[WIP] SkyEdit -- Alternate Mod Editor

Post » Sun May 20, 2012 1:28 pm

Oh, okay. That helps on its own. And those additions would be great. :)

Thanks!
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Toby Green
 
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Post » Sun May 20, 2012 2:12 pm

Thanks for the update! Minor bug report: The condition "HasSpell" seems unavailable, when adding it to a spell or magic effect it will immediately be changed to "HasEquippedSpell". Maybe related to this, spells that already use that particular condition (e.g. PerkMagickaRecovery1) behave rather strangely when new magic effects with several conditions are added. After saving the record and reopening it, the newly added magic effect is shown with less conditions than were actually specified (seems like the last one added simply won't show up in the condition window). However, all conditions are actually present and work ingame.

Found and fixed both issues. The latter one with the conditions is more serious and exists with Spells, Ingredients, Scrolls, and Enchantments. In v0.04 if you save one of those records with conditions they will be messed up or deleted outright. I'll actually be releasing a minor update later tonight to fix all these issues including the resource viewer crash.
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Big mike
 
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Post » Sun May 20, 2012 6:41 am

Note that v0.041a has been released with most of the bug fixes mentioned here so far. It also includes the mostly usable state of editable PERKs although they require testing and refinement. A lot of unknown fields or fields I just guessed at. Hopefully I fixed more bugs than added in this release....
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Amelia Pritchard
 
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Post » Sun May 20, 2012 10:55 am

SkyEdit is wonderful. Thanks for the good work.
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Amiee Kent
 
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Post » Sun May 20, 2012 10:00 am

Thanks for the update, it's great to see some perk functionality.

One small thing I've noticed so far, Critical Chance and Critical Damage EffectTypes appear to be switched. For example, for CriticalShot90 (20% chance to do 50% more damage) the table listing the effects shows Critical Damage with a value of '20' and Critical Chance with a value of '1.5'. Also, the ApplyTypes are '=float' and '*float', respectively, which also seems backwards. Finally, the effect list for CriticalShot30 (10% chance to do regular damage) shows just Critical Damage with a value of '10'. This is the case for all perks involving those effects. It seems the EffectTypes just need to be switched.
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Chris Cross Cabaret Man
 
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Post » Sun May 20, 2012 12:30 pm

thank you for the new update resource viewer works now thank you keep up the good work
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~Amy~
 
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Post » Sun May 20, 2012 3:11 pm

Thanks for the update, it's great to see some perk functionality.

One small thing I've noticed so far, Critical Chance and Critical Damage EffectTypes appear to be switched. For example, for CriticalShot90 (20% chance to do 50% more damage) the table listing the effects shows Critical Damage with a value of '20' and Critical Chance with a value of '1.5'. Also, the ApplyTypes are '=float' and '*float', respectively, which also seems backwards. Finally, the effect list for CriticalShot30 (10% chance to do regular damage) shows just Critical Damage with a value of '10'. This is the case for all perks involving those effects. It seems the EffectTypes just need to be switched.

Ahh, good catch. I labelled all the "effects" by looking at the raw hex data before adding the PERK functionality in SkyEdit so there are undoubtedly some more mistakes like this.
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Naomi Ward
 
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Post » Sun May 20, 2012 9:32 pm

The new Perk editor is /excellent/. Thank you very much! It took me like 2 seconds to change the requirements for vampire feeding.

No bug reports yet, but I did notice that in the "Prkc" field for Conditions there seemed to be a lot of conditions that say "Item?" but behave like "Target" (like, for example, in the vampire feeding perk).
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Len swann
 
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Post » Sun May 20, 2012 5:12 pm

The new Perk editor is /excellent/. Thank you very much! It took me like 2 seconds to change the requirements for vampire feeding.

No bug reports yet, but I did notice that in the "Prkc" field for Conditions there seemed to be a lot of conditions that say "Item?" but behave like "Target" (like, for example, in the vampire feeding perk).

Yah, the Prkc values are a complete guess...they make sense in some cases but not in others. It somehow groups the conditions and controls how/when they are checked. There is also the the Unknown type on the perk sections with values of 1/2/3 which may be something similar.
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Cat
 
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Post » Sun May 20, 2012 6:37 am

Nice work.
Any chance we could see cameras editing added?
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Tanya
 
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Post » Sun May 20, 2012 5:30 pm

Great program Dave, thank you.

Now for the question - I made an esp with 4a and now when I try to load it with 41a it gives me this error -

0x00328B40: Bad subrecord size for CTDA! Expected 32 but found 28 bytes!Invalid input received!

