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TuralyonProductions

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Everything posted by TuralyonProductions

  1. so I'm currently hard at work on a mod that will create new custom high-quality hair models and textures and replace the vanilla ones with them. Things have been going decently so far (i've been using a few hair mods that already have most of the hard work sorted out) but now that I've been trying to get a custom model I made myself working in game I've been running into some trouble. The hair doesn't quite attach to the characters head properly ingame, and I suspect this is due to a lack of .egm file made using the Conformulator. When I try to do this myself however, I get a CTD upon loading the hair ingame so i'm not quite sure what's causing this. i've noticed that all the other hairs in game have a .tri file for each of them but I haven't been able to find any info on how to create them online. So can anyone walk me through the proper process of generating .tri and .egm files for a custom hair nif I made so it works properly in game with the games headshapes and all that. Cuz i'm not sure if my CTDs are due to a lack of .tri files or that the Conformulator has to be set up differently to work with New Vegas or something like that....
  2. so I'm currently in the process of creating a large mod that will add/change lots of locations and expand the playable map area. To do this, I want to have my settlements/locations to have a unique flavor to them instead of just using vanilla assets, and there's quite a few settlement mods which add new tile sets that I think would be fantastic for my mod. Seeing the awesome buildings created using kits like [post=https://www.nexusmods.com/fallout4/mods/23423/?tab=description]Symbiotic Settlements[/post] makes me feel like this would be the best rout for my project, but due to the fact that they add tile sets and not any prebuilt buildings i have no idea how I can create a building with them and have it loaded and placable inside the Creation Kit as a worldobject. a transfer settlement blueprint wouldn't do that at all, so I have no idea how I can create a prefab usable inside the CK using these assets. Can anyone give me a decent idea of how I can create a custom building using modded settlement kits and have the whole thing loadable and placeable inside the CK as a worldobject like the Vanilla building prefabs are? Would I have to do this through Nifskope or some other external program using the modded tiles or is there some sorta modded trickery I could try to build them ingame using the settlement manager and somehow load it onto an .ESP file?
  3. So sorry for the late reply, but I opened up my ESP inside xEdit and found that there were 106 deleted vanilla navmeshes! Naturally, I restored all of them inside of there, but I have a few questions about how I should proceed going forward. Like I mentioned earlier, I plan on redoing all of the navmeshes for this mods exterior worldspaces myself from scratch, but I'm a bit confused as to how I should proceed with deleting all of the mods current added navmeshes. I want all of them to be deleted so just the vanilla ones are left over and I can proceed with rebuilding them myself. Can you tell me how that's done or guide me through it? On top of that, this mod makes Solitude absolutely HUGE. Normally this wouldn't be a problem, but I'm quite concerned that I'll end up missing an out of the way or crucial part of the cells/worldspaces and screw up AI as a result. I thought the CKs autonavmesh generator would be a good thing to work off of, but despite no mention of it on the CK a few skilled modders have said to avoid it entirely and just do everything by hand. Can you tell me what exactly this automatic navmesh generator is and how it works? why do so many modders say it's not a good idea? is it workable for such a mod like this or not? cuz I'd really like to have some way to get a base for my navmeshes to work off of that I can tweak and improve to my liking so if you know of any way I could do something like that quickly be sure to let me know.
  4. So i've been working on porting a big city overhaul mod from LE to SE, and while I've gotten the core functionality of it up and running, I've been having lots of issues with navmeshing specifically. For instance, many NPCs will just stand in random places and not move, and the navmeshes near the blue palace are overlapping the vanilla ones as shown here: I tried deleting the layer on top but I can't seem to do it without removing ones from the vanilla game which is a big no-no. So I have a few questions about how I should proceed. The current navmeshing is so broken that I think I'll have to redo it entirely. I believe there's a function in the CK that auto generates or re-generates a navmesh for a specific cell that the player can then manually tweak to their liking, but I'm not sure if it works on exterior cells or those already with navmeshing from vanilla like in solitude. Is there anyway I can delete all the navmeshes from this mod and regenerate them using whatever function this is from vanilla and taking it from there? if so, how? secondly, I'm fairly certain that there are some deleted vanilla navmeshes in this mod but I can't quite put my finger on it. How can I check if my mod has any of them and go about restoring any ones I might come across?
