor for a game called SkyEdit. Thanks to its creators the opportunity now to imagine, create and improve our (your) virtual worlds.
And (it would be time already) come to the actual question:

What Spell Flags "Area Effect Ignores LOS" for LesserPower ? To Spell & Voice is 0x0008.

Thanks.
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Jack Moves
 
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Post » Sun May 20, 2012 6:18 pm

Think I may have found a bug. When creating new spells and magic effects, opening the magic menu in Skyrim causes a CTD. Even if all I do is copy and rename a vanilla spell.
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Ashley Clifft
 
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Post » Sun May 20, 2012 3:58 pm

Think I may have found a bug. When creating new spells and magic effects, opening the magic menu in Skyrim causes a CTD. Even if all I do is copy and rename a vanilla spell.

can't be, as I've made more bound weapon spells (to complete the set), complete with spelltomes, show up in game and not crash at all. could be just that specific spell you are working on, which one is it?
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katie TWAVA
 
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Post » Sun May 20, 2012 8:56 pm

can't be, as I've made more bound weapon spells (to complete the set), complete with spelltomes, show up in game and not crash at all. could be just that specific spell you are working on, which one is it?

Oddly enough I think it was just the plugin. I tried a new plugin and everything seems fine. Strange.
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James Shaw
 
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Post » Sun May 20, 2012 8:23 am

Regarding the races dialog, in the Unknown tab there are the variables "Unknown 16", "Unknown 17", and "Unknown 18". Those are non-combat regeneration rates (% of total/second) for health, magicka, and stamina.

Has anyone come across any more missing GMSTs? There is iTrainingNumAllowedPerLevel which you can add to an *.esp to change the number of training allowed per level, but you won't find it in the Skyrim.esp. It seems the game will check for certain GMSTs (maybe other stuff too?) and use a hard-coded value if it doesn't find anything.

JustinOther got a full list out of the exe. I've got it on-hand, I've filled in a large chunk of it, but there's still a ton missing. The only way to get the default values is to either do a console dump (which needs some SKSE functions), or to do a getgs [gamesetting] and fill them in by hand.

If you want the list, send me a PM.

That goes for Dave, too - if you want the list of hardcoded game settings, just let me know here (I check in, so I'll see it) or send me a message. Could add the functionality to SkyEdit to create plugins editing those. Changing some of them has the potential to make the game go wacko, though.
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Bethany Short
 
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Post » Sun May 20, 2012 7:44 pm

but they just dont appear ingame , I dunno what I am doing wrong I copied cloned the gold amulet and just changed the name , left all unchanged .... so I have a sort of "new gold amulet " with different id and different name but doesn't appear on the list ...
any answers?
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Jade Payton
 
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Post » Sun May 20, 2012 7:04 am

any answers?
Might want to upload the .esp somewhere so people can take a look at it, creating recipes works fine for me.
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Soraya Davy
 
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Post » Sun May 20, 2012 6:42 am

A bug (this one's actually a bug!) to report. When highlighting multiple records to clean, only half the highlighted records are clean.

And scrolls can't be added to leveled lists :(.
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Jack Bryan
 
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Post » Sun May 20, 2012 10:38 am

but they just dont appear ingame , I dunno what I am doing wrong I copied cloned the gold amulet and just changed the name , left all unchanged .... so I have a sort of "new gold amulet " with different id and different name but doesn't appear on the list ...

I just tried this now and it works:
  • Start SkyEdit and load Skyrim.esm as normal (no active file set so you're creating a new plugin).
  • Find and edit the amulet "JewelryNecklaceGold".
  • Change the EditorID to "JewelryNecklaceGoldDave" (or whatever to uniquely identify it).
  • Change the Name to "Gold Necklace Dave" (or whatever...).
  • Save it and press "Copy" to create a new copy of the recipe.
  • Find the "RecipeJewelryNecklaceGold" recipe and edit it.
  • Change the EditorID to "RecipeJewelryNecklaceGold"
  • Change the ResultItem to "JewelryNecklaceGoldDave"
  • Save it and press "Copy" when prompted.
  • Save the plugin to any desired name.
  • Start the game and choose "Data Files" from the launcher first.
  • Ensure the new plugin is "checked".
  • Start the game and find a forge with a Gold Ingot in your inventory.
  • You should see the original "Gold Necklace" along with your "Gold Necklace Dave" (or whatever you called it).
This worked for me several times just now but if it doesn't let me know at what point your running into issues. I also noted a bug in SkyEdit when using the "..." button to edit a record and copy it although this shouldn't be affecting the appearance of the item in the game (it still worked for me).
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Jack
 
