The Quick CK Questions Thread

Post » Mon Jun 18, 2012 11:34 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.
They're generated when you publish to the Workshop. You don't need to keep them once you've done so. They'll get regenerated again when you re-publish.

The .bsl seems to be an encoded list of files, and the .ckm is a temporary archive file that's built to transmit to Steam.
User avatar
kyle pinchen
 
Posts: 3475
Joined: Thu May 17, 2007 9:01 pm

Post » Tue Jun 19, 2012 12:24 am

Another question: Is there a way to turn of game saving, particularly by cell and add a checkpoint system to the cell instead?
You can make the player essential and http://www.creationkit.com/OnEnterBleedout_-_Actor move them back to the checkpoint. You can't prevent or make saves though.
User avatar
Chloe Mayo
 
Posts: 3404
Joined: Wed Jun 21, 2006 11:59 pm

Post » Tue Jun 19, 2012 2:25 am

When I edit a script in the game, the CK puts the edited script in the Data\Scripts folder as a *pex file. It also puts another file with the same name in the Data\Scripts\Source folder, but with a *.psc extension. Do I need this second file? Is it just a backup of the original, unedited script?
User avatar
Emma Pennington
 
Posts: 3346
Joined: Tue Oct 17, 2006 8:41 am

Post » Mon Jun 18, 2012 8:39 pm

Donna what the .pex is for, but it's normal SubRosa. This will happen everytime a new script is written. And an existing script will always overrite the .pex and .psc files associated with it.

.psc is the main script file.
User avatar
Haley Cooper
 
Posts: 3490
Joined: Wed Jun 14, 2006 11:30 am

Post » Mon Jun 18, 2012 10:54 pm

.psc is your source code. You definitely need to keep that for your purposes.

.pex is the compiled binary code the game uses, so that's necessary for distributing the mod. You don't have to include the .psc file for releases though.
User avatar
Alister Scott
 
Posts: 3441
Joined: Sun Jul 29, 2007 2:56 am

Post » Tue Jun 19, 2012 1:51 am

I have 2 scripts they both work on one activator but other activators are not "clickable. What are differences between activators?
User avatar
Ellie English
 
Posts: 3457
Joined: Tue Jul 11, 2006 4:47 pm

Post » Mon Jun 18, 2012 12:22 pm

*Edit* In case anyone was curious on the Magic Effects page if the Base Cost Field is at 0 spells will not give skill progression it must be multiplied in the equation some where. *edit*

The spells I have made aren't increasing my character skill level.
I have hid the conjuration perk tree and put my own tree in its place.
From the menu I went Character>>Actor Values...>> from here I selected Conjuration>>I changed the field In Game Name from 'Conjuration' to 'Shamanism'
Now when I create a magic effect the Magic Skill drop down menu no longer has Conjuration and instead has Shamanism.
When I create a magic effect with Magic Skill - Shamanism with a Skill Usage Mult - 1.0 It does not increase my conjuration/shamanism skill level.

Other relevant information. From Main Menu >> Character >> Actor Values.. >> Conjuration
the information looks like this

Script Name - Conjuration
Type - Skill
In-Game Name - Shamanism
Abbreviation -
Skill use Mult - 2.1
Skill use Offset - 0.0
Skill Improve Mult - 2.0
Skill Improve Offset - 0.0
Skill Category - Magic
User avatar
Daniel Lozano
 
Posts: 3452
Joined: Fri Aug 24, 2007 7:42 am

Post » Mon Jun 18, 2012 10:01 pm

I'm looking for a way to alter the pickpocket perk tree so it doesn't depends to pickpocket skills anymore but to others schools (like destruction, illusion etc...)
can someone tell me where to start? thanks
User avatar
Hearts
 
Posts: 3306
Joined: Sat Oct 20, 2007 1:26 am

Post » Tue Jun 19, 2012 2:42 am

I basically want to make an enemy close to deaf.

for example: I shoot his friend who's behind his back and he wont even notice that his friend died unless he sees it ofcourse.. and so it's easier to sneak up on him etc.

any way of doing this?'

