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Little problem with Skyrim creation kit


Ooyama_ST

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Hello good people of loverslab!

I'm not sure if this is the correct place of the forum to ask about my problem, because this is my first topic here, so I really apologize if I’m doing this wrong and please point me to the right place if so.

Now about why I’m typing here.

I want to learn the way of the modder, but not the hard one, I’m not planing getting further than making new small locations with already existing resources. Maybe Ill create my own resources in some future, but I’m not writing about that, I actually want to write about what I’m trying to do right now.

Why here? Because when I said “small locations” I mean fill them with pervert things.

Now, to the point, I know only the basics of SCK, I guess that's why I’m having troubles now.

I want to create my own location, I was thinking of something like a prison in Dwemer style filled with ZAZ furniture, I actually figured out later that mods like that exist already, but I want to finish my thing anyway just to learn things and practice.

I have not trouble with creating a location from zero, It seems to be working, except for the SCK itself because that thing shows so much warnings and loads slow like an overwhelmed dovahkiin. Btw, I read that those things are normal.

Now, to the actual problem, I decided to slow down the work in my own location and learn how to add new things to an existing mod, and most important, save to an existing mod, because when I save my own project, I need to create a new BSA file, pack it to RAR and load it to MO replacing my own mod, and I think that's not the right way to do this. I guess that's my first question. About saving.

So, now, for practice purposes, I want to take an existing location from a mod, and add some ZAZ resources to that location, and then, save the mod replacing the original, and for that, I chose Dread Prison mod. Again, its only for practice purposes and I’m not going to upload that anywhere.

The location is just perfect, a Dwemer style prison with a lot of space inside.

So that's when the problems start.

In the process, my SCK crashes every 2-3 minutes without saying why.

I’m gonna write what I was doing step by step, and I hope you guys can tell me what I’m doing wrong.

So first, just to say, I own a Steam copy of Skyrim Legendary Edition (Russian language), with SKSE installed in the main directory, and all the mods working through MO. I launch SCK through MO too.

Next, I load the master plugins. I tried many combinations, but it seems to crash with anything. In my last test I loaded Skyrim.esm, Update.esm, all the DLC’s, ZazResources, ZazExtensionPack, and DreadPrison.

SCK is asking me to chose an active file, but it seems I cant select anything for that, so I click “yes” in the warning window, then “yes to all” to everything that comes next, a lot of times, then I get a warning about assertion where I click “Ignore”, and again “yes to all” after that, and after a long waiting, that thing load up.

Next, I look for the right cell I try to modify, and open it in the render window.

At this stage, I’m getting random crashes.

Even If I can add some furniture, I don't know how to save that the right way, and crash in the process of “investigation”. I cant even save a ESP because SCK just stop working and I had to close it.

I guess that’s all I want to say here. I hope you guys can help me or point me to right topic.

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Hi there , look under your preferences when you open the creation kit and see if when you crash it's because of your auto save

  but in general I fixed my issues  by adding the few lines below to the correct places I have the English edition of Skyrim legendary edition. Also download  Wrye Bash Skyrim and TES5Edit to clean your master files if you've not done so.  WyreBash can help make the files you are reliant upon master files by copying the data from the .esp to a .esm (when you right click it)  that way the creation kit will save the information to the active file. You can change the master files back to .esp after your finish creating your mod.

 

There are a few lines you need to add to your SkyrimEditor File under steamapps -> common -> skyrim : (This fixes the inability to load multiple masters which causes a crash when using the CK)
 

[General]
sLanguage= English (your's would be Russian) 
bAllowMultipleMasterLoads=1
 
Then in Documents ---> Games --> skyrim.ini  add :  (So that these dependencies for most mods are loaded)
 
 
[Archive]
sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa
sResourceArchiveList2=Skyrim - Voices.bsa, Skyrim - VoicesExtra.bsa
 

 


I hope my post above helps you :) 


I hope my post above helps you :) 

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Hi there , look under your preferences when you open the creation kit and see if when you crash it's because of your auto save

  but in general I fixed my issues  by adding the few lines below to the correct places I have the English edition of Skyrim legendary edition. Also download  Wrye Bash Skyrim and TES5Edit to clean your master files if you've not done so.  WyreBash can help make the files you are reliant upon master files by copying the data from the .esp to a .esm (when you right click it)  that way the creation kit will save the information to the active file. You can change the master files back to .esp after your finish creating your mod.

 

There are a few lines you need to add to your SkyrimEditor File under steamapps -> common -> skyrim : (This fixes the inability to load multiple masters which causes a crash when using the CK)

 

[General]

sLanguage= English (your's would be Russian) 

bAllowMultipleMasterLoads=1

 

Then in Documents ---> Games --> skyrim.ini  add :  (So that these dependencies for most mods are loaded)

 

 

 

[Archive]

sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa

sResourceArchiveList2=Skyrim - Voices.bsa, Skyrim - VoicesExtra.bsa

 

 

 

 

I hope my post above helps you :)

 

I hope my post above helps you :)

 

Thanks you so much for your answer!

I need to view that with more detail later.

I did something but I think not in the right way.

I cleaned my DLC’s with TES5Edit. LOOT is showing me that they are now cleaned and no mod need to be cleaned. But I forgot MO and that messed it all up a bit.

My main master mods disappeared from MO and I had to look them in the overwrite section and create a mod with all of them in one rar. My game started to crash, so I had to add all the DLC’s in separated rar archives and make MO read them again. My game works fine now, but I messed up this cleaning thing through MO. Lesson learned XD

Now, SCK throw the same warnings at me, but seems to be working without crashes after I added those lines, but I dint understand how to save with WyreBash.

