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CS new modder- queries


switpeachikpea

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Oh man, the CS help site is so hard to navigate -.^ even GOOGLE is better at finding the page i want. Just not my style of "informative" I suppose.

 

There's a mod i like which changes the armour some npc's wear, but it's missed a few. I know which names, factions and classes i want to add it to and it's quite a number of characters... is there an automatic way?

 

Here's summing up what i want to acheive, any advice would be appreciated for a newbie who finds navigating "help sites" which have EVERYTHING plus on them, difficult.

 

complete list of things to do:

*3add Midas spells to Dark Seducer's and Golden Saint's

*4add special Alternate Start Revamped starts for Golden Saint's and Dark Seducer's and X-races

*4make Golden Saint's and Dark Seducers playable

*2remove conjurer from adTreeHome

*1put Storm Trooper armour on !all! in appropriate categories, palace shields, silver weaponry, axes on foresters.

*4put patrick stewart face to starter player character and set to Dark Seducer

*4Change player ID to SEDarkSeducerGuardWilderness1

 

edit: Oh as for the mods this affects in total, Oblivion and cobl apparently, but besides that; Midas Spells, Alternate Start Revamped, Xenius Races Compilation, adTreeHome, Storm Trooper Guards, most likely bashed patch will eventually be affected in some way i assume, LD Patrick Stewart Sean Sean (by Lord Domino), whichever new house i decide to build.

 

each *# represents a seperate mod, but I'm gonna have these all combined for me personally.

 

Your experience and wisdom will be well valued, thankyou for any advice you can offer.

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If your mod is for sharing and uploading, you will want to get permission from the owners of all of the mods involved before you start. It would stink to do a bunch of work and then find out that permission is denied.

 

You will either need to merge parts of lots of mods, or use Wrye Bash to slave your new .esp files to the other .esp files as masters in order to gain access to the content in those other mods. You might use a combination of these two approaches. One advantage to just slaving your mod to somebody else's master is that you don't need the author's permission, and gamers will continue to download the original modder's work in order to play your mod.

 

To add the spells, merge mods or slave your mod to the other mod in Wrye Bash. When mastering mods, you must always espify and esmify at the correct times or you will break your mod, or break your play-testing savegames if you save while you have done the wrong thing. Save many many backups with unique names from various times so you can revert to a good version when you slip and break your mod.

 

How to add alternate starts to custom races is such an open-ended question that the forum will not be able to really answer it.

 

To make the Golden Saints and Dark Seducers playable, try slaving your mod to the master, and if that doesn't work, then merge. Merging would be best, but you would need permission.

 

To remove one conjuror, merge mods or slave your mod to that mod and delete the NPC. Or if the master won't let you, then move the conjuror to where you can't see it and it can't see you to attack you.

 

To put Storm Trooper Armor on all, you will have to do lots and lots of tedious secretary work for hours perhaps. One approach is to change the inventory of each NPC. Another approach would be to do a replacer and put the armor in place of iron armor, steel armor, dwemer armor etc. etc. ad nauseum.

 

There is a lot of talk on the forums about giving an NPC a certain face or giving a player a certain face, but it sounds to me like it is difficult and there is no real easy way to do what you want to do, because Bethesda didn't plan for it.

 

The player is hardcoded to be player. A modder can't do certain things because of the hardcoding, so I don't think you can do "*4Change player ID to SEDarkSeducerGuardWilderness1."

 

You may need to post more information and ask very specific follow-up questions of very narrow scope.

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