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A script to require different materials for tempering levels


Avastgard

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The problem is that I'm a noob with the CK and it's nearly impossible to load it correctly. What files would I have to check? On the NTT page there is a video describing how to add compatibility, and the author checked;

 

Skyrim.esm

Update.esm

Dawnguard.esm

Nock2Tip.esm

[File you want to change].esp. (set as active file)

 

The file i want to change has the above masters plus Nock2Tip.esp and SmithingPerksOverhaulRemade.esp. Is it possible to load all that? I can't do it so far. Tried loading only some, but the CK crashes...

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Your problem is probably that you're trying to load multiple master files without modifying your ini.

 

http://www.uesp.net/wiki/Skyrim:Creation_Kit#Notes

 

Look at the first and third notes in the Notes section. You need to add bAllowMultipleMasterLoads=1 to your SkyrimEditor.ini file. In addition to that, use ctrl-f to find SResourceArchiveList2. Add "Dawnguard.bsa, HearthFires.bsa, Dragonborn.bsa" to that line (but skip any bsa's for dlc you don't have). If you have them all, it'll look like this: "SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa, Dawnguard.bsa, HearthFires.bsa, Dragonborn.bsa". Save and try the CK again.

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  • 1 month later...

OK, 2 months later and I finally tried it, but with no success. The UESP page you linked says on the third note's subitems:

 


  • Add-On scripts are not normally displayed. The sources are kept in separate folders: Data\Scripts\Source\Dawnguard, Data\Scripts\Source\Hearthfire, andData\Scripts\Source\Dragonborn. Using this information, you can do one of the following in order to view them:
    • View them in a text editor.
    • Copy them to Data\Scripts\Source, though you may want to make a copy of the original scripts first because some of them will get overridden in the process.
    • Edit SkyrimEditor.ini in the main Skyrim folder (most likely "C:\Program Files\Steam\steamapps\common\Skyrim") and set the value for sScriptSourceFolder in SkyrimEditor.ini to the appropriate subfolder. If you haven't already done so, you will also need to add the add-on's .bsa file to SResourceArchiveList2 in the [Archive] section. For example,SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa, Dawnguard.bsa. Do not add .bsa files to this list unless all source code is available or the "Add Script" button may cause the Creation Kit to crash.

 

I went to the appropriate subfolder where the scripts should be, i.e., C:\Program Files\Steam\steamapps\common\Skyrim\Data to find the scripts. The folder was there, but for some reason it was in a .rar folder. I am almost sure this wasn't always like this and I can't even begin to guess how in the world this folder got compressed.

 

Inside this "scripts.rar" folder, I found two other folders:

 

\DialogueViews - containing a bunch of .xml files;

\Scripts\Source\a bunch of scripts, including the folders for DG, HF and DB.

 

So, I'm assuming the path to the scripts on SkyrimEditor.ini (Data\Scripts\Source) is failing to find the scripts, since the file path is incorrect. Should I extract the scripts.rar folder to my data folder so that the path is correct? What could have caused this folder to be compressed?

 

Also, I'm using Mod Organizer, if it makes any difference.

Edited by Avastgard
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