Thanks
User avatar
Jah Allen
 
Posts: 3444
Joined: Wed Jan 24, 2007 2:09 am

Post » Mon Jun 18, 2012 5:14 pm

How do I plant a roommarker? I put it from the object window into the render window, however I can't see it anywhere and when I doubleclick on it in the Cell View, it zooms out very far but I still don't see it. How do I specify it to only contain the objects I want?

Go to View->Show/Hide->Portals and Rooms and tick that box
User avatar
Hearts
 
Posts: 3306
Joined: Sat Oct 20, 2007 1:26 am

Post » Mon Jun 18, 2012 11:11 am

Can someone explain why user created objects don't appear in the death drop item list? Surely an oversight.
http://www.creationkit.com/Traits_Tab

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.
DestructionPowerMod is an Actor Value, and can be modified by anything that can modify actor values. I think it's something that's modified rather frequently though, as it's a derived value, and not a base value, so you can't just set it once and expect it to stay that way. But it can be modified during events, or by perks, and should work as desired.

Can you tell me how you can get the ID of the book read in an OnRead() event?
I tried a couple of ways of using GetBaseObject, but it just doesn't seem to work.

I can manually choose the property for the script, but I don't want to do it for ~150-200 books :\

Also, is there a way to get the NAME and not the id of something as a string in the script? Like for displaying the given name of the book in a message box or something?
Self? I believe that Self gives you a reference to whatever the script is on. That should at least let you manipulate the book while it's being read. Haven't found a way to to get the name of anything though.

Also, scripts really can't interact with any kind of identifiers (formids, refids), because they're no longer stored within esm/esp files, and because they're supposed to be generic. All references must be formed through properties, or retrieved dynamically, from functions. There are some special variables that give you references to specific things they thought would be important, like Self, Parent, and kmyquest.

Another question: Is there a way to turn of game saving, particularly by cell and add a checkpoint system to the cell instead?
There certainly is. The tutorial / intro quest does it. http://www.creationkit.com/SetInChargen_-_Game(true, false, false) should do it, though I don't know for sure that there aren't any other side effects. The other two arguments control whether or not the player can "wait", and something about displaying error messages while controls are disabled.
User avatar
Skivs
 
Posts: 3550
Joined: Sat Dec 01, 2007 10:06 pm

Post » Mon Jun 18, 2012 12:04 pm

This thread should be pinned, I created a thread without seeing this for my questions. Anyway, that thread failed so here are my questions...

1. How do you make it so a corpse doesn't settle? I've checked "Starts Dead" and "Don't Havok Settle" but it always seems to start settled when I enter my region. I want to create some creepy ritualistic scenes with bodies pinned to walls but it just doesn't work.

2. How do you put a magical barrier on a door (like the one in "Dead Men's Respite")?...and how do you break it? I have checked said door in it's location in the creation kit but there's no indication of what causes the blue barrier.

3. Can I make an NPC use a pullchain when I enter a specific area? I've not used scripts yet, I assume I'll need to use one for something like this?

Anyone?...please.
User avatar
Chantelle Walker
 
Posts: 3385
Joined: Mon Oct 16, 2006 5:56 am

Post » Mon Jun 18, 2012 5:06 pm

How do i make an actor behave like a hunter, hunt and check out the prey and stuff for a set period of time? A package or something?

Still struggeling with this, im trying to use the PatrolAndHunt package, however the hunter wont move, if it sees a animal tho it kills it and hangs out forever around the corpse. I think if i could just make it move the package would work.

Also im wondering if its possible to edite the vampire eyes? I'd like to have one set of eyetexture at night and one during the day.
User avatar
RObert loVes MOmmy
 
Posts: 3432
Joined: Fri Dec 08, 2006 10:12 am

Post » Mon Jun 18, 2012 5:18 pm

Is it possible to make a two-handed weapon be one handed? I've been trying to make a one-handed warhammer, but when I change the animation in the CK, it just gives my character an invisible one handed weapon, and the warhammer stays on his back.

Also, is it possible to make it so that male characters can equip the female version of the Ancient Nord Helm? I changed the model to the female version in the CK, but when I equip it on my male character it simply reverts back to the male version, even though it's the female version in the game world and inventory.

