lordofskulls666 Posted December 9, 2022 Share Posted December 9, 2022 Hi everyone i want to start creating mods, but i dont know where to look at and what you need to start modding. Well i know that there is CK but i want to first do some UI/HUD mod, and when i look for how to, there is nothing on the HUD/UI modding.So if you have ressources i can look at to help me, any free software for it, or tips, you are welcome :laugh: thanks to everyone who wil take the time to redad and maybe answer it Link to comment Share on other sites More sharing options...
HELLJUMPERS21 Posted February 1, 2023 Share Posted February 1, 2023 UI/HUD is the hardest thing to modify. Alot of it is actually inaccessible. Link to comment Share on other sites More sharing options...
greyday01 Posted February 1, 2023 Share Posted February 1, 2023 Start with this:Main Page - Creation KitClick on Tutorials, then scroll down to The Visual Learner, the click on Video Tutorials:Video Tutorials - Creation Kit Start with something easy like an underground dungeon or a cabin in the woods.Once you know your way around the CK you can expand into Gimp for textures, Blender for modeling and papyrus scripting. Darkfox127 has a lot of tutorials about how to do an amazing number of things like bookshelves, mannequins, ect Some pointers:1. Have a folder somewhere convenient and frequently copy your esp into it and rename it like: MyModFinishedStairs.espso if you mess up you can go back to a previous version. Save often! 2. Check your work often. Make a few changes, go in game and inspect carefully, then return to the CK and continue or fix any problems you find. If no problem, make another save and backup. 3. Make a 4-letter prefix for your mod and prefix every script, texture set, new cell, everything you create for your mod with that prefix. Makes searching for YOUR stuff much easier. 4. For Mod making as opposed to just using mods, I would recommend Mod Organizer 2 instead of Vortex. MO2 places each mod in it's own separate folder. Your esp, textures, meshes, scripts, everything your mod uses is in its own separate folder and the base game is untouched. Makes it very easy to package your mod for uploading also. It's already all in a separate folder. 5. Have a clean save from before you started your mod. Use that save when going in game to check your work. Things get baked into saves that can cause problems when making changes to your mod. 6. Practice with XEdit. Make a test mod. In that mod make a change like deleting a vanilla house. Go in game: Look no house. Go in XEdit. Find your change and delete THAT. Go in game. Look, your house is back! Get comfortable with Xedit.Very useful when you do something accidentally like deleting a base object like all kettles instead of one specific kettle, or while examining a vanilla dungeon to see how it is put together you accidentally change something there. XEdit makes it easy to find ALL the changes, additions or deletions your mod made. Remove all accidental edits frequently. Much easier than waiting until almost completed to clean up errors. 7. A test mod is useful for trying things out so you don't mess up your mod. Link to comment Share on other sites More sharing options...
Sphered Posted February 3, 2023 Share Posted February 3, 2023 Well good luck dep on specifically what you mean by ui mods There is the UI script which can invoke forms, and good luck. I consider myself half savvy and dont know what two thirds of that script does, but I did want custom menus so winged it till I saw how to invoke my files Best to get a mod like UI extensions and dissect it. Will be a project though. Authors like that love to obfuscate code Link to comment Share on other sites More sharing options...
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