IsharaMeradin Posted February 9, 2015 Share Posted February 9, 2015 (edited) Don't want to loose this information, posting it here for "safe keeping". i.e. It'll be easier for me to find and link should anyone have a question about it. The Mod Organizer, Creation Kit and Papyrus Compiler Conundrum While it is possible to set the Creation Kit (CK) up to be launched from within Mod Organizer (MO) the Papyrus Compiler has trouble with the setup. This is partly due to MO being a 32 bit application. The following are the steps necessary to get all three tools working together. Please note that there are additional instructions for using SublimeText to edit and compile scripts. This is included because the Creation Kit has a memory/character limit in its script editor. If your scripts are short in length, you may disregard all but the very first step. 1. See the Creation Kit sub-section at this STEP page: http://wiki.step-project.com/Guide:Mod_Organizer#Notable_Applications2. Then use SublimeText (32-bit portable version if OS is 64-bit). Set it up in MO like any other 3rd party program. Configure it to compile Papyrus scripts (http://www.creationk...lime_Text_Setup). These two steps yield the following results for us:#1 yields: All script types will compile in the CK#2 yields: SublimeText can be used to edit & compile outside of the CK. Workflow for using ST with MO for both editing and compiling:1. Associate PSC files with SublimeText2. Add SublimeText to MO's list of programs to launch3. Access mod file tree in MO4. Right click on script file and choose open5. SublimeText will open6. Repeat for all other script files wishing to be edited & compiled7. Close SublimeText ***8. Go back to MO9. Launch SublimeText from MO10. Edit & compile as needed11. Close SublimeText Output will be as follows: PSC & PEX files will be placed within the appropriate mod folder in the MO directory structure. *** SublimeText keeps each opened file in its own tab. So long as that tab is not closed it will reopen each time SublimeText is open. Scenarios I have encountered and/or tested:Editing & Compiling in the CKWhen I load the CK through MO and edit & compile a script there, the output will be placed in the mod folder associated with the active mod. There may be overwrite contents (usually an empty scripts folder) drag and drop into mod folder to play it safe. Editing & Compiling with SublimeText launched through MO1. When I right click on a PSC file of an active mod in MO and open it in SublimeText then exit ST and relaunch it with MO, the output will be placed in the mod folder associated with the mod that the PSC file came from. There may be overwrite contents (usually an empty scripts folder) drag and drop into mod folder to play it safe. 2. When I right click on a PSC file of an inactive mod in MO and open it in SublimeText then exit ST and relaunch it with MO, the output of the PSC file will be in the mod folder but the PEX file will be in the overwrite folder. Simply drag and drop into the mod folder. 3. When I right click on a PSC file of an active mod in MO whose script name is identical to a script in another active mod and open it in SublimeText then exit ST and relaunch it with MO, the output of the PSC file will be in the mod folder it came from but the PEX file will go into the mod folder of the last loaded active mod. Solution is to make sure that the mod you are working on is the last loaded mod (left list) 4. When I right click on a PSC file of an inactive mod in MO whose script name is identical to a script in an active mod and open it in SublimeText then exit ST and relaunch it with MO, the output of the PSC file will be in the inactive mod's folder but MO will think that the PEX should go into the active mod folder. Solution is to make sure that all mods with scripts of the same name are deactivated or the version being worked on is active and loaded last (left list) when compiling with ST. 5. When I right click on a PSC file of an inactive mod in MO whose script name is identical to a script in another inactive mod and open it in SublimeText then exit ST and relaunch it with MO, output is identical to scenario #2. Editing & Compiling with SublimeText not launched by MOWhen I right click on a PSC file of an active or inactive mod in MO and open it in SublimeText and edit and compile without relaunching ST in MO, the output of the PSC file will be in the mod folder but the PEX file which *should be* in the overwrite folder (due to changes made to the ScriptCompiler.bat file) but for some strange reason still goes to the original game data folder. TL;DRWith conflicting scripts, make sure the one being worked on is loaded last (left list) if the mods must be active. Keep that in mind and all output should be in the appropriate mod folder or in the overwrite folder. EDIT: Updated Creation Kit wiki links Edited July 14, 2016 by IsharaMeradin Link to comment Share on other sites More sharing options...
chaformbintrano Posted March 5, 2015 Share Posted March 5, 2015 Unfortunately, as I'm new to pc gaming and modding, I don't have anything useful to add here. But I can say that I'm very grateful for this topic as I'm deaf myself and it's really difficult to understand many youtube tutorials even with their subpar auto-captioning feature. This is easily a permanent fixture on my bookmark bar. Link to comment Share on other sites More sharing options...