  5. I'm currently working on a big project to port and update the excellent [post=https://www.nexusmods.com/skyrim/mods/70540/?tab=description]Solitude Combined[/post] mod for SE. I've gotten it working mostly fine in game, but I've been encountering a weird problem getting it to work with the new version of Legacy of the Dragonborn. You see, Solitude combined makes substantial edits to around the same area as LOTD adds its museum in v5 so I'll have to delete much of it. The weird thing is it adds this little elevated piece of land surrounded by walls that's normally accessable through a ladder, but it's strangly built right into the base terrain/roads/floor of the solitude worldspace itself It appears the game object is called "DBMSolitudeBase" but despite the name and file path it seems to be coming from SolitudeCombined instead. Going into view the mesh itself in the CK, I managed to find that the particular area of terrain I need to remove is called "LowWall02" with 5 seperate entries, but I can't seem to delete them anywhere inside the CK. When I opened up the .nif file in Blender, I was able to properly delete the area and export it but no textures seemed to load in the program and in the CK the whole area is just bright green. Finally, trying to delete the wall/base itself in game lead to this... so I'm genuinely confused as to how I should proceed. I can tell that the .nif file seems to have separate entries for the area I want to delete, but I can't seem to get it working in a 3D modeling software like Blender without breaking it's textures due to them not being loaded. Can anyone tell me how I can delete the LowWall02 entries inside this particular .nif base for Solitude and what steps/software I'll need to go about doing it? Is there anyway I can get it done and working with blender perhaps? because I'm kinda stumped as what my plan of action is here...
  6. tried that, still doesn't work. Do you have anything for zMerge or zEdit specifically? cuz I've tried just about everything with that and I haven't been able to find much of anything to help me online...
  7. so I have quite a few mods I've gathered that i'd like to assemble into a single .ESP to work off of it easier, but I can't seem to figure out how exactly to do it. the Merge Plugins program is incredibly buggy and doesn't seem to work at all anymore, and while zMerge seems much better at first glance, it takes WAYYYY longer than it should to merge plugins with it, pops up a bunch of weird errors in orange text I haven't seen in any tutorials with it (some of which claiming that objects aren't copying over from the esp for some reason), and flat out just stops working with my computer overheating when it tries to merge in some specific mods. are there any comprehensive tutorials out there on how to merge plugins/mods and what software I should use for it? because I'm honestly stumped right now, so if anyone can guide me through the process and troubleshoot my problems while telling me how to fix them that'd be great. I look forward to potentially hearing back from y'all soon.
  8. So I've been messing around with Fallout 4's creation kit and I'd like some help with some weird bugs I've been having while editing the landscape firstly, can anyone tell me why I can't draw over certain square land tiles that's leading to shot like this? https://imgur.com/a/RLZprCE because there's certain sharp areas of the map where I just can't seem to paint onto with textures and grass so I'd like to know how I can fix this secondly, any clue how I can fix tears/semes in the games landscape like the one found here? https://i.imgur.com/LoZuSwy.png finally, are there any good resources or guides out there on how to edit the games worldspaces landscape properly and how I should go about designing it well?
  9. So I've been messing around with Fallout 4's creation kit and I'd like some help with some weird bugs I've been having while editing the landscape firstly, can anyone tell me why I can't draw over certain square land tiles that's leading to shot like this? https://imgur.com/a/RLZprCE because there's certain sharp areas of the map where I just can't seem to paint onto with textures and grass so I'd like to know how I can fix this secondly, any clue how I can fix tears/semes in the games landscape like the one found here? finally, are there any good resources or guides out there on how to edit the games worldspaces landscape properly and how I should go about designing it well?
