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<rss version="2.0"><channel><title/><link>https://www.loverslab.com/blogs/blog/2230-skyrim-how-to-creation-kitmodding-tips-too/</link><description><![CDATA[<p>
	Instructions on how to start with the creation kit.
</p>
]]></description><language>en</language><item><title>Creation kit (Start scripting)</title><link>https://www.loverslab.com/blogs/entry/20420-creation-kit-start-scripting/</link><description><![CDATA[<p>
	To start writing papyrus scripts and compile them you need to have a the corrects scripts in the right folders. If this isn't the case ck will trow errors at you when you try to compile. When with the LE creation kit, make sure all the pex files are in the Data\Scripts folder and that the psc files are in the Data\Scripts\Source folder.
</p>

<p>
	For the SE creation kit the pex files have to be in the Data\Scripts folder and the psc files have to be in the Data\Source\Scripts folder.
</p>

<p>
	I know this is stupid and confusing but somebody mixed up the locations. Unless you write a line of code to change the path in the ini this is where your scripts have to be. When I tried to compile for the first time I had a lot of errors regarding modified scripts or with faulty code in them. I solved this by making a collection of clean framework files that contain the correct scripts. I also manually removed entire functions with faulty code. I thought, if they are not working properly then why do I need them anyway right? Using these (dummy files) works for me to compile the scripts. I will put them in atachement for you. I do not guarantee that your game will run properly with these scripts. It is possible these scripts will cause some minor bugs. What they shouldn't do is crash your game. I run with these scripts and have had 0 crashes so far (I think it caused some minor bugs though). I suggest you save your scripts somewhere safe before overwriting them with these. Once you are done with your mod you can overwrite my scripts with your old ones. Then you have your own scripts and your original game. Hopefully you are now able to compile scripts.
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<p>
	The first thing you should know about scripts is that there are a couple of different script setups. You can have scripts underneath the quest, scripts tab. Right click on the script and press edit to look at the script (psc source). When you go for this option your scripts should look somewhat like this
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<p>
	The actual script is written between the ;BEGIN CODE and the ;END CODE (red), in this case "Alias_Fight.GetReference().Delete()" (yellow). You can define properties underneath the whole like the second yellow circle. When you open the script for the dialogue it will look somewhat similar like the image below. Here you can once again see the same structure. If you want to change this script you should only touch the code in the yellow circles. Evertyhing else should not be touched as it will break the script. Between the ;BEGIN CODE and the ;END CODE you can add as many lines as you want. The same goes for after the ;END FRAGMENT CODE. If you want you can even write full funtions after this line.
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<p>
	The most easy way to add scripts is by far ataching it to a triggerbox. Create a triggerbox, right click it press "edit" -&gt; "edit base" add a new script at papyrus script. Give the script a unique name that you will be able to find back later. The reason why this is the easiest way is because when you attach a script to an object you get a blak script page instead of one filled with clutter.
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<p>
	You can also attach the script to other objects but you won't be able to use the "Event OnTriggerEnter(ObjectReference TriggerRef". Once you have this page you can start writing your papyrus scripts.  To have a script running you need to start it with an event. When this even is played the script underneath the event will start to run. All possible events to start running scripts can be found in the link: <a href="https://ck.uesp.net/wiki/Category:Events" rel="external nofollow">https://ck.uesp.net/wiki/Category:Events</a>
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</p>

<p>
	In order for a script to do things it needs something to work with. The things that you can work with in your script are called functions and properties. Properties have many possible categories. This image shows the possible properties that you can use in your script. You can find it by pressing the "Properties" button.
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<p>
	Let's start with writing a simple script. Place a triggerbox. Add a script with a unique script name. Start editing the source. In this image ou can see a simple script that will show a message when npc's or the player runs throught them. The code is given underneath. Code in skyrim is a big pile of if's and what should happen when the coditions are met. If-&gt;then. For every "If" you need an "EndIf". You should never change the lines that contain your scriptname like in the image or fragement codes when you are editing quests and message code.
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		<pre class="ipsCode prettyprint lang-html prettyprinted"><span class="pln">Event OnTriggerEnter(ObjectReference MyUniqueRef)
	If MyUniqueRef== Game.GetPlayer()
		Debug.Notification("Player ran through the trigger box")
	ElseIf MyUniqueRef != Game.GetPlayer()
		Debug.Notification("NPC ran through the trigger box")
	Else; this is just an alternative that will run on evey alternative that isn't the player
		Debug.Notification("NPC ran through the trigger box")
	EndIfS
EndEvent</span></pre>

