The Quick CK Questions Thread

Post » Tue Jun 19, 2012 2:00 am

This is a noob question, but I am a noob at modding, so it's okay. A leveled list cannot contain a specific reference, correct? If I use my smithing or enchanting skills to improve a piece of armor, that piece of armor cannot then be put into a leveled list with http://www.creationkit.com/AddForm_-_LeveledItem. Only the base, unimproved version could be. Right? Just want to confirm my understanding of this, since if I could add the specific reference, what I want to do would be so much easier....
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Jani Eayon
 
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Post » Mon Jun 18, 2012 7:38 pm

Anyone know if getting the render window to load like you hit F5 after changing worldspace views is possible?
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CxvIII
 
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Post » Tue Jun 19, 2012 2:26 am

You can change models easily enough, but you cannot change one form type to another.

maybe not in the CK, but you can change forms and meshes completely using tessnip. ive done it before the CK was available. i changed a MISC ingot into a summon scroll that had the model of something else entirely. even loaded an old pre-mod save that had the vanilla ingot in possession and was able to cast it right away using its new form type. as long as it keeps the same form ID you can change the form type.
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Riky Carrasco
 
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Post » Mon Jun 18, 2012 10:49 am

@DocClox: Have you tried restarting the Creation Kit? That might be all that's required

That was it, thanks :)
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Joie Perez
 
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Post » Mon Jun 18, 2012 2:43 pm

What's best practice for editing exterior navmeshes?

I read something about editing the navmesh that exists instead of deleting and giving it some kind of ID but I'm really struggling to find where I read it.
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Robert Bindley
 
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Post » Mon Jun 18, 2012 12:44 pm

In the Cell Objects it says that I have two Navmeshes of similar sizes so I am assuming that there is a split somewhere, is there a way to find it easily.
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Rebecca Dosch
 
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Post » Mon Jun 18, 2012 7:03 pm

Is there any way to edit combat styles?
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Your Mum
 
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Post » Tue Jun 19, 2012 12:44 am

Is there any way to edit combat styles?

They're in Miscellaneous > CombatStyle in the Object Window. Edit the default ones, or create new ones there.
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Alexandra Louise Taylor
 
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Post » Mon Jun 18, 2012 2:12 pm

Any way to exchange, say, the appearance of the smelter to a pair of boots, while still keeping the animations and etc of a smelter? Basically a smelter that doesn't look like a smelter.
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Mélida Brunet
 
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Post » Mon Jun 18, 2012 6:50 pm

Any way to exchange, say, the appearance of the smelter to a pair of boots, while still keeping the animations and etc of a smelter? Basically a smelter that doesn't look like a smelter.

you can make the smelter a cabbage if you want. it will work as long as the furniture marker is there and all the appropriate keywords
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Emma louise Wendelk
 
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Post » Mon Jun 18, 2012 11:27 am

Great thread idea. This should be stickied or something! Would probably be a handy reference in the future when it's several pages long.

Anyway my question is about world spaces. If I want to build a castle, for example, I need to have a world space with Tamriel as the parent (from my understanding). But the question is, do I create a new one from scratch? Or do I need to browse the entirely of Skyrim in the editor until I find a spot and... somehow copy an area? Or just start building there? I'm a bit confused as you can tell.

Also as a bit of a side question, what if I wanted to modify a current castle ruin? For example have a quest to clear it out and then a "builder" appears and you can pay him to upgrade sections similar to a player home... I might be getting into more complex stuff than a quick question thread is meant for, but any help is much appreciated. Last night I was just getting familiar with Interior cells and totally got lost when I loaded Tamriel lol.

(EDIT: I think with the upgrading stuff you just assign the new parts as disabled, right? And then when you make the improvement a script will swap all the enabled ruins flags to disabled, and turn all the disabled nice parts to enabled...?)
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A Lo RIkIton'ton
 
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Post » Mon Jun 18, 2012 3:21 pm

you can make the smelter a cabbage if you want. it will work as long as the furniture marker is there and all the appropriate keywords
Thanks.

Ended up just using a chair as a base. Converting vegetables into furniture is a bit beyond me.
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Trevi
 
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Post » Mon Jun 18, 2012 1:40 pm

How do you check if the player is falling? The function exists because you can't fast travel whilst falling. Not sure where it's hidden though.
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MISS KEEP UR
 
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Post » Mon Jun 18, 2012 5:50 pm

Can someone explain why user created objects don't appear in the death drop item list? Surely an oversight.
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Emily Shackleton
 
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Post » Mon Jun 18, 2012 2:07 pm

Is there a way to increase the spell power of Destruction spells through scripting?

I dont think ModActorValue does the same as DestructionModPower(or whatever it is) magic effect.
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Dagan Wilkin
 
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Post » Mon Jun 18, 2012 9:36 pm

Can anyone tell me what the plugins with the extensions .CKM, and .BSL are for?

Consoles perhaps?