  10. I'm looking to get into modding Fallout 4 and for my first project, I'm thinking about creating a mod that makes all or most of the DLC monsters also spawn in the commonwealth as there don't seem to be many mods that do that as of now. The only thing is I'm not entirely sure how the creation engine handles random/placed creature spawns so I'm not entirely sure where to start with this. Can anyone walk me through how to create such a mod and get it working properly with the leveled lists? cuz I search around online for a bit on it but I really couldn't find much.
  11. alright, so I have a few updates to share. I've managed to get the mod loaded properly in SE, and I'm currently in the process of creating a patch for Legacy of the Dragonborn. This has been rather difficult unfortunately, as for some reason very little of the Solitude Museum and the mods various changes to the area are actually showing up in the CK render window. Much of it is just a bunch of red explanation marks instead of the models mesh, while a lot of it is just completely invisible is missing inside the render window, leaving these large empty gaps and holes in the terrain/scenary where in game it shows up just fine. The entire model for the museum itself is missing for gods sake! here are a few screenshots to give you an idea of what I'm dealing with here: any idea what could be causing this? it seems like only stuff from the LOTD master file is missing, so could this be an issue of the CK not loading the .esm correctly? any idea how I can fix this? also, in the likely case that there are deleted vanilla navmeshes in my mod how should I go about fixing them? can I just readd them directly or is there some more complicated process involved?
  12. hmm so I'm aware that Navmeshing is very important to creating pretty much any mod that makes changes to cells/adds them, but how exactly do I go about doing it? I haven't found many tutorials on it online, and while i'm familiar with the more streamlined method used by engines like Unity, i'm not sure how to do it in the Creation Kit despite hearing rumors that it kinda needs to be done by hand somehow. Also, how do I check what AI package an NPC has at any given time? I think there was a mod for Oblivion that did just that but I'm not aware of any similar plugin for Skyrim. so i've heard that deleting vanilla navmeshes can really screw with the game and cause all sorts of bugs on top of being a generally frowned upon modding practice. Is there any specific way I should go about fixing/re-adding them so these issues with it will be patched properly? cuz I don't wanna just add new ones in only to find that I used the wrong process for it and will have to do it all over again.
  13. hm hmm so I'm aware that Navmeshing is very important to creating pretty much any mod that makes changes to cells/adds them, but how exactly do I go about doing it? I haven't found many tutorials on it online, and while i'm familiar with the more streamlined method used by engines like Unity, i'm not sure how to do it in the Creation Kit despite hearing rumors that it kinda needs to be done by hand somehow. Also, how do I check what AI package an NPC has at any given time? I think there was a mod for Oblivion that did just that but I'm not aware of any similar plugin for Skyrim.
  14. So I recently came across an excellent and highly underrated Solitude city overhaul called [post=https://www.nexusmods.com/skyrim/mods/70540/]Solitude Combined[/post]. It's easily the absolute biggest city overhaul made for Skyrim that i'm aware of, combining half a dozen other Solitude mods into a single, massive and cohesive package. Since the Mod Author never ported it to SE, I decided to do it myself, but I've run into a few problems that I haven't figured out how I'll need to fix. Firstly, for some reason a lot of NPCs (both modded and vanilla) can be found just standing in-place for hours on end as if their AI just doesn't work. Most of them seem to be found right outside the city gates in the new exterior area. While most of these seem to be new NPCs added by the mod, [post=https://en.uesp.net/wiki/Skyrim:Aquillius_Aeresius]Aquilius Aeresius [/post] can be found right outside the gates just standing in place for hours on end so there is something either screwing with these NPCs ai packages or the Actor Limit could be all f*#@ed up (considering most of these tend to be in the exterior Tamriel worldspace) Secondly, a lot of the new buildings added for the mods NPCs are completely unlocked and enter-able during most of the day. While I'm not even certain the mods new NPCs will even go back to these places at night, I do want to have them locked most of the time so I'd like to learn how I can go about doing that in the CK Thirdly, a lot of NPCs inside solitude itself have alot of weird ai problems. Walking into pillars/walls that weren't there in the vanilla game, ignoring basic parts of their schedule, or even just standing in place like as if they've crossed the games actor limit. i'm not familiar with editing AI packages so if y'all could dig up any resources and tutorials on that i'd really appreciate it. Finally, despite consistently getting 60fps both in and outside the city gates, my game tends to crash after spending enough time in solitude. While I've managed to decrease the time it takes for these crashes to occur, i'm confused as to why it's crashing despite my high framerate so anyone familiar with these things should let me know what's going on. So my main question here is are there any resources and guides out there that'll help me fix all these problems and any other ones that might pop up? how do I increase the actor limit so where NPCs won't just stand around all day if that's what's causing it? and how can I use xEdit or some other program to clean the plugin or find and fix any blatant bugs/errors with the mod?
