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[LE] Need help with understanding mod assets storage


LIQUIDXyraz

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Hello friends, call me Xeyth. I'm pretty new to skyrim mod developing, I've been modding my game for a few years now and using all the tools like LOOT, TES5Edit, Wrye Bash, FNIS etc...whatever, I mostly understand these, at least the basics.

 

So I recently started working on my own mod and i wanted to incorporate a few assets from other mods into mine. Learned a bit of creation kit and papyrus to start off.

 

Basicly what i can't figure out is : Can I use another mod's assets into mine without having that mod active in my load order?

 

There's a cell in that other mod that i like the way it's built and I am pretty sure it has custom assets and scripts to it. I want to sort of copy it to my mod or something and have a doorway leading to it. Also I want to edit it after I manage to link my house mod with that cell. And the original mod can't be active in my load order. Sorry if I sound delusional, I'm new to this. But I will put in some time to learn.

 

Thanks in advance.

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If it's for your own use you can use downloaded assets. It you are going to post your mod you need permission of it's creator and to state in your mod description where you got those assets.

 

As to how, custom meshes and textures files can be added to your Meshes and Texture folders. I make a new folder in Meshes, name it "Someone's Meshes" and paste the meshes in there (I usually rename those meshes as well). Same with Textures. Then go in the CK duplicate an item of the type needed, rename it and edit it to use the path to the mesh and texture that you copied. You've now got the new item in your mod.

 

For scripts copy the script into notepad. If you want to add a script onto your new or a vanilla item, go to scripts tab while you are editing you item, pick new script, give it a name and give it properties of the types your copied script has. Easiest to use the names the downloaded script has for the property names but you can change those and then replace their names with your own in the script body. Then paste the body of the script into your script and fill the properties.

 

To copy a whole cell. I think there is a way. I've never done it. I usually do it the hard way by making notes and then recreating it piece by piece

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Wow, well that's pretty helpful, thank you.

 

I am using a Mod manager, does that affect it in any way? Do I still create the said folders in the skyrim data folder? Sorry I can be dumb at times. Just asking because after i finish my mod i want to do a clean re-install of skyrim and all the mods I'm using due to a bunch of testing that pretty much messed up my game, it was intentional.

 

Thanks again

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Copying an entire cell is very easy. With CK open, in the cell view window, right click the cell and choose Duplicate Cell. You should also copy and edit any relevant location and encounter zone records as well or odd things may happen.

 

Note: For OP's original scenario any of the other mod's specific references will also need to be copied into the new cell or the references will be broken when saving.

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