I can make a copy to ESP but then MO go crazy and ask to select the correct masters.

I also was able to do a small modification do DreadPrison by adding some extra furniture in one of the rooms, but SCK dint let me save and overwrite the original file, I had to save in a new one, and after that, if I disable the original mod, my game crashes and MO is saying that the mod I saved missed the master mod, which I disabled. But, If I enable both mods, the original, and my modification of the original, everything seems fine and I can see my changes in the game.

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  • 3 weeks later...

 

Hi there , look under your preferences when you open the creation kit and see if when you crash it's because of your auto save

  but in general I fixed my issues  by adding the few lines below to the correct places I have the English edition of Skyrim legendary edition. Also download  Wrye Bash Skyrim and TES5Edit to clean your master files if you've not done so.  WyreBash can help make the files you are reliant upon master files by copying the data from the .esp to a .esm (when you right click it)  that way the creation kit will save the information to the active file. You can change the master files back to .esp after your finish creating your mod.

 

There are a few lines you need to add to your SkyrimEditor File under steamapps -> common -> skyrim : (This fixes the inability to load multiple masters which causes a crash when using the CK)

 

[General]

sLanguage= English (your's would be Russian) 

bAllowMultipleMasterLoads=1

 

Then in Documents ---> Games --> skyrim.ini  add :  (So that these dependencies for most mods are loaded)

 

 

 

[Archive]

sResourceArchiveList=Skyrim - Misc.bsa, Skyrim - Shaders.bsa, Skyrim - Textures.bsa, Skyrim - Interface.bsa, Skyrim - Animations.bsa, Skyrim - Meshes.bsa, Skyrim - Sounds.bsa

sResourceArchiveList2=Skyrim - Voices.bsa, Skyrim - VoicesExtra.bsa

 

 

 

 

I hope my post above helps you :)

 

I hope my post above helps you :)

 

Thanks you so much for your answer!

I need to view that with more detail later.

I did something but I think not in the right way.

I cleaned my DLC’s with TES5Edit. LOOT is showing me that they are now cleaned and no mod need to be cleaned. But I forgot MO and that messed it all up a bit.

My main master mods disappeared from MO and I had to look them in the overwrite section and create a mod with all of them in one rar. My game started to crash, so I had to add all the DLC’s in separated rar archives and make MO read them again. My game works fine now, but I messed up this cleaning thing through MO. Lesson learned XD

Now, SCK throw the same warnings at me, but seems to be working without crashes after I added those lines, but I dint understand how to save with WyreBash.

I can make a copy to ESP but then MO go crazy and ask to select the correct masters.

I also was able to do a small modification do DreadPrison by adding some extra furniture in one of the rooms, but SCK dint let me save and overwrite the original file, I had to save in a new one, and after that, if I disable the original mod, my game crashes and MO is saying that the mod I saved missed the master mod, which I disabled. But, If I enable both mods, the original, and my modification of the original, everything seems fine and I can see my changes in the game.

 

 

I apologize for my late response to your reply I don't personally use Mod Organizer... It's too complicated for me so I just use NMM... I don't understand why so many people think it's intuitive to use and then offer no support when it's code causes something to mess up...

 

 

 When you make a previously .esp file a .esm file you need to go to your mod in Wrye bash and make the dependency for the file the .esp file. 

 

  You do this  by selecting your mod and on the left side under the heading "masters" you'll see the files that the plug-in needs 

  Right click the master needed that should be a copy of the file you made a .esm and change it back to the .esp file 

 

   Then MO, I think, will stop freaking out on you asking for the ghost .esm files 

 

-----------------------------------------------------------------------------------------------------------------------------------------------------------------------

To avoid this in the future you can just copy the assets from the files you want into another folder and add them into the creation kit by duplicating another item and renaming it and replacing the .nif models with the ones you need

 

For instance I wanted to make a new set of eyes for a npc.

  I go under miscellaneous and then texturesets eyes

   I duplicate  a form for the eyes for instance  HumanMaleBownEyes   and rename it 000NewEyes

        I replace the texture paths to the ones I want to use from another mod by selecting the corresponding file matches 

          (ie: Replacing "broweye.dds" with "neweyes.dds")

 ...Then...

  I go under actors, headparts : 

     search for eyes  .... I choose to use the brown eyes

             So I duplicate  HumanMaleBrownEyes and rename it to 000NewEyes 

              I replaced the nifs for the brown eye with the one I want selecting the mesh for the new eyes and tell it to use the New eye color form.

 

       That is one way of importing items from other mods into the mod you want

 

It's a long process of making sure you take the meshes and texture files from objects you want to use and adding them into a separate folder renaming that folder so you can access it easily  

 

  New Folder --- Named to something like "NewModFolder"

      inside the folder make two folders  ----- NewModMeshes      -----NewModTextures

                            These folders will hold the meshes and textures from the mods you need to use to create your mod .

You'll have to add the meshes and textures to the appropriate sections

 

 Like if you use a miscellaneous object add it to the miscellaneous items list and its texture to texture sets. You will not lose the data once you've saved the plugin and close the creation kit.

 

--------------------------------------------------

 

Another thing to note is that the creation kit randomly crashes.. it will always give you warnings .... and it will always randomly crash... so you have to save often nearly after every change you make or at least set the creation kit to auto save after every two-five minutes.

 

     It is just not a stable program. 

     

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