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How To Make Mods


WarKirby3333

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Yeah, sure!

 

First, you need to use the HEX-ID (01000ce9, for example.) of your item.

 

 

Second, you need to know the load-order of your mod. The second one goes up (02000ce9, 0A000ce9, etc.). Which you already know, as you've read my tutorial! ;)

 

Be sure to check out this tutorial! It makes everything much easier.

And, as a bonus, you can use "STRING-IDs" in scripts (like MyItem instead of 01000ce9)!

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First, you need to use the HEX-ID (01000ce9, for example.) of your item.

 

Got that, hence...

"Item ######## not found for parameter ObjectID" ObjectID is found in the "hidden" or collapsed column after the Editor ID column, and in the CS called FormID

 

Second, you need to know the load-order of your mod. The second one goes up (02000ce9, 0A000ce9, etc.).

 

Actually, on mine, it goes up by last digit, 01000ce6, 01000ce7, 01000ce8, etc. By why is this important? Other than to know what your item's number is?

 

Which you already know, as you've read my tutorial! ;)

 

Not sure if I've read that one or not, but if it was the tut on making objects, well, it was unhelpful, sorry. Most of the window stuff in item/spell creation is pretty self explanatory, really; a tut with more detail on the steps or workings of the very beginning of the actual file creation (as opposed to item creation) and what it actually means and what it does would have been better, IMO.

 

My big problem is that whole "Active File" thing, and how to create a functional esp...

I'm probably missing something very, very obvious or devious, lol.

 

Be sure to check out this tutorial! It makes everything much easier.

And, as a bonus, you can use "STRING-IDs" in scripts (like MyItem instead of 01000ce9)!

 

LOL! You proved you are indeed a programmer, hehehe. No offence - I hold programmers in the highest regard. Only a programmer would think that creating scripts is easier than typing in 25 keystrokes...

Not to mention that scripting is way above my ambitions and abilities (yes, I could copy what you have there, but I am lazy) - I just want some customized clothes and weapons, and anything above that is unneeded for my use and enjoyment.

 

Thanks for your reply :)

And enjoyed your signature pun, lol.

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sorry to bother but i have a problem (probably nothing to you, but i'm noob in moding ^^;;)

 

so i made a face with facegen and i just want to know how to use is in game. i know it as to do with the esp and dds files, but i don't know where to go from there. i looked in the link you sent but i just can't find it. so if someone could tell me or give me a link to a article that tells me, it would be appreciated!

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I have a question for which I am sure many would like an answer but didn't bother to ask :unsure: ... Since I didn't find any clear answer, here it is: Changing the race/face of a companion from a mod that has its own voice files (dialogs)...

 

I am trying to use the CS so as to change one of my companion looks - it is Neeshka, but I guess the same could apply to other distinct companions out there. All I did was to change her race to Breton... But all voices are gone (except for those common NPC dialogs, using the Breton voice). Is there a way to change her race and keep her voice files active? I wouldn't mind if she switches her voice tone from Breton to Dunmer here and then, I just would like to know how I can assign specific voice files to some specific dialogs, whatever the race, since it seems (I don't know for sure) that the voice files included only work IF she is a Dunmer/Elfe female... Until then I get only textual dialogs. Thanks.

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Dialogue files are sorted by race. You could reassign all the files manually by first generating a sound file yourself and then replacing it with the sound file. But that means you'll have to do this for every line of dialogue the npc has.

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There's another way which is easier, but I'm not sure if it works. From your data folder, go to sound->voice->Mod Name.esp->[Original race]->F, and copy all the dialogue that belongs to Neeshka. Then go to Mod Name.esp->Breton->F, and paste the files there. If the Breton and F folder doesn't exist already you'll have to create it yourself.

 

I can't guarantee that this works though.

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