Thanks!
User avatar
Bad News Rogers
 
Posts: 3356
Joined: Fri Sep 08, 2006 8:37 am

Post » Mon Jun 18, 2012 1:24 pm

Thank you for your answer Jumps-Down-Stairs :) I'll try.
User avatar
ezra
 
Posts: 3510
Joined: Sun Aug 12, 2007 6:40 pm

Post » Mon Jun 18, 2012 3:18 pm

I basically want to make an enemy close to deaf.

for example: I shoot his friend who's behind his back and he wont even notice that his friend died unless he sees it ofcourse.. and so it's easier to sneak up on him etc.

any way of doing this?'

Thanks

Hm.. noone? :(
User avatar
Georgia Fullalove
 
Posts: 3390
Joined: Mon Nov 06, 2006 11:48 pm

Post » Mon Jun 18, 2012 12:10 pm

Hm.. noone? :(
Not sure to be honest. There was a Blindness AV in Oblivion, but nothing about deaf. I don't think Blindness even exists in Skryim. For sneak detection, visibility and noise are kind of grouped together.
User avatar
Richard Thompson
 
Posts: 3302
Joined: Mon Jun 04, 2007 3:49 am

Post » Mon Jun 18, 2012 11:21 am

I want to make an ambush that is triggered by the player picking up a certain item or items. How do I do this? I managed to make this work for when the player pulls levers and things, but since items are not classed as activators things got a bit trickier.
User avatar
Jacob Phillips
 
Posts: 3430
Joined: Tue Aug 14, 2007 9:46 am

Post » Mon Jun 18, 2012 7:01 pm

How do i make animals like Cow, Dogs and Chickens to stop reporting crimes? can someone help?
User avatar
Pawel Platek
 
Posts: 3489
Joined: Sat May 26, 2007 2:08 pm

Post » Mon Jun 18, 2012 6:12 pm

How do i make animals like Cow, Dogs and Chickens to stop reporting crimes? can someone help?
Set their responsibility to 0.
User avatar
Heather Kush
 
Posts: 3456
Joined: Tue Jun 05, 2007 10:05 pm

Post » Mon Jun 18, 2012 5:05 pm

Set their responsibility to 0.

I do remember that in Oblivion, but where is the "responsibility" thingy? i cant seem to find it.
User avatar
Eric Hayes
 
Posts: 3392
Joined: Mon Oct 29, 2007 1:57 am

Post » Mon Jun 18, 2012 10:07 pm

I do remember that in Oblivion, but where is the "responsibility" thingy? i cant seem to find it.
System has changed from Oblivion apparently. Actors only report crimes if they are in a Crime faction. Otherwise they warn the player or attack back.
User avatar
Elea Rossi
 
Posts: 3554
Joined: Tue Mar 27, 2007 1:39 am

Post » Mon Jun 18, 2012 11:53 am

Ohh, gona try editing the Chicken, Cow and Farm faction to see is any of those does the trick then, i saw there is a crime tab which i think enables or disables certain types of crime.

Thanks
User avatar
Marina Leigh
 
Posts: 3339
Joined: Wed Jun 21, 2006 7:59 pm

Post » Mon Jun 18, 2012 3:49 pm

Question: is there by any chance a link to an index of all skyrim's static world objects with the ID of the object and a picture of it?
So that if I want to add a wall but I'm not sure of which one could look good in my structure I can scroll the (let's say) "Walls page" and look for a good one?

Question(2): what if I want to add a cliff or a mountain somewhere in the open world?
User avatar
Sylvia Luciani
 
Posts: 3380
Joined: Sun Feb 11, 2007 2:31 am

Post » Mon Jun 18, 2012 12:24 pm

Question: is there by any chance a link to an index of all skyrim's static world objects with the ID of the object and a picture of it?
So that if I want to add a wall but I'm not sure of which one could look good in my structure I can scroll the (let's say) "Walls page" and look for a good one?

Question(2): what if I want to add a cliff or a mountain somewhere in the open world?
1. Just filter "wall", right click Preview. Move the preview window out of the way and you can quickly cycle through the choices,

2 .Then you clear the area, modify the landscape, add cliff statics and adjust the navmeshes.
User avatar
MatthewJontully
 
Posts: 3517
Joined: Thu Mar 08, 2007 9:33 am

PreviousNext

Return to V - Skyrim