Jump to content

How do you mod a Plugin?


tony007

Recommended Posts

I need to know a way to add stuff to a certain plugin and even to create a new plugin with all i want in it instead of fixing the Master File since when something goes wrong and i forgot what i did, i'd have to reinstall and that's not fun since i need to put all those patches back on.
Link to comment
Share on other sites

I need to know a way to add stuff to a certain plugin and even to create a new plugin with all i want in it instead of fixing the Master File since when something goes wrong and i forgot what i did, i'd have to reinstall and that's not fun since i need to put all those patches back on.

 

 

--Construction Set--

 

This is a very powerful tool in creating mods, modifing addons and current game features. Make sure you do read into it, do a bit of tutorials (How to create a home, how to create a vendor, how to make a new spell etc.) If you get it, i can help you a little bit (Still working on The Nexus Project)

Link to comment
Share on other sites

  • 3 weeks later...

I got the CS. I just need to know how you would modify a plugin (or a mod, same thing). I need instructions.

 

Scenario: Let's say you have a sword mod. In it there is a sword file and an enchant file. Well, the enchant has icy damage, you hate ice! so you want to change it to fire and save it on the mod. How would you do that?

Link to comment
Share on other sites

That is pretty easy stuff.

 

The first thing you have to know is the FormID of the item added in the game. You can use the construction set to fumble around the huge list looking for anything that has an asterisk beside it but I prefer to use a utility called TESsnip. I open the plugin with this tool and drill down the appropriate groups and I will eventually find all the weapons added by this mod (and nothing else).

 

Once I find the FormID, I can go into the CS and quickly find it. Then double-click on it to see the name of the "enchantment"

 

Next thing you do now is to look in the Magic / Enchantment list and find the name you saw on the weapon. If it is a custom enchant (made by this plugin) then I would simply modify that enchantment. If it used a standard enchantment that already exists in the game, I wouldn't bother messing with that one and simply create a new one. If you modified the enchant, save the plugin and you are done. If you created a new enchant, go back to your weapon, double-click it and change the dropdown of the enchantment and change it to your newly created one.

 

HINT: Once you get into a long list, simply click on one item and start typing the name of what you are looking for and it will scroll to the exact location...but you must know the FormID. This is why I prefix everything I do in a plugin with the mod title.

LHammonds

Link to comment
Share on other sites

I got the CS. I just need to know how you would modify a plugin (or a mod, same thing). I need instructions.

 

Scenario: Let's say you have a sword mod. In it there is a sword file and an enchant file. Well, the enchant has icy damage, you hate ice! so you want to change it to fire and save it on the mod. How would you do that?

First time, when you are creating a new mod, not editing existent ones, make sure nothing is marked as active file in the CS. By your post you want use an already existent item, this is the better to begin indeed. So open that item for "Edit" and make sure you change the ObjectID, This can't have spaces and so on... You can and is good changing the object name too. Now you click OK and make sure you are creating a new FormID and not changing the former one.

 

After is just going to the enchant window in your new item and change, place, remove, whatever you want there.

 

At this point you can save and since no esp was marked as active you'll be asked to supply a name for your mod. Do it. You can even quit CS now if you want and when starting it again just mark your mod as the active one and everything you does will be saved in it. And the first thing to do now is place the item in the "world" someway...

Link to comment
Share on other sites

I got the CS. I just need to know how you would modify a plugin (or a mod, same thing). I need instructions.

 

Scenario: Let's say you have a sword mod. In it there is a sword file and an enchant file. Well, the enchant has icy damage, you hate ice! so you want to change it to fire and save it on the mod. How would you do that?

First time, when you are creating a new mod, not editing existent ones, make sure nothing is marked as active file in the CS. By your post you want use an already existent item, this is the better to begin indeed. So open that item for "Edit" and make sure you change the ObjectID, This can't have spaces and so on... You can and is good changing the object name too. Now you click OK and make sure you are creating a new FormID and not changing the former one.

 

After is just going to the enchant window in your new item and change, place, remove, whatever you want there.

 

At this point you can save and since no esp was marked as active you'll be asked to supply a name for your mod. Do it. You can even quit CS now if you want and when starting it again just mark your mod as the active one and everything you does will be saved in it. And the first thing to do now is place the item in the "world" someway...

 

It's a good practice using names and identifiers easy to trace and be related to you. your's initials repeating in each and any thing you do in your mod, for example.

 

If what you want is just editing an existent mod, you can go directly marking it as the active in the CS. Repeat the same steps, only you will not be asked to supply the mod name.

 

Avoid whenever you can marking (selecting) more than one mod when doing this, at least until know better the potential risks changing more than you expected.

Link to comment
Share on other sites

Archived

This topic is now archived and is closed to further replies.

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...