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A large amount of assistance


Liara7LF

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Hi guys,

 

Firstly, I feel as though I need to clarify that I am indeed aware that there are a lot of tutorials guiding users through the steps I am about to ask for assistance with however, they are of limited use to me as I do not know the name of the process I am trying to do (therefore do not know what to search for).

 

With that out of the way, I am fairly new to modding though I seem to get by when it comes to some of the basics. That said, my most recent creation calls for the use of a modders resource and I am slightly stuck. I believe to use the resource for myself requires that I install it similarly to a normal mod (dragging the extracting archive to data, making sure the meshes end up in skyrim/data/meshes etc) but how do I go about making it so that should I release the mod, the resource is included with it? So it is all nicely packaged? As I said, I don't know the name for this process so I'm not sure what I should be looking for in tutorials - anything to point me in the right direction would be a great help.

 

I'm also wondering if there is a way to view every edit an .esp makes to the game? For instance, if while I've been searching through some of the cells of the game I accidentally moved something that is not intended to be part of the mod I am working on (a separate interior cell - nothing else) is there a way to find this accidental change and rectify/delete it?

 

Finally, and this is probably a complicated step, my mod is an interior cell as I have said before however, it is to look like an exterior cell, a floating island to be precise (cliche I know). I've added the sky to the cell yet the 'void' space is extremely dark/black, not sure how to change this. Also the sky is ridiculously bright with the ENB I currently use (its fine everywhere else) and the actual land is also dark but I think that is because I haven't specified a light source or anything yet. If, in your opinion, I should have started this project as an exterior cell, is it possible to change what I've already done in an interior to an exterior?

 

Sorry for all the questions and thank you for any responses.

 

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For packing the files, uploading to the workshop via the Creation Kit automatically packages the files, and I also believe there is a create archive button (although its buggy). Apart from that you have to organize everything yourself.

 

To see all the changes an esp makes either load it up in TESV edit or you can go to the 'open' windows in the creation kit, select your esp and hit the details button (will take a while to load depending on mod size).

 

You need to select a lighting preset for your interior cell. You do this by clicking world/cells then choose interiors from the drop down list. Browse to your interior, selected it then choose a lighting preset from the 'lighting' tab.

I wrote that off the top of my head so if you run into any troubles don't hesitate to ask! :)

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Tes5edit (latest version) can place all of your assets into a chosen folder.

 

In Tes5edit right click on your esp and select Apply Script.. select Asset Manager and click ok.

Check all the Processed Assets that relate to your mod. But only select Data in the Processed Containers.

 

Choose a folder and Bobs your uncle.

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Thank you everyone for the responses, most helpful!

 

Mattiewagg - how are those created in an exterior cell? My work with exteriors is none, so when creating one it came as quite a surprise to find a layer of land AND above that a layer of water.. how does one go about essentially removing these? Like I said in my original comment, I'm a newb.

 

Thanks!

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Thank you everyone for the responses, most helpful!

 

Mattiewagg - how are those created in an exterior cell? My work with exteriors is none, so when creating one it came as quite a surprise to find a layer of land AND above that a layer of water.. how does one go about essentially removing these? Like I said in my original comment, I'm a newb.

 

Thanks!

Find your worldspace, edit it (there's a button called Worldspaces at the top of the CK), and lower the water level.

 

http://www.creationkit.com/World_Spaces

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