The Quick CK Questions Thread

Post » Mon Jun 18, 2012 6:34 pm

This worked rather well in the Oblivion CS section so I thought it might here.

Just post those quick questions that really don't require a whole new thread, right here and hopefully folks will answer.

My quick question:

Can someone please point me to any Texture Set information and maybe tutorials on the WIKI. I cannot seem to find it. Thanks!
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Irmacuba
 
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Post » Tue Jun 19, 2012 1:05 am

This is a good idea.

Can someone please point me to any Texture Set information and maybe tutorials on the WIKI. I cannot seem to find it. Thanks!
Texture Set information is scarce at the moment. http://www.creationkit.com/TextureSet doesn't have much information (you've probably seen this already), but it may be enough. The GECK wiki also has a page about http://geck.gamesas.com/index.php/TextureSet, you may be able to get something useful from there.
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A Lo RIkIton'ton
 
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Post » Tue Jun 19, 2012 12:20 am

This is a good idea.


Texture Set information is scarce at the moment. http://www.creationkit.com/TextureSet doesn't have much information (you've probably seen this already), but it may be enough. The GECK wiki also has a page about http://geck.gamesas.com/index.php/TextureSet, you may be able to get something useful from there.

Thank you! That will get me going. :)
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Jaki Birch
 
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Post » Tue Jun 19, 2012 1:19 am

My question: Can you change an object's model to another one or otherwise change the object type?
For example change the model of a potion to that of an ingredient, or change an ingredient type object to a food type object.
I want to use the model of an ingredient, but apply it to a food type object.
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An Lor
 
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Post » Mon Jun 18, 2012 4:49 pm

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

To change a model: R-Click > Edit the form you want to change in the object window, then find the "Model" fiel'ds "Edit" button which will prompt you to navigate to and select a .NIF in Skyrim\Data\Meshes\

Note: You'll first need to extract the contents of Skyrim - Meshes.bsa with a BSA utility like NMM/FOMM/etc. in order to select from Skyrim included models .
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jadie kell
 
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Post » Mon Jun 18, 2012 5:16 pm

How safe is it to use .ESM format to get around the navmesh bug?

Cause I'm thinking about using .esm.

Edit: Nevermind. The CK is not able to save .esm files. . . . .
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e.Double
 
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Post » Tue Jun 19, 2012 3:07 am

Thanks for the answer Justin! I'll go and look for that FOMM utility.
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kristy dunn
 
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Post » Mon Jun 18, 2012 10:04 pm

Terra Nova: 100% Provided you back up your plugin as an .esp, Creation Kit will not directly edit an ESM, so ticking the flag locks you out unless you use WryeSmash or another third party tool to ESP'ify.

Note: To ESM'ify with CK, change a copied (leave original as backup) file extension to .ESM, open, set as active, save. You will not, after saving, be able to edit anything, but you can upload to the Workshop at that time. Currently, however, subscribers will end up with a false flag ESP, that is, a plugin with an ESP file extension yet with its internal ESM flag ticked. Such plugins work just like normal ESPs, but will always load before a normal ESP.

Mahou: Updates initial reply :smile:
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Wane Peters
 
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Post » Mon Jun 18, 2012 1:34 pm

My question: Can you change an object's model to another one or otherwise change the object type?
For example change the model of a potion to that of an ingredient, or change an ingredient type object to a food type object.
I want to use the model of an ingredient, but apply it to a food type object.
You can select the NIF file from the ingredient for the food object but first you have to unpack the NIF files.

NIF files are stored in Skyrim\Data\Skyrim - Meshes.bsa you need a BSA tool to unpack those. Anything from Skyrim or Fallout Nexus should do fine.

Usually it's easier to duplicate the object with the model you want to use and change it's properties, but of course this doesn't work if the object you want to make is of a different type.
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Danii Brown
 
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Post » Mon Jun 18, 2012 1:04 pm

I'm currently creating a quite huge cave system, should I seperate it into different cells or is it okay to have it in one huge interior cell? or would it become very laggy after a while?

edit: and I think I've accidently edited some other cells unintentionally as they have a * in the name, can I undo this in a nice and clean way?
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Red Bevinz
 
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Post » Tue Jun 19, 2012 2:33 am

I'm currently creating a quite huge cave system, should I seperate it into different cells or is it okay to have it in one huge interior cell? or would it become very laggy after a while?
This all depends heavily on what you define as huge and what hardware it's played on. See http://www.creationkit.com/Bethesda_Tutorial_Optimization for some tips on optimizing.

edit: and I think I've accidently edited some other cells unintentionally as they have a * in the name, can I undo this in a nice and clean way?
Cleaning is explained here: http://cs.elderscrolls.com/index.php/File_Details.
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Killer McCracken
 
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Post » Mon Jun 18, 2012 6:28 pm

Terra Nova: 100% Provided you back up your plugin as an .esp, Creation Kit will not directly edit an ESM, so ticking the flag locks you out unless you use WryeSmash or another third party tool to ESP'ify.

Note: To ESM'ify with CK, change a copied (leave original as backup) file extension to .ESM, open, set as active, save. You will not, after saving, be able to edit anything, but you can upload to the Workshop at that time. Currently, however, subscribers will end up with a false flag ESP, that is, a plugin with an ESP file extension yet with its internal ESM flag ticked. Such plugins work just like normal ESPs, but will always load before a normal ESP.