Any idea what went wrong on my part?
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Racheal Robertson
 
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Post » Sun May 20, 2012 2:56 pm

Great program Dave, thank you.

Now for the question - I made an esp with 4a and now when I try to load it with 41a it gives me this error -

0x00328B40: Bad subrecord size for CTDA! Expected 32 but found 28 bytes!Invalid input received!

Any idea what went wrong on my part?
I got a similar error (different hex address though), and it was because I loaded up the wrong master file with the .esp I wanted to edit.
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Soraya Davy
 
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Post » Sun May 20, 2012 5:17 pm

Dave, I just got finished editing a few leveledlist and noticed a few things

When you add a new object to leveled actor list and give it level, it does not move up or down in list according to level itself. Stays at bottom.

This is happening for me , When I save, all the leveledlist changes I just made are wiped out , tessnip does not open the file crashes and fnvedit show all the list to be empty and model stuff getting added when it should not field are blank..

Can anyone else duplicate the problem above..
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Budgie
 
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Post » Sun May 20, 2012 5:35 pm

Great program Dave, thank you.

Now for the question - I made an esp with 4a and now when I try to load it with 41a it gives me this error -

0x00328B40: Bad subrecord size for CTDA! Expected 32 but found 28 bytes!Invalid input received!

Any idea what went wrong on my part?

This is probably due to the corruption to some conditions caused by the bug in v0.04a. Depending on how important the mod is you can manually edit/remove the bad CTDA record using a hex editor or TesSnip (if it can do that). If it is really important to fix the mod just zip it up and email it to me and I'll fix it tonight.
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Madison Poo
 
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Post » Sun May 20, 2012 12:31 pm

Dave, I just got finished editing a few leveledlist and noticed a few things

When you add a new object to leveled actor list and give it level, it does not move up or down in list according to level itself. Stays at bottom.

This is happening for me , When I save, all the leveledlist changes I just made are wiped out , tessnip does not open the file crashes and fnvedit show all the list to be empty and model stuff getting added when it should not field are blank..

Can anyone else duplicate the problem above..

The lists don't sort by level simply because I didn't know they should (assuming they should), although this is a simple fix. I'll look into the saving issue and crash tonight.
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Jessica Thomson
 
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Post » Sun May 20, 2012 3:33 pm

The lists don't sort by level simply because I didn't know they should (assuming they should), although this is a simple fix. I'll look into the saving issue and crash tonight.

The list should sort by level so that it does not cause problems.

let me check version 0.3 and see if leveledlist saving issue is happen..

Does not happening with 0.31..
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how solid
 
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Post » Sun May 20, 2012 5:35 pm

Thank you for the offer Dave, I went in with HxD and fixed it. I was attempting to load perks that I modified in 4a, and 41a didn't appreciate me tinkering around with them apparently :P
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electro_fantics
 
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Post » Sun May 20, 2012 12:30 pm

  • Beta of editable Perks (warning, this is very untested but mostly complete and ready for testing)
  • New Editable Records: Activators, Armatures (ARMA), Soul Gems, Shouts, Words of Power
  • Addition of a basic raw/hex data dialog viewer (right-click and choose "Raw Data View..."). This works with any record type including "non-editable" types.ta can accept script variables for param1/2 (enter as "::VariableName")

Niiiice. :D
Note that this will be the "last" SkyEdit thread I create and I'll just update the above link and information to all future releases.

Or until it hits 200 and the mods close it. They do that here... :ermm:
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Markie Mark
 
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Post » Sun May 20, 2012 7:14 pm

Mr Dave. This is the first positive outlook I have had in regards to Skyrim "talk". You are awfully humble to use the word alternate in your title "Alternate Mod Editor". You could have just typed "The Current Mod Editor"..

If only Bethesda put more resources into the CK and we had a quicker release we could help them fix all the bugs along with fix some generally bad decisions of the game (just one of many personal examples, no making potions on the go?! absurd. and preposterous too. yea. perposturd.) / expand on many potential aspects Bethesda failed to.

props to you sir
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Alex Vincent
 
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Post » Sun May 20, 2012 10:53 am

Some UI issues;

I'm at 1280x720

I open skyedit and select spells
Close Error Log window, Toolbar and undo window, did not resize asset list window.

1. Scroll bar for vertical - the slider bar disappears at TrapIceStorm02 (scroll wheel on mouse still moves it however)
2. Spells after 'WerewolfChange" do no display - can't scroll down any further.
3. There is no horizontal slide bar at all. So if you expand the fields and they go off the right side...

