IsharaMeradin Posted March 31, 2013 Share Posted March 31, 2013 There is no "full description" that I know of. However, to work with DLCs what I said is the "full description". One can go a step further and set bAllowMultipleEditors=1 in the [General] section (it already exists just change the value) so that a working plugin can be open while having viewing plugins open to learn from etc... Link to comment Share on other sites More sharing options...
dwiss Posted March 31, 2013 Share Posted March 31, 2013 Thank you so much for that input ishara - guess i can mod DLCs from now on as well Link to comment Share on other sites More sharing options...
dwiss Posted April 2, 2013 Share Posted April 2, 2013 One thing i found to be helpful is the hot-loading of plugins - so one works in the CK and has the loaded plugin in Skyrim at the same time without closing and opening both all the time. Couldnt find a description in here yet - so here it is: · Load the Creation Kit as normal. Load your plugin (or create a new one)· In this example, we’ll pretend our active plugin is “nifty.esp”· Launch Skyrim as normal.· Make some changes in the Creation Kit, such as moving or adding a static.· In-game, open the console (~) and enter the command: “FCF”o This step only applies if you loaded nifty.esp in the Data files section of the launchero This only has to be done once per boot of the game.o FCF is shorthand for “force close files”, and allows the Creation Kit to save a loaded plugin· Return to the creation kit and save nifty.esp· Return to the game. If possible, position yourself where you’ll notice your changes.· Open the console and enter: “HLP nifty” (or the name of your .esp file)o HLP is shorthand for “Hotload plugin”· The scene will re-load. Your changes show now be visible in-game! The original thread describing this can be found here Link to comment Share on other sites More sharing options...
IsharaMeradin Posted April 2, 2013 Share Posted April 2, 2013 That's nice but it is "experimental" and stated to possibly not work with some types of records. I'd rather be certain that all aspects are loaded-- Leave the CK open.-- Launch Skyrim & test the mod.-- Exit the game.-- Make any changes as necessary to the mod in the CK. It is the loading of the CK that takes up time. Getting in and out of the game takes no time at all. Link to comment Share on other sites More sharing options...
dwiss Posted April 2, 2013 Share Posted April 2, 2013 As long as you keep to the 'confirmed' parts it works just like a charm. Thats why i gave the entire link - the 3rd or 4th post lists all confirmed objects and forms. Its after all the Bethesda guys themselves who use it that way and passing on the tip for it Link to comment Share on other sites More sharing options...
Dameos Posted April 9, 2013 Share Posted April 9, 2013 hey,I'm trying to set up the levitate up/down from tel mithryn in my mod and I'm having Issues anyone know how? Link to comment Share on other sites More sharing options...
Ashenfire Posted April 14, 2013 Share Posted April 14, 2013 (edited) Allannaa.. It's me again. I have watched a lot of youtube videos. The ones that actually did a good job were interpreted by meand put into document .odt form. Also I used clipmate. .ODT is open office and can be used as .doc as well. Included are: Quest Creation. Story manager.Home Purchase or decorate.Create a vendorCreate a follower housecarl or companionCreate Weapon Rack and put items on rackCreate a Mannequin (use warehouse or do it from scratch).Create a book or a note.Create message box with conditions.Create a mining node.create package for npcCreate Traps, prefab, button, doorDialogueCreate Falmer race that talksEvents & TriggersAdd Map Marker during a questMake NPC do a taskPortals and Room BoundsInventory (add or remove)Get Actor Values like HealthToggle ActivatorsRe animation, summoning, tet time, spell casting, ghost effcts Basically I did some myself and got the rest of the information from different sources and put them all in ONE place. ONE big difference: Even though there are links with scripts, I also did a paint by the number approach and toldthe user WHERE to click. Step by step, NOT discussing scripts or their functions. So if anyone is interested *I didn't want to 'plug' unless people are interested*. Edited April 14, 2013 by Ashenfire Link to comment Share on other sites More sharing options...
IsharaMeradin Posted April 14, 2013 Share Posted April 14, 2013 If you can provide a link to where we can get access to all of this, that would be appreciated. I'm sure that Allannaa would eventually get to updating the first page (especially after I bug her about doing it :P ) Link to comment Share on other sites More sharing options...
Ashenfire Posted April 15, 2013 Share Posted April 15, 2013 http://skyrim.nexusmods.com/mods/32760Ongoing how to in Clipmate, openoffice. etc.. It has links to videos, yes....but mostly they are TEXT/ODT/Clips ofhow to do it step by step. They refer to scripts and ideas from wikiand creationkit.com I also contributed. They are consolidatedso people will join me and we can create a larger library. Link to comment Share on other sites More sharing options...
echosecret Posted April 22, 2013 Share Posted April 22, 2013 Can you guys help me out? I know you must get this a lot but, i used NWW to downlaod all my stuff to, I have them all installed and "ready," but when i launch my Skyrim it wont even recigvize the changes, like it's totally oblivious to the fact I even did anything, including the Added Races, like Dryad and Lunari. It simply doesn't show up anywhere, and no matter how many videos i watch, nothing like this comes up. Do you know whats going on? )= Link to comment Share on other sites More sharing options...
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