[WIP] SkyEdit -- Alternate Mod Editor

Post » Sun May 20, 2012 7:54 pm

:bonk: Same problems has before, after making any changes to leveledlist, saving, then trying to open with tessnip causes a crash

could be leveled actors subrecord modl that is getting added that could be causing tessnip to crash.

fnvedit show this for order of subrecords EDID LVLD LVLF MODL LLCT LVLO LVLO LVLO LVLO < - the modl should be at very end..

But in fnvedit the list are on longer empty and kept the changes that I did make in skyedit.

Let me try and make just leveled actor changes and not having any new npc records, armo / arma records and see if one of those may not be the cause..and will report back..

====

Can we have a backup feature like what tes4edit/fnvedit have, that when you activate a esp from selection list, it makes a backup copy once it is modified in skyedit folder just in case something happens..or in skyrim folder and name plugin example: skyrimcreaturesalive.esp.sky001

if that is possible..

Except for a few certain subrecords SkyEdit doesn't set their particular location within the record. This worked for Morrowind and Oblivion and assume for Skyrim as well. I wouldn't think tessnip would care about the subrecord order unless the data itself is corrupt. If Skyrim needs the MODL at the end I can force the its position.

SkyEdit already backs up plugins when saving unless you've disabled it or there is a bug preventing it. Look in your "Skyrim\Data\Backup" folder.
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dean Cutler
 
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Post » Sun May 20, 2012 7:07 am

Hey Dave, I would really Love to be able to edit Load screens (LSCR) and Npcs/Actors (NPC_) I would really appericate it, I love what you are doing so far tho =) keep up the awesome work.
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Spaceman
 
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Post » Sun May 20, 2012 3:23 pm

Except for a few certain subrecords SkyEdit doesn't set their particular location within the record. This worked for Morrowind and Oblivion and assume for Skyrim as well. I wouldn't think tessnip would care about the subrecord order unless the data itself is corrupt. If Skyrim needs the MODL at the end I can force the its position.

SkyEdit already backs up plugins when saving unless you've disabled it or there is a bug preventing it. Look in your "Skyrim\Data\Backup" folder.

I had issues with crashing on loading his plugin, and then found I was rather dumb and had the file opened in FO3Edit/SkyEdit at the same time. This is in tessnip, btw - it crashes on saving over a plugin that's loaded in another program.

As to what's actually related to your program, forcing the MODL/MODT entries to the end would be best. Other programs can't load the data; I haven't tested the changes in-game, though - they could work fine. All of the Skyrim lists by default have it at the end.

The development's going fast, and improving immensely. Thanks.
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Marguerite Dabrin
 
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Post » Sun May 20, 2012 7:07 am

Does anyone know where the Projectile Model for Arrows is located?
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Davorah Katz
 
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Post » Sun May 20, 2012 10:41 am

Does anyone know where the Projectile Model for Arrows is located?

Projectiles are not editable yet and are listed under the "Not Editable" section on the left (you can actually edit the name/bounds via batch editing if needed). It looks like each arrow has its own projectile: ArrowGlassProjectile, ArrowSteelProjectile, etc.... If you right-click a projectile and choose "View Raw Data..." you can see its raw data with the model file in the MODL subrecord. It looks like most arrow models have the format "Weapons\Material\MaterialArrowFlight.nif" (replace "Material" with the appropriate arrow type).
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josh evans
 
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Post » Sun May 20, 2012 6:45 am

Not sure if this has been mentioned yet, but I think there could be an issue with trying to make new magic effects (MGEF).

I noticed if I try to make an exact copy of an effect, and make a spell use the copied effect, it won't work. However if I switch it back, it works fine.

Am I missing something or is this a bug?

Also, can you add in form id editing? That would make making new spells less complicated (i know you can do it manually through tessnip but still).
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Kaylee Campbell
 
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Post » Sun May 20, 2012 7:21 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.
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Etta Hargrave
 
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Post » Sun May 20, 2012 3:17 pm

It's sad that we have to come up with all these third party tools, cause the real ones have not been released yet.
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Mandy Muir
 
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Post » Sun May 20, 2012 10:21 am

SkyEdit works great or me. Just one question: I'm trying to add the sanctuary effect from Morrowind to Skyrim. The magical effect doesn't seem to exist, but the effect itself does in the form of a perk; Deft Movement, under the Light Armor tree, gives the player a 10% chance of avoiding all damage from a melee attack. I just can't figure out how to turn that into a magical effect. Is it even possible? The way they added it to the perk is completely unlike anything done in magical effects.
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Josh Trembly
 
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Post » Sun May 20, 2012 3:30 pm

@Greed - You could try making a duplicate of Deft Movement and naming it something else. Then create a Sanctuary spell in the Spell section. Save your esp and open it in TESVSnip, and try linking the form id of the deft movement copy to the spell that way. Not very elegant but it may work.

