danshive Posted February 16, 2012 Share Posted February 16, 2012 There are certain things that, as far as I can tell, you cannot change via the creation kit. Thus far, the two main things I'm aware of are invisibility and how the character levels up. I was hoping to make it so the character could interact with things while remaining invisible with a master level invisibility spell, and I was hoping to add more perks (which you can do) along with more perks per level (which I don't think you can do). In summary, two things: Am I mistaken about being unable to change those things using the creation kit, and is there anything you've wanted to do using the kit that you have found to be impossible using the kit as is? Link to comment Share on other sites More sharing options...
MofoMojo Posted February 16, 2012 Share Posted February 16, 2012 (edited) There are certain things that, as far as I can tell, you cannot change via the creation kit. Thus far, the two main things I'm aware of are invisibility and how the character levels up. I was hoping to make it so the character could interact with things while remaining invisible with a master level invisibility spell, and I was hoping to add more perks (which you can do) along with more perks per level (which I don't think you can do). In summary, two things: Am I mistaken about being unable to change those things using the creation kit, and is there anything you've wanted to do using the kit that you have found to be impossible using the kit as is? My small list so far: Call Console Commands from scriptsRead and Write Custom .ini values instead of using globals for easier Script Behavior ModificationAdd new SkillsAdd new Perk TreesNo Chameleon EffectAdd new animations Some of these things can be done with SKSE/Script Dragon. Such as more perk points, probably a chameleon effect, and having alternatives to calling console commands. -MM Edited February 16, 2012 by MofoMojo Link to comment Share on other sites More sharing options...
Lazer382 Posted February 16, 2012 Share Posted February 16, 2012 So far no one can seem to change the grass. Painting different grass/dirt textures or changing the height of the terrain won't affect the grass at all but it should. Link to comment Share on other sites More sharing options...
danshive Posted February 16, 2012 Author Share Posted February 16, 2012 No new animations? That's really surprising. That was easy to do in the Fallout games. Link to comment Share on other sites More sharing options...
jimhsu Posted February 16, 2012 Share Posted February 16, 2012 (edited) No new animations? That's really surprising. That was easy to do in the Fallout games. The only thing that has not been demonstrated is new weapons animations and new skeletons/actors (non-replacers). Changing weapon animations works. PlayIdle animations also work (go look on that *other site*) . Edited February 16, 2012 by jimhsu Link to comment Share on other sites More sharing options...
GisleAune Posted February 16, 2012 Share Posted February 16, 2012 (edited) My list so far Annyoing soul gem listing, i.e. not processing inventory Nonsense potion pricing (aweosme-effect + awful-poisonous-side-effect shouldn't be more worth than awesome-effect) native-keyword = "Haha, we hardcoded this shit" Edited February 16, 2012 by GisleAune Link to comment Share on other sites More sharing options...
Mansh00ter Posted February 16, 2012 Share Posted February 16, 2012 My list so far Annyoing soul gem listing, i.e. not processing inventory Nonsense potion pricing (aweosme-effect + awful-poisonous-side-effect shouldn't be more worth than awesome-effect) native-keyword = "Haha, we hardcoded this shit" You can set potion prices manually, no? So that doesn't fit on the "can't change" list. Link to comment Share on other sites More sharing options...
jimhsu Posted February 16, 2012 Share Posted February 16, 2012 My list so far Annyoing soul gem listing, i.e. not processing inventory Nonsense potion pricing (aweosme-effect + awful-poisonous-side-effect shouldn't be more worth than awesome-effect) native-keyword = "Haha, we hardcoded this shit" To me, "native" = "let's get SKSE in on the action". Link to comment Share on other sites More sharing options...
GisleAune Posted February 16, 2012 Share Posted February 16, 2012 (edited) ^SKSE will make a dependency and wouldn't allow for Steam Workshop upload. And no, I'm not a "modding for the nexus" type. I would upload to both, but nexus only? No. You can set potion prices manually, no? So that doesn't fit on the "can't change" list.Sorry, should have mentioned I meant the prices for the crafted potions. Edited February 16, 2012 by GisleAune Link to comment Share on other sites More sharing options...
asunai2 Posted February 16, 2012 Share Posted February 16, 2012 Easily merging ESP files like you could in oblivion.... Missing that feature massively. Link to comment Share on other sites More sharing options...
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