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CK to explore mod changes?


mejiasan

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Hello,

 

I am new to modding, and I've been exploring making some changes to the data found in the creation kit.

 

I have learned how to change the damage values for weapons, and after changing them all, I could say I have made a mod myself.. perhaps not the best mod ever, but I'm just learning.

 

Now, I would like to learn more interesting modding, and to do that I tried loading other mods like Frostfall and Combat Evolved in the CK. To my surprise, I haven't been able to find the changes these mods make, It isn't as simple as my changes in the weapons. When I go to to the details window I can see some info like group type GMST CSTY KYWD GLOB MGEF and others

 

The problem is that I can't find them in the list and therefore I can take a look to try to understand what are they doing.

 

Any advice on that?

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I find it easier to use SSEEdit (aka TES5edit) for that. It lists only the changes made by a mod, in simple tree format, so you don't have to sift through vanilla files, looking for asterisks. If you're going to make mods, use the CK for sure, but SSEEdit is a strongly suggested tool, for cleaning your mods so you don't release things with dirty edits. May as well let it make reverse engineering easier for you, too.

 

Can't link at the moment, but search the Skyrim SE page for SSEEdit.

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Thank you for your response.

Honestly I hadn't seen it because I don't know how to get notifications on posts, but I started using SSEEdit and it has helped a lot. I published a mod but funny enough i made the mod in SEEdit and not in the creation kit. I think both are good to make mods, but there are some thing that SSEEdit don't show, for example, there are game settings that you cannot see in SSEEdit, but you can access through the CK by going to gameplay>settings... so yeah, perhaps I should stay in ck to make my mods... I am also learning how to code, and it's necessary to use the ck to be able to see and edit the scripts in an easy way (the double click way :P)

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