  15. so I'm in the process of creating a definitive elder scrolls attributes mod, and while I'm pretty much done with getting the actor values and their respective bonuses working, I'm struggling with creating the menu and ui functions to really get it working properly. specifically, I want to recreate the excellent attribute-based level up menu the Skywind team created right here: https://www.youtube.com/watch?v=6kw_pj1X1OU, but when I save my decompiled levelupmenu .fla file as .swf and load it up in game with the new and edited buttons for the attributes, the game just freezes with no pop up and I still have to clue how I can get the various buttons to actually increase their respective attributes in game and to display those values like in that video. Does anyone here have a good idea of how I should go about creating a new level up menu like this? Should I just use SkyUIs messagebox popup source file instead of the vanilla decompiled levelupmenu or will I also need SKSE plugin scripting knowledge? are there any good comprehensive tutorials on flash menu editing for skyrim anywhere online?
  16. I So wait, i've never even heard of MyActor before. What exactly does it do? is it specifically for the player or something like that?
  17. so I've been making lots of progress on my Oblivion-style attributes mod and I've started work on the level up menu for them. While it's still a work in progress, I've started encountering a strange compiler error that's blocking my path forward and I really don't know how to describe it C:\Games\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\tyLESAPlayerScript.psc(154,37): too many arguments passed to function C:\Games\steamapps\common\Skyrim Special Edition\Data\Scripts\Source\tyLESAPlayerScript.psc(154,6): type mismatch while assigning to a int (cast missing or types unrelated here's the full code for the script i'm running. Can anyone here tell me what's up and what I'll need to do to fix this and get it to compile? Scriptname tyLESAPlayerScript extends Actor race property HighElfRace auto globalvariable property FavorRewardSmall auto globalvariable property SpeechVeryEasy auto globalvariable property tyBaseAttSpe auto globalvariable property tyBaseAttInt auto globalvariable property FavorRewardMedium auto globalvariable property SpeechEasy auto globalvariable property FavorRewardLarge auto race property OrcRace auto globalvariable property tyBaseAttAgi auto globalvariable property QuestReward04Wow auto globalvariable property FavorGoldRewardSmall auto race property DarkElfRace auto globalvariable property MGR11Reward03 auto race property RedguardRace auto globalvariable property strbase auto globalvariable property tyBaseAttLuk auto globalvariable property tyModAttSpe auto race property KhajiitRace auto globalvariable property QuestReward02Medium auto globalvariable property tyModAttWil auto globalvariable property MGR11Reward01 auto globalvariable property endbase auto globalvariable property SpeePerverage auto globalvariable property QuestReward03Large auto globalvariable property MGR11Reward04 auto globalvariable property SpeechHard auto globalvariable property tyBaseAttWil auto globalvariable property tyModAttEnd auto race property BretonRace auto globalvariable property MGR11Reward05 auto globalvariable property tyModAttPer auto race property WoodElfRace auto globalvariable property tyModAttInt auto race property ImperialRace auto globalvariable property SpeechVeryHard auto globalvariable property tyModAttAgi auto globalvariable property tyBaseAttPer auto globalvariable property FavorRewardIntimidate auto race property ArgonianRace auto globalvariable property tyModAttLuk auto race property NordRace auto globalvariable property FavorRewardBribe auto Actor Property PlayerRef Auto globalvariable property tyModAttStr auto globalvariable property