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New to modding, need basic advice


KamusTheCat

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I'm trying to make a mod for Skyrim SE that marks everything in the Alchemist's Shack as non-respawning, and changes the names of the containers to add an asterisk to mark them as safe. I also need to find which of my mods is adding gloves of peerless alchemy on top of the alchemy station so I can edit them to be less powerful and also non-respawning.

The Creation Kit is extremely non-intuitive and I have focus issues from chronic pain and medication that make learning without guidance very difficult for me. I'll take as much or as little help as I can get. Links to good guides are a start, but advice specific to my situation is preferred.

TIA!

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For isolating which mod is adding gloves of peerless alchemy you could go there in game do a quick save then exit. Backup your save file, then disable all mods except 1 and try loading that quick save until you find the one that adds them. Probably a better way but would eventually lead to you finding out.

 

As for the containers respawning, open them in editor hit edit base and tack on some prefix to the ID name.

 

example: say you called your mod alchemist shack player home ASPH_Chest, for a chest, ASPH_Barrel, for a barrel.

(the prefix doesnt have to match your title it can be anything really but it just makes the edits easier to identify)

 

Then hit ok and ok to confirm and close the object windows.

This will create new containers for just the things you want edited there. You can then open the base back up like before and untick the respawning boxes and add the asterisk to the name without editing every container of that type in the world.

 

As for any random ingredients or other items you dont want respawning, simply unticking respawns at the bottom of the object window should do fine as it should only effect that placed item not the base.

Edited by aoh125
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Maybe if I load up every relevant mod simultaneously in the creation kit and try to find the gloves in worldspace? I already tried that but I might have missed something.

Or is there a way to use console targeting to find the item ID and then look for it in the records via CK or SSEEdit?

Maybe if I edit the worldspace with my respawn mod it'll override the gloves?

Edited by KamusTheCat
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Could load up all the relevant mods in CK as well but then how would you isolate which one it is. Pehaps just try each of them you think it might be one at a time or check the mod descriptions and information on the download pages/post/forums.

 

probably is a way to use console to do it but cant say i know how that works.

 

Think it depends on load order as to if it will override the gloves but that would be worth a shot.

 

Did you manage to get the storage and stuff to not respawn as you desired?

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Could load up all the relevant mods in CK as well but then how would you isolate which one it is. Pehaps just try each of them you think it might be one at a time or check the mod descriptions and information on the download pages/post/forums.

 

probably is a way to use console to do it but cant say i know how that works.

 

Think it depends on load order as to if it will override the gloves but that would be worth a shot.

 

Did you manage to get the storage and stuff to not respawn as you desired?

Yeah, though the lack of a mass edit function is making it tedious

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One tip for new modders. Make a folder called ModStages on your desktop or somewhere else with a shortcut on your desktop. At end of modding session after you close the CK copy your esp to the mod stages folder and rename it something that reflects the last changes you made. If you mess up while editing the next days mod you simply delete the esp, drag yesterdays' or earlier version into your data folder and rename it back to your mod's name. If you have been working on something a long time you really don't want to lose all your work.

 

Another tip. If you accidentally delete a base object or make unwanted changes to the base object. Open TES5Edit, select ONLY your mod, on the left hand panel scroll down until you find the object deleted or changed. Select it and delete. This does not delete the object from the game, it only deletes the changes your mod made (ie undeletes your deletion). This works for accidentally deleted navmeshes as well. It is easy and quick.

 

Also like the comment before said, any new object, script, ect made by you should be prefixed with you mod's initials. Makes it easy to find the stuff that you made among all the rest. Just put your mod's prefix in the filter box.

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