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<p>
	Keep in mind that the debug function is only for editing purpose. The correct way to show messages in game is by adding a message property and type the function .Show().
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		<pre class="ipsCode prettyprint lang-html prettyprinted"><span class="pln">Event OnTriggerEnter(ObjectReference MyUniqueRef)
	If MyUniqueRef== Game.GetPlayer()
		MyMessage1.Show()
	ElseIf MyUniqueRef != Game.GetPlayer()
		MyMessage2.Show()
	Else; this is just an alternative that will run on evey alternative that isn't the player
		MyMessage3.Show()
	EndIf
EndEvent

Message Property MyMessage1 Auto
Message Property MyMessage2 Auto
Message Property MyMessage3 Auto</span></pre>

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<p>
	If you created the messages in the object window with the same name you should be able to auto fill the properties. Like in the image
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<p>
	After that the blue cross should turn into a yellow stick. This means that the script has some properties assigned to it. Assigned properties are connected to other game elements such as messages, objects, npc's, doors, xmarkers etc. Every propertie that isn't assigned to an ingame propertie will have to be defined in the script itself or will return empty.
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<p>
	There are many different possibilities, many small scripts can be combined together in a bigger script. This script will remove 500000  gold from you (if you have it) and enable a castle for you to live in once you walk through the triggerbox. If you don't have it the script will mock you for being (poor).
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		<pre class="ipsCode prettyprint lang-html prettyprinted"><span class="pln">Event OnTriggerEnter(ObjectReference MyUniqueRef)
	If (MyUniqueRef== Game.GetPlayer()) &amp;&amp; (Game.GetPlayer().GetItemCount(Gold001)&gt;=500000)
		Game.GetPlayer().Removeitem(gold001,500000)
		Castle.Enable()
	Else
		HomelessMessage.Show(); Message, we don't allow homeless in here go work!
	EndIf
EndEvent

MiscObject Property Gold001 Auto
ObjectReference Property Castle Auto
Message Property HomelessMessage Auto</span></pre>
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<p>
	Bools are properties that contain false or true information. Int values are properties that contain numeric value. When the script finishes running it will keep all the data regarding bools but it will forget all values that are numeric. It is important to keep in mind if you want your data to be stored or to be forgotten. Bools and ints are usually defined in the script, as far as I know I have never set actual properties for them that refer to ingame properties. Following script contains a counter. In this script only "MyMessge" would have to be filled. All the ohter properties are defined in the script itself.
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		<pre class="ipsCode prettyprint lang-html prettyprinted"><span class="pln">Event OnTriggerEnter(ObjectReference MyUniqueRef)
	If MyUniqueRef == Game.GetPlayer()
		Debug.Notification(Game.GetPlayer() +" entered the box")
		MyFunction()
	EndIf
EndEvent

Function MyFunction()
	If CountingNumber &lt;12
		CountingNumber = CountingNumber+1
	Else
		MyMessage.Show() ; we counted to 12, can we stop now?
		If Counting1 == False
			Counting1 = True
			CountingNumber=0
			MyFunction() ; No you can not!
		Else
			Counting1=False ; (Reset counting) Sure, you can stop now!
		EndIf
	EndIf
EndFunction

Bool Property Counting1 = False Auto
Bool Property Counting2 Auto
Int Property CountingNumber Auto
Message Property MyMessage Auto</span></pre>

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<p>
	You can find many more scripts that are already written in the creation kit wiki. Like this one. <a href="https://ck.uesp.net/wiki/OnDeath_-_Actor" rel="external nofollow">https://ck.uesp.net/wiki/OnDeath_-_Actor</a>
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		<pre class="ipsCode prettyprint lang-html prettyprinted"><span class="pln">Event OnDeath(Actor akKiller)
  if (akKiller == Game.GetPlayer())
    Debug.Trace("We were killed by the player!")
  endIf
endEvent</span></pre>
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<p>
	If you want to assign an ai package by alias and not by attaching it directly tot he npc you need to make a ReferenceAlias propertie. This properties as to point toward an ai alias package that was made in a ques under quest aliases. The alias can be assigned with the code line "MyAliasName.ForceRefTo(MyObjectReference as actor)" given that the "MyAliasName" and the "MyObjectReference" are either defined in the script or are pointing at a propertie. ("MyAliasName.ForceRefTo(MyActor)" works too)
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<p>
	<a class="ipsAttachLink" data-fileext="7z" data-fileid="1893403" href="https://www.loverslab.com/applications/core/interface/file/attachment.php?id=1893403&amp;key=a670ee790d5ab0caf4b60870939b2fd7" rel="">Script Files.7z</a>
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]]></description><guid isPermaLink="false">20420</guid><pubDate>Thu, 21 Dec 2023 14:01:33 +0000</pubDate></item><item><title>Creation kit (Basic knowledge)</title><link>https://www.loverslab.com/blogs/entry/20372-creation-kit-basic-knowledge/</link><description><![CDATA[<p>
	All files are packed as bsa. To unpack these files you need BAE: <a href="https://www.nexusmods.com/skyrimspecialedition/mods/974/" rel="external nofollow">https://www.nexusmods.com/skyrimspecialedition/mods/974/</a>
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<p>
	<strong>Objects </strong>are stored as nif files and contain primarely three things.
</p>