MGR11Reward02 auto globalvariable property QuestReward01Small auto Bool property MyBool Auto spell property Healing auto spell property ConjureFamiliar auto spell property Fury auto spell property Flames auto perk property StatsPerk auto GlobalVariable property tyPCLevel auto Message property tyPCLevelUpAttr auto string strbase = "ShieldPerks" string endbase = "LastFlattered" string intbase = "LastBribedIntimidated" string wilbase = "JumpingBonus" string agibase = "FavorsPerDay" string spebase = "DetectLifeRange" string perbase = "FavorPointsBonus" string lukbase = "Nighteye" float lifebonusnew = 0.0 float MagickaBonusNew = 0.0 float StaminaBonusNew = 0.0 float carryweightbonusnew = 0.0 float spdmult float cwbonus float cwbase Float LifeTotalNew Float MagickaTotalNew Float StaminaTotalNew Float CarryWeightTotalNew Float LifeLevelBonusNew Float MagickaLevelBonusNew Float StaminaLevelBonusNew Float CarryWeightLevelBonusNew Float LifeBaseNew Float MagickaBaseNew Float StaminaBaseNew Float CarryWeightBaseNew float wilmodupdate float strmodupdate float endmodupdate float aglmodupdate float spdmodupdate float LifeTotalCurrent float MagickaTotalCurrent float StaminaTotalCurrent float carryweighttotalcurrent float x float y float z float healthbase float staminabase float magickabase float lifebonus float magbonus float stambonus float magickamult float str float end float itn float wil float agl float spd float prs float luk float strmod float endmod float itnmod float wilmod float aglmod float spdmod float prsmod float lukmod string playerSex string playerRace int AttributesPerLevel = 2 ;---------------------------------------------------------------------------------------- ; Functions ;---------------------------------------------------------------------------------------- Function ShowAddAttrMenu() ;For attribute cap, if doing permanent racial caps, save the player's race cap for each as a global variable on character creation, then replace "20" with that. int AttributesRemaining = AttributesPerLevel while ( AttributesRemaining > 0) int SelectedAttr = tyPCLevelUpAttr.show(playerref.GetLevel() as int, playerref.getAV(strbase), playerref.getAV(endbase), playerref.getAV(intbase), playerref.getAV(wilbase), playerref.getAV(spebase), playerref.getAV(agibase), playerref.getAV(perbase), playerref.getAV(lukbase), AttributesRemaining) int amount = 1 if ( SelectedAttr == 0 ) if ( playerref.getAV(strbase) as int < 100 ) ;Need to cast GetFactionRank to int amount = playerref.getAV(strbase) as int + 1 ;Debug test ;Debug.Messagebox("Increasing Agility to " + amount) playerref.SetAV(strbase, amount) else Debug.Messagebox("You cannot increase that attribute any higher.") ShowAddAttrMenu() endif endif if ( SelectedAttr == 1 ) if ( playerref.getAV(endbase) as int < 100 ) amount = playerref.getAV(endbase) as int + 1 playerref.setAV(endbase, amount) else Debug.Messagebox("You cannot increase that attribute any higher.") ShowAddAttrMenu() endif endif if ( SelectedAttr == 2 ) if ( playerref.getAV(intbase) as int < 100 ) amount = playerref.getAV(intbase) as int + 1 playerref.setAV(intbase, amount) else Debug.Messagebox("You cannot increase that attribute any higher.") ShowAddAttrMenu() endif endif if ( SelectedAttr == 3 ) if ( playerref.getAV(wilbase) as int < 100 ) amount = playerref.getAV(wilbase) as int + 1 playerref.setAV(wilbase, amount) else Debug.Messagebox("You cannot increase that attribute any higher.") ShowAddAttrMenu() endif endif if ( SelectedAttr == 4 ) if ( playerref.getAV(spebase) as int < 100 ) amount = playerref.getAV(spebase) as int + 1 playerref.setAV(spebase, amount) else Debug.Messagebox("You cannot increase that attribute any higher.") ShowAddAttrMenu() endif endif if ( SelectedAttr == 5 ) if ( playerref.getAV(agibase) as int < 100 ) amount = playerref.getAV(agibase) as int + 1 playerref.setAV(agibase, amount) else