This happens across all/any assets that have more than 13 or 14 fields (depending on size of EditorID and ItemName fields)

Perhaps list things in a deeper tree than what you have now?
Category
- Subcategory (if applicable)
-- sub-sbucategory - By letter (a, b, c, etc)
--- Asset name

So it might look like this
Armora
- Amulets
-- A
--- AncientNordAmulet
-- D
--- DBJeweledAmulet

Spells
- A
-- AAAFrostTouch
-- AbDragon


Then when someone selects the >asset name< it displays the information in a vertical format instead of horizontally? That would remove the need for the horizontal bar at the bottom... and that should solve the vertical slider bar disappearing since there won't be as many entries listed (can't find anything in particular that exceeds the spells for example).

Example
Left Side
Keywords
- Actor Types
-- ActorTypeTroll

Right Side
Editor ID: ActorTypeTroll
Flags
CNAME: 13
RecordType: KYWD
Quest: False
Dangerous: False
Ignored: False
Deleted: False

Just some thoughts. :)
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Tiff Clark
 
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Post » Sun May 20, 2012 10:28 am

The editor is pretty good but why doesn't the list control have a scrollbar? Also I can't scroll down to view the last three or so records in the list.
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David John Hunter
 
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Post » Sun May 20, 2012 1:16 pm

hey,

editing perks works fine so far for me, as in that I can change the effects of perks and it works. However, I can't add new effects yet, got any ideas on how hard it'll be to implement that?

What I mean is if you look at, for example, HackAndSlash30, it has a list of many effects listed under ''Perk Sections''. However, Barbarian00 only has 1 effect there, and I'd like to add something else, but I can't.
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KiiSsez jdgaf Benzler
 
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Post » Sun May 20, 2012 6:13 pm

editing perks works fine so far for me, as in that I can change the effects of perks and it works. However, I can't add new effects yet, got any ideas on how hard it'll be to implement that?
What I mean is if you look at, for example, HackAndSlash30, it has a list of many effects listed under ''Perk Sections''. However, Barbarian00 only has 1 effect there, and I'd like to add something else, but I can't.

I wanted to get a release out to fix the major bugs ASAP so the Add/Delete perk wasn't finished yet. It is pretty simple to add and I'll try to get another release out this weekend with a few more bug fixes and completed features.

Some UI issues;
I'm at 1280x720

I open skyedit and select spells
Close Error Log window, Toolbar and undo window, did not resize asset list window.

1. Scroll bar for vertical - the slider bar disappears at TrapIceStorm02 (scroll wheel on mouse still moves it however)
2. Spells after 'WerewolfChange" do no display - can't scroll down any further.
3. There is no horizontal slide bar at all. So if you expand the fields and they go off the right side...

This happens across all/any assets that have more than 13 or 14 fields (depending on size of EditorID and ItemName fields)

It works fine for me...issue closed ;) Kidding aside, I don't know why the list scroll bars are missing or disappear for some people. If I could get a screenshot or two showing the issue that would be great (feel free to post here, upload on the UESP, or just email me).

If you wish you can manually edit the "displayfilters.dat" to include as many category/sub-categories as you want. For example, a subcategory for weapons starting by "A" should look something like:

DisplayFilter     ID="Weapon_A"     DisplayName="A"     RecName=WEAP     FieldStarts = ItemName, A     Parent=WeaponEndFilter

If only Bethesda put more resources into the CK and we had a quicker release we could help them fix all the bugs along with fix some generally bad decisions of the game (just one of many personal examples, no making potions on the go?! absurd. and preposterous too. yea. perposturd.) / expand on many potential aspects Bethesda failed to.
I am too disappointed that the CK didn't get released at the game's release. I'm sure the CK is in a workable state as they did make the game with it (at least, as I understand it), but "internally workable" can be very far from "publicly releasable" unfortunately. Hopefully the CK isn't too far from release although I'll still keep plugging away at SkyEdit as quickly as possible.
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Ymani Hood
 
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Post » Sun May 20, 2012 5:30 pm

So far Im not able to add additional effects to the perks even though there is a button to add them.


For those that cant get the program to show on your screen in Windows 7, do this.

1. Hit Ctrl-Alt-Delete.
2. Enter task manager.
3. Click on the applications tab.
4. Right Click Skyedit.
5. Select Maximize.

Then you should see the program. Exit the program and load it back up and you should be good to go.
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Erika Ellsworth
 
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Post » Sun May 20, 2012 7:46 pm

I found a small workaround to not being able to create aditional perk effects:
Just open up another perk and drag and drop the effect into the window with the perk you wanna edit.

Oh and btw deleting effects doesn't work either.
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stacy hamilton
 
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