<p>
	1) Object shape
</p>

<p>
	2) UV-map (with texture location)
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<p>
	3) Collision data
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<p>
	A more detailed explanation can be found at:
</p>

<p>
	<a href="https://www.loverslab.com/blogs/entry/20368-skyrim-creation-kit-making-an-object/" rel="">https://www.loverslab.com/blogs/entry/20368-skyrim-creation-kit-making-an-object/</a>
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<p>
	<strong>Textures </strong>contain the visual image that objects will have when they are inside your game. They can easily be edited with the tool paint.net: <a href="https://www.getpaint.net/" rel="external nofollow">https://www.getpaint.net/</a>
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<p>
	Most textures are dds files however there are alos a few others. dds files only work when they are squares with a size that is a square number of 4x4 such as 256x256 and 1024x1024. Textures in skyrim can contain multiple layers of dds files (9 possible slots) in order to achieve the desired look. The path for these textures can be changed in nifskope or in bodyslide outfit studio. Keep in mind that the game can only display textures that are in the textures map (inside the skyrim data folder). If the textures are stored anywhere else, or are missing then the item will appear purple colored in the game. Not all items have 9 layers of texture. Most objects have only one to four textures applied. The diffuse path is for the main texture. Normal maps (usually displayed as _n.dds files are used to create the illusion of depth in an object. This way objects can appear to have a little crack in it without actually having a crack in it, reducing the weight and size of the object.
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<p>
	<strong>Lights </strong>in skyrim play an important role as they are responsible for a lot of the cell design. Light sources in skyrim are either spheres or cones. There are no other shapes of light inside skyrim. These lights can't move light through solid objects however their collision still does. If too many lights collide (by collision, not the light itself) this will result in flickering light on the place or a black spot. This black spot will look like a bug and won't be able to iluminate since the issue is too many light sources. Black spots can also be created by the player when running around with a torch. This is yet another light source that can overload the systems and creat a black spot. The framework limitation regarding these light sources is the main reason why everything in skyrim is either flat or has only two floors. Should there be more than two floors this will result in many issues regarding the lighting of the cell. Pressing the M key will show/hide the lights. If you press the A key you can quickly switch between full light or light source. The light source radius can be seen when you press the L key. I don't think you can revert light edits with Ctrl+Z. That being said, select object, hold S key, click and hold object, now drag, to scale the sphere. If you hold Ctrl+Alt+S, you will scale the intensity instead of the size. Lights with a purple cross indicate lights that cast shadows. These lights are heavier for the engine and should be used with caution. Generaly you should max use one light source that casts shadows in each room and then fill with no shadow lights.You can add multiple shadow casting ligths but then make sure they don't collide (maybe make the spheres small).
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<p>
	<strong>Navmesh </strong>in skyrim and the open world contains the data for npc's on where they can and where they can't walk. These places are shown as a red surface on the ground when you press ctrl+e in the creation kit. Existing Navmeshes can be auto generated in a cell but have to be manually tweaked most of the time. After editing navmesh the editor must finalize to make the changes permanent and let the navmesh adjust to the new situation. (new borders, doors,...).
</p>