And do I need them on the PC if I have the .ESP, and .BSA (I usually extract this) files.
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Penny Courture
 
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Post » Mon Jun 18, 2012 10:52 pm

I have a couple quick questions:
  • Is it possible to load a plugin/cell/map in Skyrim after making changes without having to complete exit the game?
  • Is there a way to speed up the Ctrl-F dialog? My computer is pretty beefy (i7 Quad Core, 16 GB RAM, Raid-0 HD's etc.) and yet whenever I press Ctrl-F there is a sizable delay.
Hopefully someone has answers for me!
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Gill Mackin
 
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Post » Tue Jun 19, 2012 1:45 am

Is there a way to increase the spell power of Destruction spells through scripting?

I dont think ModActorValue does the same as DestructionModPower(or whatever it is) magic effect.

You can add a perk (via scripts) that mods the destruction magnitude. That should work.


Can anyone tell me what the plugins with the extensions .CKM, and .BSL are for?

Consoles perhaps?

And do I need them on the PC if I have the .ESP, and .BSA (I usually extract this) files.

My guess is they are related to the Steam Workshop because I only seem to get them if I publish a mod via the workshop.
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Trey Johnson
 
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Post » Mon Jun 18, 2012 6:28 pm

Actually, no, you don't need to extract the contents. When you go to edit and get prompted for a filename where you'd normally browse to one, you can simply paste the full path to one in the filename box and hit open. The CK will change the model path and you should see it update the preview image and everything. That's how I've been doing it and haven't had any trouble so far.
Interesting, thanks for the tip!


Is there a way to delete a property from a script?

I can delete it in the source file, but it stays in the CK dialog. There has got to be a better way than deleting the script and starting over. (I can cut&paste the script body, to save it, but I'm still left with a lot of props to redefine and initialise...
Recompiling a script with the internal editor works for me.

Great thread idea. This should be stickied or something! Would probably be a handy reference in the future when it's several pages long.
http://www.gamesas.com/topic/1223373-quick-questions-quick-answers-the-30th/.

Anyway my question is about world spaces. If I want to build a castle, for example, I need to have a world space with Tamriel as the parent (from my understanding). But the question is, do I create a new one from scratch? Or do I need to browse the entirely of Skyrim in the editor until I find a spot and... somehow copy an area? Or just start building there? I'm a bit confused as you can tell.
If you want to add a castle you can just start building somewhere in Tamriel. The cities are in separate worldspaces because the consoles can't handle them in the main worldspace. There's no need to do this for your mod unless you're planning something extreme.

Also as a bit of a side question, what if I wanted to modify a current castle ruin? For example have a quest to clear it out and then a "builder" appears and you can pay him to upgrade sections similar to a player home... I might be getting into more complex stuff than a quick question thread is meant for, but any help is much appreciated. Last night I was just getting familiar with Interior cells and totally got lost when I loaded Tamriel lol.

(EDIT: I think with the upgrading stuff you just assign the new parts as disabled, right? And then when you make the improvement a script will swap all the enabled ruins flags to disabled, and turn all the disabled nice parts to enabled...?)
You're correct. The easiest way to enabled a large number of references i to link all the disabled parts to one specific reference by setting that reference as their parent. Enabling the parent enables all the attached references. An Xmarker is useful for this.

How do you check if the player is falling? The function exists because you can't fast travel whilst falling. Not sure where it's hidden though.
It could be hard-coded. I haven't seen a script function that does this.
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Claire Jackson
 
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Post » Tue Jun 19, 2012 12:58 am

Where do I define a location the player ends up when he uses CoC ? Right now he seems to end up at the last-edited spot but I bet there's a way to make it a bit more consistent.
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Nicole Mark
 
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Post » Mon Jun 18, 2012 9:46 pm

This might be easy but I can't find it, how do I make a NPC read a book? You know, like Brelyn does while sandboxing/idle. Already tried placing a book in the NPCs inventory :P.
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Ann Church
 
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Post » Mon Jun 18, 2012 2:45 pm

This might be easy but I can't find it, how do I make a NPC read a book? You know, like Brelyn does while sandboxing/idle. Already tried placing a book in the NPCs inventory :tongue:.

It is an idle marker. Search in "All" for IdleMarker and choose the one you want, possibly "BookReadingIdleMarker", then give the actor a LinkedRef pointing to it, as shown in the Bethesda Encounters tutorial,
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Cool Man Sam
 
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Post » Mon Jun 18, 2012 6:19 pm

I am just starting to use the CK and learning how to mod skyrim and I looking to find out if I will be getting in over my head.

What I plan to do is create a new group of magic called Shadow Magic with inspiration coming from the Erevis Cale series of forgotton realms books. My first step is to change spell effects to look more like shadows, so my question is how hard is it for a modding newbie to alter effects already ingame like changing the color of fire animations black and possibly slowing down the animation.

What programs would I need to accomplish this task that are free to use? would something like Blender be enough?

Is it also possible to add the new spell animations to the game without having to replace any current ones already ingame?

Any advice is apreciated
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Dominic Vaughan
 
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Post » Tue Jun 19, 2012 2:29 am

Are OBSE like event handlers (for eating, drinking, etc.) and user-defined functions (like ''call myfunction'') supported in the CK?
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Britta Gronkowski
 
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Post » Mon Jun 18, 2012 7:59 pm

Are OBSE like event handlers (for eating, drinking, etc.) and user-defined functions (like ''call myfunction'') supported in the CK?
Custom functions and events are a part of the http://www.creationkit.com./Category:Papyrus.
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W E I R D
 
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