Jump to content

kandaffar

Members
  • Posts

    8
  • Joined

  • Last visited

Nexus Mods Profile

About kandaffar

kandaffar's Achievements

Rookie

Rookie (2/14)

  • First Post
  • Conversation Starter
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. I'm trying to edit the crafting menu names for Bonemold, Chitin, Nordic and Stalhrim, which unlike the other categories are located in the english_transalation.txt folder inside the Interface.bsa rather than in the Settings of the CK. I unpacked the bsa file and made the changes to the text file. If I leave the files loose, the changes show up correctly in the game, but the "Mod Manager" menu option changes to "$Mod Manager" as do all of the menu options inside it. I tried repacking the changed txt file into a new Skyrim - Interface.bsa and removing the loose files but when I do that, the new names for the smithing categories don't appear in game. Then I tried creating a new bsa that has just my changed filed, naming it SmithingMenu.bsa so it will load with my SmithingMenu.esp, and the same thing - the changes don't take effect in game if the file is in a bsa and it messes up the Mod Manager menu if the files are loose. Any help would be appreciated.
  2. Skyrim Special Edition's Ah, I see your point - I didn't realize there was a separate forum for SE. I'll repost there.
  3. I've now also tried packaging my changes into a bsa attached to an esp. Same result, if I load the esp and bsa, it places a $ in front of the mod manager menu but implements the desired change, if I don't load it, no change and mod manager menu doesn't have a $. Anyone have an idea?
  4. Clothing is already treated as an armor item so all you have to do is find the item in the creation kit, open it, and change the armor value from 0 to whatever you want. An easy way to find all of the clothes items is to go to the ArmorClothing keyword, right-click, and select Use Info. Repeat for each clothing item and save your plugin. You don't need to (and won't be able to) change the armor value for enchanted versions of clothing that rely upon a template - just change the value for the template.
  5. I'm trying to edit the crafting menu names for Bonemold, Chitin, Nordic and Stalhrim, which unlike the other categories are located in the english_transalation.txt folder inside the Interface.bsa rather than in the Settings of the CK. I unpacked the bsa file and made the changes to the text file. If I leave the files loose, the changes show up correctly in the game, but the "Mod Manager" option on the main menu changes to "$Mod Manager" as do all of the menu options inside it. If I repack the changed files with the Bethesda Archiver the Mod Manager returns to normal, but the game doesn't display my changes to the original Bonemold, etc... names. I unpacked by repacked bsa and my changes were still present in the text file, they just don't show up in the game if they aren't loose files. Living with the $ on Mod Manager wouldn't be so bad, but I'd prefer to not have it and and I'm worried it might not be the only thing getting messed up. Can anyone help with this problem?
  6. While smithing is great for tempering bonuses to make really powerful weapons and armor, I find it disappointing that there is no benefit to making your own armor/gear as opposed to just finding gear and improving it. Thus, I'd like to make mod that gives you a reason to make your own gear. Now, I could actually do that the hard way, which would require me to make crafted version of every item in the game, change every crafting recipe to point to the new item, and create new tempering recipes for every crafted version. However, if I could find a way to mark an item as crafted, then I could just create a perk that gives bonuses for using crafted items. Not only would that take much less time, it would make the mod compatible with any other mod that adds or changes items to the game. There is actually a quest for crafting items and a Craft Item event to start the quest, but I am a scripting novice (at best) and don't have a clue if it is possible or safe to use those to accomplish my goal. Alternatively, maybe there is a way to alter level lists so that any items found would be lesser (used) versions of the weapons. Anyone have any ideas?
  7. Cutting Room Floor http://www.nexusmods.com/skyrim/mods/47327/?
×
×
  • Create New...