<p>
	Keep in mind that navmesh can only be used when it is connected and won't work when they are on 45° steep surfaces or more. (44° should still work). NavMesh can be activated by pressing ctrl+e. It will show all the red fields and give you a toolbar to modify. If you are editing a cell, placing navmesh should be your last step.
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<p>
	You can create square navmesh but the game prefers triangles. You can place new points on the map. Select three of them (existing or new ones) and press yellow/orange triangle to create a new one. Keep in mind that all the navmesh has to be conected in order to move along it. If Navmesh is too small npc's won't be able to use it. Every time npc's move to another triangle the game needs to recalculate. Try to cover big surfaces with few triangles and try to keep them evenly distributed. When you are finished editing you must press the ✓ key to finalize your navmesh. Upon saving it will turn teleportation navmesh green, edges yellow, and some edges that border with objects blue. This will all be done automatically you don't have to do anything yourself. If you don't finalize, your navmesh will not work properly. If navmesh covers surfaces with objects the npc's will think there is no object and run into it. For more options open the NAVMESH toolbar.
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<p>
	 
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<p>
	<strong>Collision boxes </strong>are yellow squares that show up in the creation kit. These boxes can be modified just like any other object in the game. Collision boxes are invisble bariers that prevent actors from moving through (actors are npc's, the player and objects defined as actor by script). Actors can however teleport through collision boxes on waiting or loading. Boxes can be made like shown in the image. Keep in mind that most objects already have their own collision in the nif files that is much closer to that of the base shape. (Meaning they don't need collision boxes.)
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<p>
	<strong>Trigger boxes </strong>are just like collision boxes but their purpose is the oposite. Unlike collision boxes they are meant to walk through by actors. You can apply a script to a trigger box like OnTriggerEnter or OnTriggerLeave. It is best to give your trigger box an unique name.
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		<pre class="ipsCode prettyprint lang-html prettyprinted"><span class="pln">Event onTriggerEnter(objectReference triggerRef) 
	Debug.Notification("TargetRef "+triggerRef+" entered the box")
EndEvent

Event onTriggerLeave(objectReference triggerRef)
	Debug.Notification("TargetRef "+triggerRef+" left the box")
EndEvent</span></pre>

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			<a class="ipsAttachLink ipsAttachLink_image" data-fileext="png" data-fileid="1890220" href="https://www.loverslab.com/uploads/monthly_2023_12/image.png.31b78f85e2d9306492835f64d6917d2b.png" rel=""><img alt="image.png" class="ipsImage ipsImage_thumbnailed" data-fileid="1890220" data-ratio="68.96" width="1321" src="https://www.loverslab.com/uploads/monthly_2023_12/image.png.31b78f85e2d9306492835f64d6917d2b.png" /></a>
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</p>

<p>
	<strong>Scripts </strong>are where the mess begins. Everything in the game runs on scripts. These scripts are written in the computer language papyrus. Wiki quote; "<span>Papyrus is an object-oriented scripting language developed by Bethesda Softworks for use in the Creation Engine. Papyrus first appeared in Elder Scrolls V</span>". Every script in the game requires a trigger. Without trigger no script will run. These triggers can be attached, but are not limited to; a triggerbox, a quest, a global utility function, a dialogue line, an ai package, a spell, an object, an activate button, a mod menu, weather, animations, time, and an actor. These should cover most of the options to attach a script. Everything in skyrim that has a script box when editing that allows a script to be attached can become a trigger. Note; debug notifications are only for modding purposes. When showing message ingame making a message, defining the message in the script as a property, setting the property and .show() should be used instead. Example;
</p>

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	<div class="ipsSpoiler_contents">
		<pre class="ipsCode prettyprint lang-html prettyprinted"><span class="pln">Event onTriggerEnter(objectReference triggerRef) 
	MyMessage.Show()
EndEvent

Message Property MyMessage Auto</span></pre>

		<p>
			 
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	Most of the time you need an event to start running a code. Events can be found here; <a href="https://ck.uesp.net/wiki/Category:Events" rel="external nofollow">https://ck.uesp.net/wiki/Category:Events</a>
</p>

<p>
	You can also find tons of scripts that are already written and fully working on this website. Feel free to browse around. Scripts are stored as pex and psc files. You can find the pex files under data in the sripts folder. For LE the psc files are located in the scripts, source folder. For SE the psc files creation kit uses are stored in the source, scripts folder. Pex files are the files that the game uses. Psc files can be edited in creation kit and read with notepad++. When psc are compiled they are turned into pex files for the game. Reverse process is not possible. Any attempt to turn a pex file into psc will result in a similar yet different file. If you remove scripts they won't be removed from your script folders, you have to do that part manually.
</p>