Debug.Messagebox("You cannot increase that attribute any higher.") ShowAddAttrMenu() endif endif if ( SelectedAttr == 6 ) if ( playerref.getAV(perbase) as int < 100 ) amount = playerref.getAV(perbase) as int + 1 playerref.setAV(perbase, amount) else Debug.Messagebox("You cannot increase that attribute any higher.") ShowAddAttrMenu() endif endif if ( SelectedAttr == 7 ) if ( playerref.getAV(lukbase) as int < 100 ) amount = playerref.getAV(lukbase) as int + 1 playerref.setAV(lukbase, amount) else Debug.Messagebox("You cannot increase that attribute any higher.") ShowAddAttrMenu() endif endif ;One attribute was spent. AttributesRemaining -= 1 endwhile EndFunction ;----------------------------------------------------------------------------------------
  18. Is the Uncapper able to change the particular AVs that are increased on level up and potentially add new ones? cuz I'm trying to replace the level up options for base health/stamina/magicka with ones for the attributes added by my mod (like strength/agility ect.) If it can't, how can I go about changing the options/adding in new ones on the level up menu to increase the actor values I have set for my attributes rather than the base ones?
  19. So I want to create a mod that changes the values for the increases to attributes the player chooses whenever they level up but I have no idea what the name of the script the game uses to display that menu on every level up. Can anyone here tell me the file name for it or how I can edit/redo and replace the menu entirely with a new one?
  20. so i'm currently working on a mod that will reintroduce the old attribute system from oblivion and I'm considering redoing the formula the game uses to calculate displayed weapon damage to include modifiers for strength/agility, particularly this one right here found on the UESP wiki: displayed damage = Round[ (base damage + smithing increase) * (1 + skill/200) * (1 + perk effects) * (1 + item effects) * (1 + potion effect) * (1 + Seeker of Might bonus) ] I believe there are some mods out there that recalculate weapon damage but I really don't know how to create one myself as there aren't many resources out there online. I've been informed that this formula is contained in the plugins rather than a script and may not be directly editable. How can I go about editing or redoing the vanilla weapon damage formula to include the attribute actor values I've repurposed as modifiers? Would this be done through a script? and if so, can someone give me a general idea of what statements I should use and the general layout of the code/script?
  21. actually, I've recently spoken with a dev over at Skywind and they confirmed that they were able to readd Mysticism into the game by repurposing the Enchanting skill for it. They did this by removing the XP gain from enchanting items, and for every spell they want to change to mysticism, reduced its xp gain to 0 and created a papyrus script to add xp to "enchanting" on cast instead. the problem is that I'm not aware of what function is used in papyrus to add XP to a particular skill. Do you know how I can go about creating such a script and what functions/events I should use for it?
  22. So I'm considering making a mod that will overhaul the Enchanting tree and skill by renaming it to Mysticism, adding/re-purposing some spells to include under it's school and change it's perks to also include bonuses to said spells. the problem is that I'm not entirely sure it's possible; while I won't be adding any new skills or actor values, i'm not sure if it's possible to edit an existing and already in use one as well as to make it a "magic skill" for the purpose of schools of magic. I believe Skywind has re-added mysticism somehow so can anyone tell me if this type of mod is even possible to create and if so how I could go about creating it?