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Post » Sun May 20, 2012 9:21 pm

JustinOther got a full list out of the exe. I've got it on-hand, I've filled in a large chunk of it, but there's still a ton missing. The only way to get the default values is to either do a console dump (which needs some SKSE functions), or to do a getgs [gamesetting] and fill them in by hand.

If you want the list, send me a PM.

That goes for Dave, too - if you want the list of hardcoded game settings, just let me know here (I check in, so I'll see it) or send me a message. Could add the functionality to SkyEdit to create plugins editing those. Changing some of them has the potential to make the game go wacko, though.

Yes, that would be handy. There are a few ways I could add them to SkyEdit if needed (either hard coding them in SkyEdit or via a loadable master file).
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Kayla Keizer
 
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Post » Sun May 20, 2012 4:31 pm

Think I may have found a bug. When creating new spells and magic effects, opening the magic menu in Skyrim causes a CTD. Even if all I do is copy and rename a vanilla spell.

I tried an empty spell/effect now and it didn't crash. It could be a more complex case like if UnknownX is 3 the game expects UnknownY to be a RACE record and crashes if not, or it could be the subrecord order of the spell/effect is eventually messed up by SkyEdit. Feel free to email me the a plugin that crashes and I can take a look.
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Marie Maillos
 
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Post » Sun May 20, 2012 12:32 pm

A bug (this one's actually a bug!) to report. When highlighting multiple records to clean, only half the highlighted records are clean.

And scrolls can't be added to leveled lists :(.

The omission of scrolls was easy to fix and I knew what the issue of cleaning new records was right away so that will be fixed soon as well. Thanks!
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sam smith
 
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Post » Sun May 20, 2012 2:09 pm

in the perk sections the "unknown type" field that follows "apply type" is probably "apply to". type 1 is applied to actorvalues i think, as only perks that affect skill advance rate have this in that field. Type 2 seems to be applied the player, but not to equipped items. Type 3 is equipped items or/and targets, as both nonplayer perks and perks that modify weapon damage use this type.

similarly the pkrc flag on perk conditions seems to be 0=player (or maybe subject), 1=equipped item/target, 2=? (haven't seen enough conditions with prkc set to '2'). no perk condition that i've seen has the "run on target" flag checked, maybe it is set through pkrc.
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Nice one
 
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Post » Sun May 20, 2012 9:40 am

I'm trying to edit a race (the DogRace) and add equip slots, but I can't seem to make the changes stick.

Full repro:

Open
Check Skyrim and Update
Click Races in left nav pane
Double click DogRace in main list pane
Under Equip Slots, hit Add, select any slot, like Voice, and press OK
Voice appears in the Equip Slots list.

Now, pressing Apply just seems to duplicate the entry for RightHand as many times as you press the button. Saving dismisses the edit dialog but when I reopen DogRace no changes have been made.
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Stat Wrecker
 
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Post » Sun May 20, 2012 11:40 am

A great and useful program, thanks. No bugs to report, but I was hoping for arrows (or ammo) to be available for when creating recipes in the next version. When clicking on result item and then filtering to All and scrolling down for "IronArrows" as they appear in the ammo list, no arrows appear. I know there are arrow fletching type mods already, but I would like to create my own.
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Emma louise Wendelk
 
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Post » Sun May 20, 2012 3:42 pm

While SkyEdit does try to deal with "imperfect" files there is a limit in what should work or not. For example, in this case the only option would be to ignore the extra 4 bytes which would cause data loss and possibly more severe corruption in other cases.
Just wanted to pop in to say I'm so glad this is your stance on things! It's my stance on record definitions for Wrye Bash as well - the only valid format is what can be observed in Skyrim.esm or Update.esm. It's annoying fending off "bugreports" that are in fact Wrye Bash telling the user that the mod is malformed.