<p>
	 
</p>

<p>
	<strong>Quests </strong>are a major part of the game but are not always stable. Quest can start game enabled or they can become active during the gameplay by script. Quests can also be activated by following up on a previous quest. Quests can be set as main quest, misccellaneous, or a faction quest. Quests can be repeatable or only run once. It is important to remeber that the stages can only advance upwards. When trying to move to a lower stage from stage (50) the function MyQuest.Reset() has to be run first in order to run the function MyQuest.SetStage(30). This is due to framework limitations. Your quest will need an unique name, ideally you choose three or four characters that you put in front of everything and will only be used by you. This way you can filter and find your own edits very easy.
</p>

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			<img alt="image.jpeg.4945272663a327467d66dc0b30481854.jpeg" class="ipsImage ipsImage_thumbnailed" data-fileid="1890277" data-ratio="67.54" width="1343" src="https://www.loverslab.com/uploads/monthly_2023_12/image.jpeg.4945272663a327467d66dc0b30481854.jpeg" />
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	</div>
</div>

<p>
	 
</p>

<p>
	Quests can have as many stages as you want. They can be set in the tabs. Other tabs you might be using are Quest Objectives, Quest Aliasses, Dialogue views, Player Dialogue, Scenes and scripts. Under the Dialogue views quests can give acces to dialogue lines. Data of quests is stored and accesible at all time, regardless of where the player is. Explaining all the posibilties with quests is too much. I suggest you go through the toolbars and try some stuff yourself.
</p>

<p>
	 
</p>

<p>
	<strong>Dialogue </strong>is a part of the questlines. Dialogue lines can be added under the tab "Dialogue View" of a quest.
</p>

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			<img alt="image.jpeg.21cb0f1c08cb716bec87f30ad034019e.jpeg" class="ipsImage ipsImage_thumbnailed" data-fileid="1890307" data-ratio="65.09" width="1392" src="https://www.loverslab.com/uploads/monthly_2023_12/image.jpeg.21cb0f1c08cb716bec87f30ad034019e.jpeg" />
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	In order for the dialogue to show up in game, target conditions have to be met, the quest needs to be active (and if the quest starts game enabled a Seq file has to be generated with SSEDIT).
</p>

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			<img alt="image.jpeg.5666ec4f46b61557a11709439f4c5657.jpeg" class="ipsImage ipsImage_thumbnailed" data-fileid="1890310" data-ratio="55.50" width="1674" src="https://www.loverslab.com/uploads/monthly_2023_12/image.jpeg.5666ec4f46b61557a11709439f4c5657.jpeg" />
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<p>
	 
</p>

<p>
	You can run scripts at the end and the beginning of the dialogue. In this given example at the end of the dialogue where the player says "I don't care" the quest will advance to stage 40. The quest will also have to be defined as property inside the script underneath the ;END FRAGMENT CODE. To run a script through a dialogue watch this video from Caden Black (10:20):<a href="https://www.youtube.com/watch?v=ivJuYlQ-d_Y" rel="external nofollow">https://www.youtube.com/watch?v=ivJuYlQ-d_Y</a>
</p>

<p>
	If you have FaceFXWrapper installed from: <a href="https://www.nexusmods.com/skyrimspecialedition/mods/20061?tab=files" rel="external nofollow">https://www.nexusmods.com/skyrimspecialedition/mods/20061?tab=files</a> you will be able to double click the MaleOrc line in the white window and hear the sound from the voice file. If there is no sound that means that is either not working or you don't have a sound file. To make a sound file that plays with the text you need a .fuz file. Then make sure this .fuz file is installed at the location as given in the white window under path. Give the .fuz file the Voice Filename or in this case the name "DB13Everyt_DB13EverythingO_00019D16_1" in the folder "Data\Sound\Voice\Test.esp\MaleOrc". You can extract the .fuz files from vanilla skyrim and listen to all the lines with voice file reference tool: <a href="https://www.nexusmods.com/skyrimspecialedition/mods/18819" rel="external nofollow">https://www.nexusmods.com/skyrimspecialedition/mods/18819</a>
</p>

<p>
	You can also just paste a .wav file in this folder with the Voice Filename. Once ck recogizes your wav file the Generate Lip File button will become available (this requires the FaceFXWrapper fix).
</p>

<p>
	If you press the generate lip file button you will get a .lip file next to your .wav file in the map "Data\Sound\Voice\Test.esp\MaleOrc". If you put these two together in Yakitori Audio Converter: <a href="https://www.nexusmods.com/skyrim/mods/73100" rel="external nofollow">https://www.nexusmods.com/skyrim/mods/73100</a> you will get a .fuz file that contains both your .wav and your .lip file. Make sure you give this .fuz file the Voice Filename. If you don't have a fuz or wav file in the game, there will be no sound. Without lip file the sound will play but the actors lips won't move.
</p>

