SangvinPingvin Posted October 6, 2022 Share Posted October 6, 2022 So I've just started using SSEEdit and I thought I had a very simple task ahead of myself after watching a couple of intro tutorials: I wanted to make a patch for Flower Girls and Sidequests of Skyrim, so that doing the Sidequests wouldn't just increase disposition (as is a native option in that mod's MCM) but also seduction (which is a mechanic of the Flower Girls mod). Now, FG's seduction is a Faction with ranks 1-20 - so much I can tell from poking around in SSEEdit. FG also modifies a few vanilla Skyrim quests, like Thieves' Guild radiant quests, to increase the Seduction rank upon completion. So I thought it would be a rather simple task of copy pasting whatever it is FG does with those vanilla quests and apply it to the Sidequests of Skyrim quests in my patch. Well! Nothing I can find in the FG mod seems to actually increase the seduction faction rank. Rather, the quests seem to call upon scripts for what I assume is this purpose, however I can't find those scripts in SSEEdit so as to inspect them and see what they do. Where can they be found? The scripts seem to be very specific as well, for example completing an ore mining mini-quests triggers a custom FG ore mining script which I assume handles the seduction increase - and I guess using that same script won't work for my purposes. Any ideas on how to proceed? All I want to do is make one mod add to the variable of another mod, which I thought would be easy, but I can't even identify what is doing what here :/ Link to comment Share on other sites More sharing options...
xkkmEl Posted October 6, 2022 Share Posted October 6, 2022 Scripts that are not apparent in the file system are most likely hidden in a bsa file. It will be FG's mod's bsa, or a standard script in one of the Bethesda bsas. MO2 now includes a tool to open and expand those bsa archives. There is also a "BSA browser" mod, though you have to follow instructions to complete the installation manually. Link to comment Share on other sites More sharing options...
SangvinPingvin Posted October 7, 2022 Author Share Posted October 7, 2022 Thanks, Ill try to install some kind of bsa viewer then. Are new mods that you make able to use scripts in other mods bsa files, if you specify the latter as a master for the new mod? Is creation kit capable of viewing/editing scripts in bsa files? I thought Id get away with only using sseedit, but perhaps ck is better? Link to comment Share on other sites More sharing options...
xkkmEl Posted October 7, 2022 Share Posted October 7, 2022 You'll need CK as your compiler, and to associate values to your script properties. Otherwise, CK has no script-specific features you will need. Script files, either loose or in a bsa, can be used by any mod, as long as the script is installed in the script folder or in a bsa file in the data folder. It does not depend on which esp or esm are active. There is nothing special about bsa files... its just a wrapper for a collection of files, like zip. You cannot modify files in a bsa. You can extract them, then modify them. Loose files always have priority over the content of bsa archives. Link to comment Share on other sites More sharing options...
xkkmEl Posted October 7, 2022 Share Posted October 7, 2022 I re-read your original post and am now thinking I should have mentioned the script folder locations:data/scripts, data/scripts/source (maybe data/source/scripts in your SSE install). That's where the loose scripts are located, if they are not hidden in a bsa. Link to comment Share on other sites More sharing options...
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