  23. so I'm working on this mod that will have some global values to represent oblivion-style attributes but for some reason I just can't seem to get the values to change in game. I have the SetValue commands seemingly set up properly in the script but when i go in game the value remains unchanged (i.e 0.0000 or so for all the floats). I have all the globals set as floats but I'm not sure if that's the problem or not. I have a function that displays a message box for one of the globals so I know that the value just isn't changing at all despite the script having no clear errors. does anyone have any idea how I can fix this so where the tyBaseAtt globals have their values changed and actually reflected in game? does this have something to do with the functions I put them in potentially? or is it some other issue I'm not even aware of. here's a full rundown of my current script so you guys can take a look and tell me what's up Scriptname tyLESAAttributeScript extends Quest race property HighElfRace auto globalvariable property tyLevelUpIncM auto globalvariable property FavorRewardSmall auto globalvariable property SpeechVeryEasy auto globalvariable property tyBaseAttSpe auto globalvariable property tyExtraPerkChance auto globalvariable property tyBaseAttInt auto globalvariable property FavorRewardMedium auto globalvariable property SpeechEasy auto globalvariable property FavorRewardLarge auto race property OrcRace auto globalvariable property tyBaseAttAgi auto globalvariable property QuestReward04Wow auto globalvariable property FavorGoldRewardSmall auto race property DarkElfRace auto globalvariable property MGR11Reward03 auto race property RedguardRace auto globalvariable property tyBaseAttStr auto globalvariable property tyBaseAttLuk auto globalvariable property tyLevelUpIncCW auto globalvariable property tyModAttSpe auto race property KhajiitRace auto globalvariable property QuestReward02Medium auto globalvariable property tyModAttWil auto globalvariable property MGR11Reward01 auto globalvariable property tyBaseAttEnd auto globalvariable property tyLevelUpIncS auto globalvariable property SpeechAverage auto globalvariable property QuestReward03Large auto globalvariable property MGR11Reward04 auto globalvariable property SpeechHard auto globalvariable property tyBaseAttWil auto globalvariable property tySavedAttributes auto globalvariable property tyModAttEnd auto race property BretonRace auto globalvariable property MGR11Reward05 auto globalvariable property tyModAttPer auto race property WoodElfRace auto globalvariable property tyModAttInt auto race property ImperialRace auto globalvariable property SpeechVeryHard auto globalvariable property tyModAttAgi auto globalvariable property tyBaseAttPer auto globalvariable property tyLevelUpIncH auto globalvariable property FavorRewardIntimidate auto race property ArgonianRace auto globalvariable property tyModAttLuk auto race property NordRace auto globalvariable property FavorRewardBribe auto actor property player auto globalvariable property tyModAttStr auto globalvariable property MGR11Reward02 auto globalvariable property QuestReward01Small auto ;-- Variables --------------------------------------- float Str float End float Itn float Wil float Spe float Luk float Agi float Per float StrMod float EndMod float ItnMod float WilMod float SpeMod float LukMod float AgiMod float PerMod :-- Not currently in use ;-- Functions --------------------------------------- Function OnUpdate() player = game.GetPlayer() race playerRace = player.GetRace() tyBaseAttStr.SetValue(6 as float) tyBaseAttEnd.SetValue(8 as float) tyBaseAttInt.SetValue(12 as float) tyBaseAttWil.SetValue(10 as float) tyBaseAttSpe.SetValue(8 as float) tyBaseAttAgi.SetValue(6 as float) tyBaseAttPer.SetValue(6 as float) tyBaseAttLuk.SetValue(10 as float) EndFunction Function OnInit() self.CalculateStatsStart() EndFunction Function CalculateStatsStart() Debug.MessageBox("Strength is " + tyBaseAttStr.GetValue()) EndFunction
  24. So i've been getting more and more into Skyrim modding as of late, and I've already made tons of progress in learning the CK. Unfortunately, I've run into a host of technical issues and my computer is pretty clogged with junk, so I'll be doing a fresh reset and install soon to restart work on my project with a better setup. I've previously used MO2 for both installing mods and making them myself, but I've recently learned that Mod Organizer has a history of not working well with the CK so I'm looking for alternatives. Can anyone walk me through the comprehensive process of installing and setting up Skyrim, the CK and any other useful tools on a fresh computer? what's the best mod manager for those who create mods rather than download them? MO2 has a very useful virtual file system that's great for organizing mods for load orders, but leads to problems with modding despite it's potential functionality. Can anyone tell me how I can direct or copy the files and mods I create and use in the CK to a folder separate from the Data directory for safe keeping and organization? I believe I've heard something about "batch files" being used for this and I'd like to know what other options might be available to me for this effect.
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