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How to hit the ground running?


Magister

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Howdy,

 

I have been trying for some time now, via emails and requests to get this mod made. Sadly, I haven't had any luck so, what the heck, I'll do it myself! =)

 

I have never created a Mod before however and would like a little help on how to get started.

 

Explain it like I'm an idiot please.

 

 

 

So, basically here is what I want to do:

 

 

I want the easiest way to get rid of all the "trash" in the game. This would include some the following items, with more to be added of course:

 

- Utensils

- Cooking objects (pots, pans, etc)

- Empty bottles, jugs, etc

- Burnt Books

- Embalming Tools

 

and the list goes on...

 

 

So, I have the idea, the motivation, just need a little help on how to get to started please.

 

Are all these items marked in the game the same way? as a useless item? and I can just tell the game to look for examples of said mark and simply remove it? or move it to other place in the game?

 

If that isn't possible, would using the items worth work? would this of course lead to exceptions in the rule?

 

I am sure I will have to go through a ton of item codes / values /etc and I really don't mind doing that, but if there is an easier way, that's fine too!.

 

 

That's pretty much it, if someone could point me in the right direction that would be super =)

 

 

Cheers.

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This will give you the right steps to folllow.

 

http://www.creationkit.com/Category:Tutorials

 

Basically look at the first chapters and the chapter on clutter. Once you know how to make a mod file and how to find objects in the CK you can just search for the clutter you want to remove and just delete the entries from your mod.

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Lol I don't know about a year =)

 

In any case, going through the list of clutter objects at the moment .. crazy big. I did find the "use info" command which is super useful, let's me know if I am going to remove something vital to a quest at least.

 

My new question is how to preserve some of the objects on the list and delete others?

 

like for example there is the QAMiscItemContainer which pretty much always seems to be needing the delete boot

 

but others are actually used in quests, for example: QUST WEJS02

 

If I simply choose "delete" it will remove everything in the list, is there some way to remove individual users per item please?

 

 

Thanks again =)

 

 

**Edit - so far so good!

 

Cleaned up a bunch of junk items - loaded the game up - no crash!, checked in a few places - nice and tidy wewt! hehe.

 

Going better than I thought =)

 

P.s. How do I fill out the "Author" field that shows up in the nexus mod manager please?

 

 

P,s,s, to help clarify what I am looking at - and what I am trying to do:

 

Take the item: FLUTE

 

You'll see there are 107 flutes spawning in the game, if we look at the use info, we see the following:

 

TYPE:

 

CONT - QAMiscItemContainer

NPC_ - Borri

NPC_ - AtAfAlan

NPC_ - AiaArria

LVLI - LootCitizenChildsToyList 75

LVLI - LootCitizenChildsToyList

QUST - BardsCollegeFlute

 

So, when I look at this list, I see that the item spawns on 3 npcs, inside various containers, and is used in one quest.

 

Since it's used in a quest, we can't very well get rid of all the flutes, however, do we really need 107 spawns of them in the game? I don't think we do. So then, the only way I can see to do this (with my extremely limited experience of oh...less than 2hrs lol) would be to look down in the use report to the "used in these cells" and delete individual entries as they appear in the game, but leaving some relevant entries so the quest can be completed.

 

Is there any other faster way to do this?

 

 

Cheers.

Edited by Magister
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(chuckle) Ok, thanks =)

 

It's not too bad really.

 

 

I have cleared pretty much all the trash objects in the game with a few exceptions:

 

Instruments: Lutes, Flutes and Drums - used in quests

Human Skulls - Used in quests

Dwarven Cogs - Used in quests / recipes

Dwarven High Pots - Container?

Dwarven Pot - Container?

Various "Glazed" Items (Pots, Cups, plates, candlestick holders, etc) used for thieves guild

 

most are fairly reasonable, in the low 100's or below that even ... human skulls though (cries) something like almost 700 of those ... that one is going to suck lol. I have however removed well over 10,000 items (very conservative guesstimate, considerably higher in reality most likely) from the game so that made me happy =)

 

 

My other question probably got buried in that mess above, I was wondering if someone could tell me how to edit the author name please? (like if I load the mod in nexus MM it just says DEFAULT)

 

 

Thanks again for all the assistance in helping me with this little project! =)

 

 

Cheers.

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Human skulls can be used to make bonemeal.

 

 

Did you not see that I have them earmarked as "used in quests" above? :) perhaps you misunderstood what that list was for?

 

Those items I listed are the items that I haven't removed from the game as of yet - because I don't want to remove ALL of them - just some of them. Because we really don't need 107 drums or 687 human skulls, etc etc =)

 

However, we do need some of them, because they are used for various things in the game.

 

Hence my earlier question about how to remove certain entries and leave others alone within the same object =)

 

 

My bad, I was probably unclear so you got confused. Thanks for pointing out that they could be used to make bonemeal.

 

 

P.s. I still need to know how to sign my work (ie: make my name show up as the "author" in nexus MM) please and thanks.

 

 

*edit - never mind I figured it out! ... devils in the details alright (chuckle)

Edited by Magister
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My other question probably got buried in that mess above, I was wondering if someone could tell me how to edit the author name please? (like if I load the mod in nexus MM it just says DEFAULT)

When you are opening your mod in the CK, highlight the file, and you'll see an Author and a Description box on the right. Fill in your desired author name, and a short description if you'd like, and they'll be in there when you next save your mod.

(EDIT: Ah, you edited your post while I was posting this, I see you got it. Ah well, still here for reference if someone else needs it.)

 

 

Incidentally, how'd you delete so many objects so fast? Are you just deleting the base objects? If so, I fear that may cause problems having lingering object references still hanging around...

Edited by kromey
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