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KeCap

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  1. Bben and Steve are quite correct. Though I would like to add one bit; It is possible to use copyrighted material in your mod so long as it sufficiently meets the 4 factor fair use test. Fair Use is a hugely important part of copyright law and of culture in general. ​However, the Nexus rules are separate from copyright la. So, a fair use argument is irrelevant here. If you want to use or participate here you must adhere to those rules which prohibit the use of someone else copyrighted material in your own work (unless you have that person's permission, it was released under an "open-source license" [gpl, cc, etc.], or is in the public domain). At least, that is how I understand the Nexus rules
  2. Driven by frustration; I have something like 50+ weapon or armour mods installed. Finding the thing you're looking for in the crafting menu becomes almost impossible at that point. The Holy Grail of menu mods would be to figure out a way to have sub categories (i.e. Glass>Swords>(list of glass sword recipes)
  3. Hmmm, it looks like these might work for what I'm trying. I would be changing a string value on a few particular gamesettings. And the fact that changes aren't persistent between game sessions would be a good thing; I only want to change the string value for the period that the player is in that particular bench's crafting menu
  4. I don't need to modify the keyword actually, all though I suppose that could help further expand things. I need to be able to change the Label associated with the "Game Setting" that represents each category
  5. I have been working on reorganizing all of the recipes for the various mods I use into different categories. I created two new forge benches, one for weapons and one for armor. After changing the "bench keyword" for all the necessary recipes I have gotten it so that weapons show up on the weapons anvil, armor shows up on the armor anvil, and both show up on the vanilla anvil. But, they all still use the same categories. No real way around that. But I have an idea. The label for each category is just a variable attached to that categories hard-coded keyword. It is possible to change that label in CK; lots of people do. Can that variable be changed on the fly? Hypothetical: Let's say we are using the Crafting Tanning Table. I set it up so that recipes for leather armours, clothing, leather and strips and all the like show up only at this table. I sort those recipes amongst a few different categories; Materials, Clothing, Chest Pieces, Gloves, Hats & Helms, etc. If I relabel some categories so that those are the labels for the tanning table that would change the label for those categories at every other table as well. HOWEVER, What if when the player used this table the script associated with crafting table would change the labels for all of the categories it would use to predetermined names. When the player exited the crafting table it could then change the labels back to their original values. The end result is that, at least as it appears to the player, each crafting table could have 28 unique categories. I think this idea could work but for two problems; I am awful at scripting. And, I'm not sure if those keywords can be called from in-game script. So, final question Can a papyrus script on a crafting table access and change the 'label' values associated with the categories keywords upon its activation?
  6. I've got a bunch of mods loaded with new weapons and armors. I'd like to change the bench keyword on most of them (I'm splitting the forge table into an armor anvil and a weapon anvil). Is there a way that I can select a bunch of recipes and change the Bench Keyword for all of them simultaneously? Or would this have to be done one by one
  7. Hermaeus Mora really wanted the Skaal's knowledge. Makes me think it wouldn't be something mundane. Any ideas as to what it was?
  8. I've always thought there should be an insult dragon shout. YO MAH MAH: Effect= Cause the target to cower and cry
  9. Possibly. Related to an idea bouncing around in my head. But, I wouldn't be able to work on it till Marchish
  10. Thank you! That was the tutorial I had read before, but I was having an impossible time finding the thing.
  11. I was looking at using TESVedit, but I'm a bit confused. I figure, and read somewhere once, that I need to renumber all the forms I want to copy into the new "compiled mod" before I copy as deep override. But, I can't seem to figure out how to renumber them in masse. I keep getting an invalid formid error. Am I doing this wrong?
  12. Yeah, I know it's used for scripting. I suppose hex editing is what I am looking to do. I began to wonder if it would be possible to combine pieces from various mods by using N++
  13. I've been looking into different methods of modding and was wondering if it was possible to edit a mod file using Notepad++. I tried loading a few ESP files and get a mostly incomprehensible text. But, a lot of information comes through that is intelligible. Are there any plugins or decompilers that would make something like this possible?
  14. I searched through the files but found nothing on the nexus. I'm just wondering if there are any kits out there (collections of new static objects [architecture] for modders to use)?
  15. Figured out how to fix my own problem. Here's my solution best I've determined thus far: 1. Get TES5Edit 2. Backup a copy of the mod just in case. 3. Load up the mod you saved to and anything it needs. 4. I got lucky and my work wasn't very much stuff nor was the original mod - Delete the entries that have nothing to do with your work - Not everything. If it's shaded a colour I wouldn't mess with it. If it's black type on white background and isn't yours, it can probably go 5. Exit and Save 6. Rename the file to something else
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