Thanks for your continued work!
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Benji
 
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Post » Sun May 20, 2012 6:31 pm

similarly the pkrc flag on perk conditions seems to be 0=player (or maybe subject), 1=equipped item/target, 2=? (haven't seen enough conditions with prkc set to '2'). no perk condition that i've seen has the "run on target" flag checked, maybe it is set through pkrc.
2 would be combat target (necromage is a good example perk)

And of course, thanks very much for the update!

One thing I've noticed, recipes only allow you to choose from alch, armo, misc and weap for results and components if you browse the lists, but manually typing in other itemtypes works, so maybe these could be added to the browse-function (example: you can create recipes that create or require books and arrows).
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Samantha Jane Adams
 
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Post » Sun May 20, 2012 12:23 pm

You can't receive any new messages! :P

https://www.yousendit.com/download/T2dlcXlpOC9CSWZMbjhUQw

Excel sheet, alphabetical order, all the values I've completed are filled in, except for iLowLevelNPCMaxLevel which is 3.

IIRC, there were one or two that had an odd copy-error in them, so you might scan over them real quick (though you'd probably do that anyways out of curiosity). Such as two editor ID's in one spot on the list, or something like that. All of them came out of the exe straight, so the actual spelling of the editor ID's is correct. The misspelled ones are genuinely misspelled - there was at least one I remember that confused me when I tried getting the default value, as I corrected the spelling error as I typed it in. Only to get 'game setting not found!'... This includes esm game settings, too, so it might need filtered if you only want to mess with exe values.

Well, I'm sure you can get it from here. Hope this helps in some way!
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JD FROM HELL
 
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Post » Sun May 20, 2012 10:24 am

I'm trying to open Skyrim.esm as I did before, and I'm getting this error:

incorrect data check	zLib data error!

With the system log
Opening 'skyedit.ini' in mode 'rt'...Full backup path: c:\program files (x86)\steam\steamapps\common\skyrim\data\backup\Loading strings file 'c:\program files (x86)\steam\steamapps\common\skyrim\data\Strings\Skyrim_English.STRINGS'...Opening 'c:\program files (x86)\steam\steamapps\common\skyrim\data\Strings\Skyrim_English.STRINGS' in mode 'rb'...Loaded strings file 0.0102262 secondsLoading strings file 'c:\program files (x86)\steam\steamapps\common\skyrim\data\Strings\Skyrim_English.DLSTRINGS'...Opening 'c:\program files (x86)\steam\steamapps\common\skyrim\data\Strings\Skyrim_English.DLSTRINGS' in mode 'rb'...Loaded strings file 0.00428949 secondsLoading strings file 'c:\program files (x86)\steam\steamapps\common\skyrim\data\Strings\Skyrim_English.ILSTRINGS'...Opening 'c:\program files (x86)\steam\steamapps\common\skyrim\data\Strings\Skyrim_English.ILSTRINGS' in mode 'rb'...Loaded strings file 0.0135017 secondsOpening 'c:\program files (x86)\steam\steamapps\common\skyrim\data\Skyrim.esm' in mode 'rb'...ERROR: incorrect data checkEnd read position for file 'c:\program files (x86)\steam\steamapps\common\skyrim\data\Skyrim.esm' is 0x00990000.	Loaded file in 0.616299 secondsExit FilterUpdateThread: Result = 0xFFFFFFFF,  ExitCode(0) = 0x00000000
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Greg Cavaliere
 
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Post » Sun May 20, 2012 4:59 pm

I re-validated my game via Steam to be sure, and now SkyEdit can't find the Skyrim-related entries in the registry for some reason.

Edit: Forcing the folder's path trough the .ini worked around that however. SkyEdit now also loads Skyrim.esm properly, so I gues re-validating the game did the trick.
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Baylea Isaacs
 
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