<p>
	If you don't want to make a sound file yourself you can always use a limited amounth of shared responses that are already in the game under the "Shared Response Data From Info:".
</p>

<p>
	 
</p>

<p>
	<strong>NPC's </strong>(or non player characters) are part of the actor group. Npc's are just like real people, easy to make but less easy to work with. Just find an npc in the Object window drag it into a cell. Press edit, edit base. That will open up this menu. You have plenty of tabs such as traits, stats, factions, relationships, ai packages etc. Kind of self explaining.
</p>

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			<img alt="image.png.d385d0c8319bb37bedc609e0521c3cee.png" class="ipsImage ipsImage_thumbnailed" data-fileid="1890419" data-ratio="65.53" width="1413" src="https://www.loverslab.com/uploads/monthly_2023_12/image.png.d385d0c8319bb37bedc609e0521c3cee.png" />
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	Keep in mind that when you make an npc, unless they are CharGen Face Preset, they require FaceGen data or will appear in game with a black face. This is not a bug, this means your game is missing data. You can export the FaceGen data from your creation kit into you game folder by looking for the npc in your objec window select the npc in object window the press the keys Ctrl+F4. If this doesn't work try looking in your game. If you took a base npc and didn't modify the face you won't need to create FaceGen data. If you got a message, you will you find your facegen data at the location meshes\actors\character\facegendata\facegeom\"File".esp (for nif files) and texures\actors\character\facegendata\facetint\"File".esp (for texures). Make sure to include this in your mod or your characters will show up with black faces.
</p>

<p>
	 
</p>

<p>
	<strong>AI packages </strong>are actions npc's will perform when certain conditions have been met. Packages can be added to npc's directly but it is better (or so I have been told) to add them to aliases in a quest. Then force these aliases with their packages on the npc's with a script line Alias_SomeName.ForceRefTo(Npc). More information can be found at the page: <a href="https://ck.uesp.net/wiki/ForceRefTo_-_ReferenceAlias" rel="external nofollow">https://ck.uesp.net/wiki/ForceRefTo_-_ReferenceAlias</a>
</p>

<p>
	 
</p>

<p>
	<strong>Teleportation objects </strong>such as doors are very important in this game to move from Tamriel to a cell and back. All you have to do is place two doors. One in the outer world and one inside the cell. Right click on the object and in the object window you go to the teleport option. Make sure the doors reference each other. Once they are linked you can move back and forth by double clicking the yellow marker in ck. This will also allow you to use them in the game. For npc's to travel along, make sure you update your navmesh when a new door is installed.
</p>

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			<img alt="TeleportDoor.jpg.1e2dcc045cb34518bc78aa15cbe3e87c.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="1890436" data-ratio="72.30" width="917" src="https://www.loverslab.com/uploads/monthly_2023_12/TeleportDoor.jpg.1e2dcc045cb34518bc78aa15cbe3e87c.jpg" />
		</p>
	</div>
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<p>
	 
</p>

<p>
	<strong>Map markers </strong>are easy to create, altough they seem a bit bugged. I suggest you find yourself an existing marker somewhere. Copy this marker with the Ctrl+C and then paste it on the location that you want to become a new place. Go to the Marker Data field. Type the name of your new location and choose the type. Don't forget to place a XMarkerHeading. Link your MapMarker in the Linked Ref box by selecting the XmarkerHeading. When you fast travel to this map marker you will spawn at the XmarkerHeading in the direction that the XMarkerHeading is facing. That is all there is to it. MapMarkers can be shown/hidden with the M key together with the XMarkerHeading.
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			<img alt="image.jpeg.fc045f3809e56de2d8ee4edc3971d7ae.jpeg" class="ipsImage ipsImage_thumbnailed" data-fileid="1891008" data-ratio="69.17" width="1320" src="https://www.loverslab.com/uploads/monthly_2023_12/image.jpeg.fc045f3809e56de2d8ee4edc3971d7ae.jpeg" />
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	</div>
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<p>
	 
</p>

<p>
	<strong>Music </strong>is an important part of the atmosphere. The music list to play in a certain cell can be found you press edit on the interior cell. In this list you can add as many tracks as you want.
</p>

