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Automation Tools for TES5Edit - Suggestions Thread


matortheeternal

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Completely forgot about this thread; was burried in the "My Content" page.

 

The mesh replacers are for most of the vanilla clothing and armour. 'Twas done through Caliente's BodySlide, found on her CBBE mod. All that happens, is that the .nif files are changed. The file names stay the same.

That means you don't need to make a separate esp for them.

 

Edit: And once I've finished reinstalling Skyrim and my mods (For. The. Upteenth. Time. RAGE. MODE.), I'll go ahead and do something nice with the NPCGen script. I'll probably implement a fleshed out mercenary guild that covers most o' Skyrim, or something to that effect.

Cool beans!

 

 

Before I click the "Save changes" tab, I have but one more request. Wouldst it be possible to take the content of the dialogue lines (I believe the records are called "topics"), find the .xwm files (would probably need to unpack them from the .bsa and place them in Data) and change the names of the .xwm files to the lines of dialogue? For there are many sound files to sort through...

 

I would be most obliged (again. For the upteenth time.) if you would do such a thing, or guide me down the rocky road of learning to achieve such a goal.

 

Reason for the request, is that I'm going to edit the quest which handles follower recruitment and the like, enabling nearly every voice type to be elligble for hire, rather than the default six or seven. I can currently do it without dialogue with much ease, but it's just rather jarring to not hear anything from a bunch of your followers.

I don't fully understand the request, nor do I feel particularly keen to make it happen. It sounds unnecessarily complex. And I have a headache. Maybe if you elaborate a little more I'll think about doing it sometime in the future.

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Finding proper voice over files from dialogs is a hell of a job, even CK failes at it quite often.

This is an unfinished draft of dialogue export script

https://code.google.com/p/skyrim-plugin-decoding-project/source/browse/TES5Edit/trunk/Delphi%20XE/Edit%20Scripts/Export%20dialogues.pas

 

Did you know that there are recorded lines in game assets that are never used by game? Found and confirmed that while writing this script, happened because as I already said, CK doesn't show required voice files properly for a dialogue line, it can show more than the game actually will use due to a bad conditions checking. There are probably dozens of minutes of recorded voices completely unused sitting in voices BSA archives, maybe enough to even create a whole minor quest from them.

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Completely forgot about this thread; was burried in the "My Content" page.

 

The mesh replacers are for most of the vanilla clothing and armour. 'Twas done through Caliente's BodySlide, found on her CBBE mod. All that happens, is that the .nif files are changed. The file names stay the same.

That means you don't need to make a separate esp for them.

 

'Twas a test, because what I would like to do, is create a folder for these replacers (Instead of it being, say, Data\Meshes\Bandit\Bandit_Curiass, it would be Data\Meshes\AAAReplacer\Bandit_Curiass), so as to make the replacer meshes into their own standalone armours. So there would be the vanilla meshes AND the replacers available.

 

But in order for that to work, I gave the script a test run in the default Data\Meshes folder hierarchy...Which didn't work for some reason.

 

 

Finding proper voice over files from dialogs is a hell of a job, even CK failes at it quite often.

This is an unfinished draft of dialogue export script

https://code.google.com/p/skyrim-plugin-decoding-project/source/browse/TES5Edit/trunk/Delphi%20XE/Edit%20Scripts/Export%20dialogues.pas

 

Did you know that there are recorded lines in game assets that are never used by game? Found and confirmed that while writing this script, happened because as I already said, CK doesn't show required voice files properly for a dialogue line, it can show more than the game actually will use due to a bad conditions checking. There are probably dozens of minutes of recorded voices completely unused sitting in voices BSA archives, maybe enough to even create a whole minor quest from them.

 

Oh my. Didn't think it would be that complex.

 

And aye, I know there's dialogue which is unused. Did you know there is marriage dialogue for the child voice types? Y'know, "I do, now and forever" and the like. Very funky.

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http://puu.sh/60nhR.png

 

NPC Generator UI complete. I removed factions and keywords from the NPC generator because people can tack those on easily using QuickChange, if they so desire. (furthermore, you usually won't be generating massive numbers of NPCs with the same keywords and factions anyways)

 

 

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http://puu.sh/60nEd.png

 

QuickDisplay UI is also complete. Exporting is fully functional and works with importing from QuickChange.

 

 

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http://puu.sh/60oam.png

 

QuickChange UI is complete. I have a little bit more testing to do (Restore and TemplateRestore functions), but otherwise it's pretty much done.

 

 

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http://puu.sh/60ywI.png

 

Armor Mod Builder UI is almost complete. I still need to iron out some kinks, but it's getting there. I'm planning on making a secondary window for the script which would allow the user to verify the script's tagging of found .nif files, and correct if necessary. This would make the script workable with any .nif filenames, which will help its applicability considerably. (it's also totally friggin' awesome)

 

 

 

 

-Mator

Edited by matortheeternal
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I gave the Armor Mod Builder script a shot yesterday on my Bodyslide-created .nif files...Nothing. It created an .esp and the "Armor Addon", "Armor", "Construction Object" categories, but no elements.

 

Perhaps give Bodyslide a try, so as to see what the issue may be?

 

The content/nature of the nif file is absolutely irrelevant as far as the script is concerned. The only thing that matters is the file name.

 

As I said at least three times before now, the script only knows to use a nif file for a certain armor piece upon the basis of how it is named, so file names that deviate from a supported format will be left unrecognized.

 

This will become less of an issue once I develop the user-tagging functionality I mentioned in my previous post^.

Edited by matortheeternal
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