Edit - You'd probably have to do something about the conditions, removing the ones that require perks to be active already, etc.

Edit edit - Just tested it myself and that works. Dunno if it works 'in game' but it certainly works referencing it that way in TESVSnip.
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jadie kell
 
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Post » Sun May 20, 2012 11:17 am

It's sad that we have to come up with all these third party tools, cause the real ones have not been released yet.
No it's amazing. It's amazing that there are those so inventive and creative that they will stop at nothing to get over any hurdle. I have next to zero faith in Bethesda, but I have tons in the modders.
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LuCY sCoTT
 
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Post » Sun May 20, 2012 10:04 pm

Any chance of an encounter zone addition? Format is;

formID (NPC/Faction) - formID (Location record) - 4 bytes of Rank (for faction) - Minimum level - Resets (00, zone resets, 01, never resets) - Unknown

Main reason is for a batch edit of the resets tag.. :P Makes it easy to put out two versions. <_< Figured it'd be a pretty easy add compared to others, but I'm not too worried about it.
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i grind hard
 
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Post » Sun May 20, 2012 2:33 pm

first off, thanks for all the hard work Dave. I'm banging my head against the wall waiting for bethesda to release the CK so i can really get crackin on modding, but skyEdit is keeping me from completely going nuts. Was wonderin if there was a specific place where users could post/read new info: as in, if someone thinks they discovered what one of those "unknown" fields in some editor windows are (magic effects etc).

on another note, using skyEdit, recipes can be created fof the different crafting stations, but i don't see any referances to the arcane enchanter anywhere in the editor (let alone the recipes section). Anyone know what the deal is with the enchanter?

Also, is there a time frame for editable form lists? I guess i can edit perks in the mean time but a lot gameplay changes i plan on doing rely on editing form lists. I generally dislike placing requests in my firsts posts in a thread/forum, but this thread compelled me to make a forum account just so i could say 'thank you', so i guess it's a fair trade. Honestly though, thanks to you, i don't have to write all my modding ideas down on paper so i don't forget them when the CK comes out, and instead get started on some of them.
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priscillaaa
 
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Post » Sun May 20, 2012 9:24 pm

first off, thanks for all the hard work Dave. I'm banging my head against the wall waiting for bethesda to release the CK so i can really get crackin on modding, but skyEdit is keeping me from completely going nuts. Was wonderin if there was a specific place where users could post/read new info: as in, if someone thinks they discovered what one of those "unknown" fields in some editor windows are (magic effects etc).

on another note, using skyEdit, recipes can be created fof the different crafting stations, but i don't see any referances to the arcane enchanter anywhere in the editor (let alone the recipes section). Anyone know what the deal is with the enchanter?

Also, is there a time frame for editable form lists? I guess i can edit perks in the mean time but a lot gameplay changes i plan on doing rely on editing form lists. I generally dislike placing requests in my firsts posts in a thread/forum, but this thread compelled me to make a forum account just so i could say 'thank you', so i guess it's a fair trade. Honestly though, thanks to you, i don't have to write all my modding ideas down on paper so i don't forget them when the CK comes out, and instead get started on some of them.

A good place to post info is directly on the relevant http://www.uesp.net/wiki/Tes5Mod:Mod_File_Format article on the UESP. If you're note sure of the info you're adding or the wiki format either post it as a note at the bottom of the record page or on the talk page. You can also post it here and I will (eventually) move it over there. It looks like we have a rough idea of almost all records now but there are still a ton of "unknown" values/flags which need deciphering.