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			<img alt="image.jpeg.ccc57ce3462b7ebcbdce43fe90dab621.jpeg" class="ipsImage ipsImage_thumbnailed" data-fileid="1892177" data-ratio="69.06" width="1322" src="https://www.loverslab.com/uploads/monthly_2023_12/image.jpeg.ccc57ce3462b7ebcbdce43fe90dab621.jpeg" />
		</p>
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<p>
	 
</p>

<p>
	<strong>Activate objects </strong>such as weapon plaques are fairly easy to make. All you need is a weapon plaque and a weapon trigger. Open the the weapon rack activator menu by clicking edit and connect the weapon rack in the Linked Ref tab. Make sure it has the keyword WRackTrigger. Open the reference menu from the weapon rack and add the weapon rack trigger Linked Ref with the keyword WRackActivator. It is the same for weapon plaques. Mannequins are a little different. Make sure you don't make weapon plaques with an angle of 90° they will be bugged. Mine are at 90.0208 degrees. If it all sounds a litte confusing you can use a tutorial on youtube like this one: <a href="https://www.youtube.com/watch?v=qGdfilJ12l0" rel="external nofollow">https://www.youtube.com/watch?v=qGdfilJ12l0</a> or this one: <a href="https://www.youtube.com/watch?v=tcdA8sDZlD8" rel="external nofollow">https://www.youtube.com/watch?v=tcdA8sDZlD8</a><span> </span>
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			<img alt="image.jpeg.4278c56fad105911f176f31c3d844bd8.jpeg" class="ipsImage ipsImage_thumbnailed" data-fileid="1892178" data-ratio="69.06" width="1322" src="https://www.loverslab.com/uploads/monthly_2023_12/image.jpeg.4278c56fad105911f176f31c3d844bd8.jpeg" />
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		</p>
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<p>
	 
</p>

<p>
	<strong>Crafting stations</strong> can be modified, however when you do edit the base objcet, the animations will no longer work. Upon activating the crafting stating will open the crafting menu but won't play an animation anymore. Some might find this sad others might find this handy. I don't know if there is a way to change the base object and keep the animations working. All you have to do to create your unique crafting station is make a new keyword for you station. Take an already existing crafting station. You don't have to keep the model but your station will keep the interaction box that the original model has. Small interation box for anvil, big ones (360°) for smelters. Press edit base. Make sure to give your crafting station a unique name (don't change the base object). You can edit the crafting station to look like anything you want. Remove (in this case) the CraftingSmithingForge keyword, this will disable all forge recipes. Add your own keyword instead. Now you can make crafting recipes for this workbench keyword. Only your recipes with that keyword will show up in your workbench You can also make more recipes for already existing workbenches. For ovens you have to remove the BYOHCraftingOven keyword. You can figure the others out for yourself <span class="ipsEmoji">?</span>.
</p>

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			<img alt="image.jpeg.2f56ec39011a0f6163073f2bc7055f3b.jpeg" class="ipsImage ipsImage_thumbnailed" data-fileid="1892183" data-ratio="63.75" width="1393" src="https://www.loverslab.com/uploads/monthly_2023_12/image.jpeg.2f56ec39011a0f6163073f2bc7055f3b.jpeg" />
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<p>
	 
</p>

<p>
	<strong>Spells and enchantments (Magic)</strong> both need a magic effect attached to it in order to work. You can just mess around a bit with them. I personally don't like them. It seems like some of the data is embedded in the spells or enchantments that you are editing. Meaning you can't change certain things. Think very well about what kind of spell/enchantment you are going to use as the base of your new spell/enchantment. Unlike usual I think this choice does matter. You can see all three types in the image.
</p>

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			<img alt="image.png.dd695d72b675af912da3001121e434a7.png" class="ipsImage ipsImage_thumbnailed" data-fileid="1892198" data-ratio="37.75" width="506" src="https://www.loverslab.com/uploads/monthly_2023_12/image.png.dd695d72b675af912da3001121e434a7.png" />
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<p>
	 
</p>

<p>
	When you are editing your game, your changes will be stored in the esp. Scripts, meshes, textures, voice files, dialogue views and seq files are all standing on their own. If you save your esp files in another folder every now and then you can roll back when you break it. Make saves people, make saves!
</p>

<p>
	 
</p>
]]></description><guid isPermaLink="false">20372</guid><pubDate>Fri, 15 Dec 2023 09:57:17 +0000</pubDate></item><item><title><![CDATA[Converting mods (LE & SE)]]></title><link>https://www.loverslab.com/blogs/entry/20371-converting-mods-le-se/</link><description><![CDATA[<p>
	<span lang="en-us" xml:lang="en-us">As far as I know the only things that are incopatible between LE and SE mods, are the nif files (meshes).</span> You can convert all these meshes at once with Nif Optimizer.
</p>