Mahou: Updates initial reply :smile:

Yeah I read something like that in the rather disappointing main thread(disappointing because even as .esm there will be problems apparently). Thanks alot though. I'll most likely still try it sometime today.
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cheryl wright
 
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Post » Mon Jun 18, 2012 3:30 pm

Yeah I read something like that in the rather disappointing main thread(disappointing because even as .esm there will be problems apparently). Thanks alot though. I'll most likely still try it sometime today.
The purported problems mentioned were over over stuff the author wanted removed, but had merely marked "Initially Disabled". Since the placed stuff was in their save as enabled, it was still there in game, thus not attributable to the plugin being an ESM.


Tidbit about removing Skyrim.ESM placed stuff: Don't use the delete key if you want to kill a reference. Instead, as TES4Edit/FO3Edit/FNVEdit does, set PlayerREF from (any) cell as the enable parent of what you want gone, then tick the "Set enable state to opposite of parent" flag. The player will never be disabled and is persistent, so anything removed in that manner will assuredly be removed whether saved as enabled or not. You can also shove, in the render window, such references underground so they'll be out of your way or just set their scale to 0.
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Jade
 
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Post » Mon Jun 18, 2012 5:57 pm

Sorry, but this topic should stay up at the top. People will get their quick questions answered quicker and there will be less new threads.
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Daniel Brown
 
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Post » Mon Jun 18, 2012 8:30 pm

Tidbit about removing Skyrim.ESM placed stuff: Don't use the delete key if you want to kill a reference. Instead, as TES4Edit/FO3Edit/FNVEdit does, set PlayerREF from (any) cell as the enable parent of what you want gone, then tick the "Set enable state to opposite of parent" flag. The player will never be disabled and is persistent, so anything removed in that manner will assuredly be removed whether saved as enabled or not. You can also shove, in the render window, such references underground so they'll be out of your way or just set their scale to 0.

That’s nice to know Justin. Working with vanilla ref’s in the Fallout’s, it was commonly advised to just check the vanilla ref as initially disabled (not the enable parent procedure) and move it underground. So is this enable parent just an added precaution or something that makes for a cleaner mod? (I just want to use the best method possible.)
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AnDres MeZa
 
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Post » Mon Jun 18, 2012 4:29 pm

How can I make new grass appear in game?
I use the landscape editor to paint the terrain with textures that generate grass and it shows up perfectly in the render window but will never appear in game.
Any ideas?
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Big mike
 
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Post » Tue Jun 19, 2012 1:05 am

You can select the NIF file from the ingredient for the food object but first you have to unpack the NIF files.

NIF files are stored in Skyrim\Data\Skyrim - Meshes.bsa you need a BSA tool to unpack those. Anything from Skyrim or Fallout Nexus should do fine.
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.
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Tha King o Geekz
 
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Post » Mon Jun 18, 2012 9:18 pm

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...
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Jessica Nash
 
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Post » Tue Jun 19, 2012 12:41 am

What's the best way to make a script that always runs? I've been trying to do it with a quest, but I've been having trouble with even that because the "Start game enabled" tickbox appears to be nonfunctional and I'm not sure how to find the ID of the quest to start it manually with the console.
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Monique Cameron
 
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Post » Mon Jun 18, 2012 10:04 pm

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

@Clorf: You will want a script - ideally "Start Game Enabled" and "Run Once" (to prevent your http://www.creationkit.com/OnInit event from being called twice). If it appears to do nothing then there's probably a problem with the script itself.

You can use http://www.creationkit.com/Help in the console to find formIDs from editorIDs.

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CxvIII
 
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Post » Mon Jun 18, 2012 1:42 pm

What's the best way to make a script that always runs? I've been trying to do it with a quest, but I've been having trouble with even that because the "Start game enabled" tickbox appears to be nonfunctional and I'm not sure how to find the ID of the quest to start it manually with the console.

I can assure you the Start Game Enable option works really well. You can try to use RegisterForUpdate() and OnUpdate()

http://www.creationkit.com/RegisterForUpdate_-_Form#Examples
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Jack
 
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Post » Mon Jun 18, 2012 7:47 pm

Even if there's something wrong with the script, shouldn't the quest itself at least show up? I've given it a name, a startup index with a log entry and an objective just for testing, and it still doesn't appear.
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Chantel Hopkin
 
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Post » Mon Jun 18, 2012 9:39 pm

Then there's probably an issue with your setup. This will require some troubleshooting, and would probably benefit from a thread of its own :)

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Baby K(:
 
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Post » Mon Jun 18, 2012 3:13 pm

Question: I made a summon horse (my horse is a custom actor) spell, and a book to teach it. I get to learn the spell, but the horse doesn't get summoned. Help?
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Amanda savory
 
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Post » Mon Jun 18, 2012 11:54 am

Question: I made a summon horse (my horse is a custom actor) spell, and a book to teach it. I get to learn the spell, but the horse doesn't get summoned. Help?

I think you should have your own thread & provide more information & code. It will be better that way
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Hannah Whitlock
 
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