Deleted133263User Posted March 13, 2015 Share Posted March 13, 2015 (edited) [GUIDE] Manual Cleaning Skyrim Master Files http://forums.nexusmods.com/index.php?/topic/2667094-guide-manual-cleaning-skyrim-master-files/Also on AFK Mods and The Assimilation Lab :http://afkmods.iguanadons.net/index.php?/topic/4110-manual-cleaning-skyrim-master-files/http://www.theassimilationlab.com/forums/topic/14507-guide-manual-cleaning-skyrim-master-files/ I requested it to be made a sticky like it is on the other sites, but so far no joy. Seems to me to be probably one of the most important topics to get a sticky because really to have a stable Skyrim game everyone needs to do their own cleaning .. Anyway, may aswell have it linked as part of your guides without videos too :smile: Edit : Actually, AFK Mods has quite a few more important tutorials which dont require youtube .. http://afkmods.iguanadons.net/index.php?/forum/332-knowledge-base/ Edited March 13, 2015 by Guest Link to comment Share on other sites More sharing options...
JockrisLatour Posted March 14, 2015 Share Posted March 14, 2015 I have been checking your tutorials, but well I'm trying to add standalone followers, could you please tell me if there's any WRITTEN tutorial around here?, i don't understand english properly while explaining, neither i like the video tutorials already posted, they explain nothing ad go super fast Link to comment Share on other sites More sharing options...
Mattiewagg Posted March 14, 2015 Share Posted March 14, 2015 I have been checking your tutorials, but well I'm trying to add standalone followers, could you please tell me if there's any WRITTEN tutorial around here?, i don't understand english properly while explaining, neither i like the video tutorials already posted, they explain nothing ad go super fasthttp://skyrimmw.weebly.com/skyrim-modding/making-a-custom-follower-skyrim-modding-tutorialhttp://www.nexusmods.com/skyrim/mods/25673/? Link to comment Share on other sites More sharing options...
courtneyfrb Posted March 29, 2015 Share Posted March 29, 2015 Does anyone know where I can find an advanced tutorial on Navmesh? I read somewhere that there's a way to create preferred pathways to keep NPCs from wandering into places they're not supposed to be, but I can't figure out how to do it. I'd prefer if the tutorial had pictures to go with it, but it's okay if there isn't any.Thank you! Link to comment Share on other sites More sharing options...
Mattiewagg Posted March 29, 2015 Share Posted March 29, 2015 Does anyone know where I can find an advanced tutorial on Navmesh? I read somewhere that there's a way to create preferred pathways to keep NPCs from wandering into places they're not supposed to be, but I can't figure out how to do it. I'd prefer if the tutorial had pictures to go with it, but it's okay if there isn't any.Thank you!http://www.creationkit.com/Category:Navmesh#Preferred_Pathing Link to comment Share on other sites More sharing options...
courtneyfrb Posted March 30, 2015 Share Posted March 30, 2015 @Matthiaswagg:Thanks! Link to comment Share on other sites More sharing options...
Di0nysys Posted March 30, 2015 Share Posted March 30, 2015 Has anyone yet figured out if its possible to create a custom attack data chart based on existing character behaviors? I'd like a certain creature to call a specific behavior in the attack event. Link to comment Share on other sites More sharing options...
soupdragon1234 Posted April 6, 2015 Share Posted April 6, 2015 This is a reply to an old post but incase someone else has the same trouble... http://i1368.photobucket.com/albums/ag187/johnandmonica/Skyrim/Help/Rifnif_zps98537084.jpg~originalThis is the Nif.Can Nifscope be used to remove the part in the red rectangle?Seems blender can't open nif files. Yes, yes you can, look under NiTriShape, click NiTriShapeData, then in Block Details pane scroll down until you find Triangles, click on it, you'll see all the triangle detais of the mesh listed. Click on each one and it's corresponding triangle will be highlighted in yellow in the Nifskope main window. Once you find the one you want to delete zero its entries (make them 0,0,0). Repeat for every triangle of the mesh you want deleted then prune them all away with > Triangles main entry > right click > Prune Triangles. The section of mesh thus zeroed will be deleted. http://oi59.tinypic.com/2z9mg5l.jpg Link to comment Share on other sites More sharing options...
Recommended Posts