Surilindur Posted August 20, 2016 Share Posted August 20, 2016 (edited) I'm about to reset my computer to factory condition (format hard drive), and I'm wondering where the creation kits stores all the mod's source files..? It would be a shame to miss something and then being unable to continue working on it later.Just a thought: Mod Organizer keeps each mod in its own folder. So it is possible, using Mod Organizer, to keep the project in its own dedicated clean folder that is easy to backup whenever necessary (like when doing major changes for testing purposes). As in, the mod project could be a "mod" in Mod Organizer. It has saved me tons of headaches and all that. Of course one needs to move things from the Overwrite mod to the project one occasionally but nothing more, really. When it is time to release the mod, and one has kept everything in the project folder, it is possible to wrap up the "mod" from where MO keeps all mods with no need to go hunting for any files in a crowded Data folder. But to keep things consistent while doing it that way, all the source files (base game, DLC, SKSE) and SDKs (like SkyUI, Campfire, etc.) should probably also be installed through MO. And when compiling scripts, and using the Creation Kit through MO, something like Advanced Papyrus would be required to make compiling work (for the small script fragments at least). Using an external editor like Sublime Text with MO (where each script source set is in their own folder) is easy with Sublime Papyrus or something similar. The new version of Sublime Papyrus might not work as intended with Advanced Papyrus, in which case it might be necessary to use the Advaced Papyrus wrapper for compiling from the Creation Kit, and pointing Sublime Papyrus (in Sublime Text) to the original compiler (and not the wrapper) to be able to compile from Sublime Text. Hopefully that makes some sense. Mod Organizer helps keep projects organised, tidy and easy to comprehend, but it also means some extra work for working with scripts. However it is perfectly possible to use Creation Kit from within MO (and the virtual install system) and compile scripts through it. Advanced Papyrus helps with that immensely. Maybe there are YouTube tutorials or written ones or something for setting it all up. Edit: Sorry for not being able to help with gathering the files used. But maybe that helps to avoid situations like your current one in the future. Happy modding, I hope you will find a solution to your current problem, too. :thumbsup: Edited August 23, 2016 by Contrathetix Link to comment Share on other sites More sharing options...
csbx Posted August 23, 2016 Share Posted August 23, 2016 (edited) If I add an item or items to a vanilla NPC (this one happens to be unique), is this likely to introduce compatibility issues with other mods ? It's very very unlikely that other mods would be altering this npc, but it's possible. Second, if dropping items (not removing any) into the inventory isn't a good idea, is there an alternative method ? Thanks a lot, people. EDIT: I should have added that this is for a mod I am developing. Edited August 23, 2016 by csbx Link to comment Share on other sites More sharing options...
thumbincubation Posted August 23, 2016 Share Posted August 23, 2016 This is the first I've heard of the inventory thing. I do that constantly on my personal mods, though granted I don't have to worry about anyone else using them with conflict. If I may ask, what are the potential problems associated with that? Link to comment Share on other sites More sharing options...
lofgren Posted August 23, 2016 Share Posted August 23, 2016 If I add an item or items to a vanilla NPC (this one happens to be unique), is this likely to introduce compatibility issues with other mods ? It's very very unlikely that other mods would be altering this npc, but it's possible. Second, if dropping items (not removing any) into the inventory isn't a good idea, is there an alternative method ? Thanks a lot, people. EDIT: I should have added that this is for a mod I am developing. It is exactly equally likely to cause compatibility issues as it is likely that other mods will alter the NPC. Link to comment Share on other sites More sharing options...
IsharaMeradin Posted August 23, 2016 Share Posted August 23, 2016 @csbx If you are concerned about compatibility, don't add the items directly to the NPC. Instead, create an alias on a quest record that points to the NPC and add the items there. It is up to you to decide then whether the quest is start game enabled or started in some other manner. There are also ways to do it with script, but the fastest and easiest is with a quest alias. Link to comment Share on other sites More sharing options...
Mortimer Posted August 23, 2016 Share Posted August 23, 2016 Probably very noob question, is there a good resource pack or way to extract a landscape texture pack if I wanted to make a new worldspace with greener colours? Link to comment Share on other sites More sharing options...
csbx Posted August 23, 2016 Share Posted August 23, 2016 @thumbincubation: from what I understand--I could be wrong--changes to NPCs like adding to their inventory won't work in an additive way with other mods that do the same. So if your mod adds a hat and another mod adds a sword, both won't be added but rather only the item added by the mod lower in your load order. I think. Imagine if some mod in your load order added a quest item, but your mod (lower in load order) added a hat. I suspect the quest item wouldn't be there anymore unless scripting or use of aliases was employed. @Lofgren - got it. Okay.@IsharaMeradin - Thank you. I think I'll be able to handle that-though it's crazy how such a seemingly simple move requires such complication ! It makes me wonder how mods like immersive armors and cloaks of skyrim (?) and those altering npc appearances--presumably all mods that alter actor records--how they're able to co-exist. Link to comment Share on other sites More sharing options...
csbx Posted August 23, 2016 Share Posted August 23, 2016 One more question: if I make the item a 'death item' (on traits page of Actor) that too can conflict because it's touching the record--is that right ? Link to comment Share on other sites More sharing options...
IsharaMeradin Posted August 23, 2016 Share Posted August 23, 2016 One more question: if I make the item a 'death item' (on traits page of Actor) that too can conflict because it's touching the record--is that right ?That is correct. IA uses scripting to add items to Leveled Lists so that the randomly generated NPCs can have the chance to wear IA items. As far as named NPCs, I'm not exactly sure. Its been a while since I looked into its scripting (read that as haven't used it in a good while). Other mods edit Leveled Lists directly. Wrye Bash makes all these Leveled List editing mods work together. Link to comment Share on other sites More sharing options...
lofgren Posted August 23, 2016 Share Posted August 23, 2016 IA and other armor mods also edit Outfit objects, but outfit objects can only have armor items in them. You can also add a perk to the player that adds a death item to an NPC, but I believe it only works if the player kills the NPC. That means if a follower, a dragon, or a vampire kill the NPC the item will never appear. Link to comment Share on other sites More sharing options...
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