Edit: Forgot your request for editable FLSTs...this should be easy to do as they're essentially the same as the other levelled lists and Outfits which I finished yesterday.
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Stephanie Nieves
 
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Post » Sun May 20, 2012 3:52 pm

If this hasn't been mentioned yet, Weapon Unk15 is the Skill that determines the weapon's power and (sometimes) what skill gets increased through its use.
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ShOrty
 
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Post » Sun May 20, 2012 7:57 am

I figured out why the scrollbars didn't show for me. If I maximize the window before opening a file, the scrollbars do appear. But if I don't maximize, the scrollbars don't appear.
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Anna Krzyzanowska
 
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Post » Sun May 20, 2012 11:48 am

Anyone discover any of the unknown 16 variables for weapon objects?
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Lew.p
 
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Post » Sun May 20, 2012 7:30 pm

Any idea how to get an item to show up in the game? I put some new weapons in the game. Oblivion had lists that the item had to be added to, and the list was used for both vendors and to assign items to actors. I did not see those lists in SkyEdit. When I looked at leveled actors I did not see any references to lists.
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saxon
 
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Post » Sun May 20, 2012 5:45 pm

The leveled lists are there, it's listed as leveled item in Skyedit.

Or you could add your items to the forge by making a recipe.
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Ernesto Salinas
 
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Post » Sun May 20, 2012 8:18 pm

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.
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Taylah Haines
 
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Post » Sun May 20, 2012 11:39 am

I made a separate thread for this but it will probably get more traction here:
I'm trying to move around the recipes there a bit, from one category to another, and the only way I've found to do it is to change the keyword for the material in the item itself. 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.

It seems there is a table somewhere that maps materials for weapons and armor, to categories at the forge, i.e.:
  • WeaponMaterialSteel -> Steel
  • ArmorMaterialSteel -> Steel
  • WeaponMaterialDaedric -> Daedric
  • ArmorMaterialDaedric -> Daedric
  • ArmorMaterialSteelPlate -> Steel
  • ArmorMaterialScaled -> Steel
  • etc...
And then there is a GMST for each category that determines what text is actually displayed. What I am trying to do is edit this table, or edit how the game maps materials to categories, at any rate. Then I could change which craftable item showed up where, without changing the item itself. Only I can't seem to find it anywhere in the Skyrim master file, even the stuff still uneditable by SkyEdit, I've even looked through the UI code and it doesn't seem to be there either. Is this hard-coded into the game?
Is this in Skyrim.esm, and if so do you have any plans to add a screen for it?
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Louise Dennis
 
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Post » Sun May 20, 2012 8:23 am

You can edit the GMST with Skyedit, I was able to change STUDDED to read SILVER on the Forge.
GMST = Game Settings
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SamanthaLove
 
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Post » Sun May 20, 2012 3:27 pm

You can edit the GMST with Skyedit, I was able to change STUDDED to read SILVER on the Forge.
GMST = Game Settings
Yes, but that won't change the groupings. You still have just the studded armor in one category, except now the category has been renamed SILVER, and you can't get other items in there without adding/changing the keywords, which is a poor solution for the reasons I stated. The category they appear in seems tied to the weapon or armor material entry in the keyword list for that item. So anything tagged with ArmorMaterialSteel will go in the steel category, but so will anything tagged with ArmorMaterialScaled or ArmorMaterialPlate. Ergo the steel, plate, and scaled armors will always be grouped together no matter what, unless you change the keywords for those items, which side effect will screw up their improvement perks. What I want to do is change the category that materials keywords correspond to.

There are two formlists which, based on the names (ArmorMaterials and WeaponMaterials), might contain this mapping, but they aren't editable and viewing the raw data doesn't reveal much.
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Baby K(:
 
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Post » Sun May 20, 2012 8:20 am

Yes, but that won't change the groupings. You still have just the studded armor in one category, except now the category has been renamed SILVER, and you can't get other items in there without adding/changing the keywords, which is a poor solution for the reasons I stated. The category they appear in seems tied to the weapon or armor material entry in the keyword list for that item. So anything tagged with ArmorMaterialSteel will go in the steel category, but so will anything tagged with ArmorMaterialScaled or ArmorMaterialPlate. Ergo the steel, plate, and scaled armors will always be grouped together no matter what, unless you change the keywords for those items, which side effect will screw up their improvement perks. What I want to do is change the category that materials keywords correspond to.

There are two formlists which, based on the names (ArmorMaterials and WeaponMaterials), might contain this mapping, but they aren't editable and viewing the raw data doesn't reveal much.

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?
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matt oneil
 
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Post » Sun May 20, 2012 9:54 am

I have a request

Can you add ability to copy Perk Sections, like you did with Perk Conditions, because at the moment i am having to rewrite the Perk Complex "On Hit cast Spell" blah blah etc, would be nice if we could copy / paste / move up / move down (order sorting). Also inside the Spell Edit dialog box can you place this functionality the same way?
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maria Dwyer
 
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