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[LE] How to edit a mod in CK?


Paulkmf

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I just made my first mod in CK. I wanted to start out by putting a small bridge outside of Whiterun over the stream between the horse stables and Chillfurrow farm.
I watched this great tutorial that shows you the basics;



Anyway, after watching that it took me about 15 minutes to create this little mod called "Whiterun Bridge". And it worked. Amazing. But one side is a little too high and I wanted to adjust it and that's where the problem started.
I opened up CK again, clicked my mod as active and waited for it to load... and I can't find it.
I checked again and it shows it's active but I still can't find it.
It's in the Data folder and it shows up in Vortex and TES5Edit.

I'm sure this is a noob problem and I promise I searched but there is no solution that I could find. That search brings up mostly people who can't find their mod in the data folder.
From the info in the video I think it's supposed to show up in "Cell view" beside World Space right? Or did I misunderstand?

 

Edit: Ah, nevermind. It's says "Whiterun Bridge" right there at the top of CK, Duh. So it is loaded.
Unfortunately you have to look through the list of cells to find the one you modified. Hmm, might be a good idea to write down the FormID of what you modified. THAT is not in the tutorials haha.

Now to learn navmeshes so poor Nazeem will be able to use that new bridge. I'll wait in ambush.

Edited by Paulkmf
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If you know which bridge object you used you can find it by filtering the object window with the filter "bridge" then in the editor ID list R-Click the bridge you used and in the bottom of the popup menu choose " use info". This will get you a list of every interior and exterior cell that has that bridge in it. In the "used in these cells" section if you double click on one of the locations the CK will load that cell into the render window with that bridge already selected. You can just run down the list of likely locations until you find the bridge you placed.

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Yeah, they kinda skip over how to find the cell (or even the mod itself) you're working on in most of the tutorials.
I found out it's pretty damn easy after all.

 

For any noobs (like myself) who's grown frustrated by trying to use anything in the CK;
You activate your mod simply by clicking the folder icon and double right clicking your mod. Or nothing except left click Skyrim if you're creating one from scratch.

Then if it's an outside cell you first have to go to Tamriel in the Cell View window (It always defaults to Interiors).
Once that loads you can go straight to a location by putting it into X and Y. Like NexusComa2 says; make a note of what cell you are editing or wanting to edit.

I just published that mod I was working on, it has over 70 downloads in a week. Not bragging, just saying it was really fun and easy after I got the hang of it. I was so pleased with it I thought I'd share.

https://www.nexusmods.com/skyrim/mods/106782/

Navmeshes are a lot easier than I read they would be. Yeah, I actually like doing them.

Now if I can just find a good tutorial to create a freakin Stable, I'm trying to put one in Riverwood, just for fun.
The word 'stable' seems to only bring up how to make the game 'stable'.

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I think Darkfox127 did a youtube video on making stables. He has made a lot of tutorials

Creation Kit Tutorial (Hold Your Horses) - YouTube

 

Yeah, I've watched a number of his videos, they're great.

I did already watch that one. It's more about how to 'stable' your horse when you fast travel. Basically the placement of the xmarker so your horse will appear in your storage stable. It's not about making a stable where you can buy a horse (which is what I was looking for). But thanks all the same.

 

All his videos are from 5 or 6 years ago, I do whish he'd made one on this topic.

 

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