<p>
	Nif Optimizer is very easy to use. You simply download the program run the program. Select the target version. Browse for you nif file location. Press the convert button and done. Your meshes (and mod) has been converted from LE to SE or vice versa. Yes, it really is that easy!
</p>

<p>
	<a data-fileext="jpeg" data-fileid="1888165" href="https://www.loverslab.com/uploads/monthly_2023_12/image.jpeg.b1dffb24d534f3f957a640f4c0b437d4.jpeg" rel="" title="Enlarge image"><img alt="image.jpeg.b1dffb24d534f3f957a640f4c0b437d4.jpeg" class="ipsImage ipsImage_thumbnailed" data-fileid="1888165" data-ratio="72.52" width="473" src="https://www.loverslab.com/uploads/monthly_2023_12/image.jpeg.b1dffb24d534f3f957a640f4c0b437d4.jpeg" /></a>
</p>

<p>
	<a href="https://www.nexusmods.com/skyrimspecialedition/mods/4089" rel="external nofollow"><span lang="en-us" xml:lang="en-us">https://www.nexusmods.com/skyrimspecialedition/mods/4089</span></a>
</p>
]]></description><guid isPermaLink="false">20371</guid><pubDate>Fri, 15 Dec 2023 09:39:08 +0000</pubDate></item><item><title>Skyrim creation kit (Making an object)</title><link>https://www.loverslab.com/blogs/entry/20368-skyrim-creation-kit-making-an-object/</link><description><![CDATA[<p>
	<strong><span lang="en-us" xml:lang="en-us">Objects</span></strong>
</p>

<p>
	 
</p>

<p>
	<span lang="en-us" xml:lang="en-us">Objects in the game are saved as a nif file (meshes) that contain primarily 3 things.</span>
</p>

<p>
	<span lang="en-us" xml:lang="en-us">1) Shape of the object</span>
</p>

<p>
	<span lang="en-us" xml:lang="en-us">2) UV map for the texture on the object. (+location of the texture)</span>
</p>

<p>
	<span lang="en-us" xml:lang="en-us">3) Collision</span>
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	<span lang="en-us" xml:lang="en-us"><strong>1) The shape</strong> of an object + texture can be seen in mod/program bodyslide and outfit studio: </span><a href="https://www.nexusmods.com/skyrimspecialedition/mods/201?tab=files" rel="external nofollow">https://www.nexusmods.com/skyrimspecialedition/mods/201?tab=files</a>
</p>

<p>
	I believe most people already have this as it is almost necessary for most armor modding. If you don't have it you can download it from the link or watch a tutorial on YouTube. Bodyslide provides the most basic and simple way of editing nif models. It is also capable of transforming files from nif to obj for example and vice versa.
</p>

<p>
	<span lang="en-us" xml:lang="en-us">Objects can also be changed/edited with any 3D software program such as Blender (I am using this) and Maya. It is also possible to convert models with this program or create new models if they don't have too many polygons. Polygons (vertices) can be seen as the numbers on a white page that when all connected make the shape of the image. The more numbers there are the clearer and better the shape will be, but also heavier. For an in game skyrim model a few hundred would do fine. A few thousand is heavy. Above 10k polygons for the object it becomes unusable due to heavy processor requirements (pc hardware). Hence the name low poly objects for game design. That being said, Baldur's Gate has models with </span>
</p>

<p>
	 
</p>

<p>
	 
</p>

<p>
	Exporting nif models from blender won't work unless you install a special extension. You can probably find a tutorial on
</p>

<p>
	YouTube
</p>

<p>
	.
</p>

<p>
	<span lang="en-us" xml:lang="en-us">When you try to import nif models from skyrim SE into Blender they will have to be converted with the program SSE Nif Optimizer. The LE skyrim models are made with NiTrishapes where SE models have been changed into BSTriShapes I don't know why this is, since the BSTriShapes seem to be incompatible with a lot of programs but never less this is the case. You can find the <strong>Nif Optimizer</strong> to convert SE nif models to LE and reverse in the link. </span><a href="https://www.nexusmods.com/skyrimspecialedition/mods/4089" rel="external nofollow"><span lang="en-us" xml:lang="en-us">https://www.nexusmods.com/skyrimspecialedition/mods/4089</span></a>
</p>

<p>
	 
</p>

<p>
	<span lang="en-us" xml:lang="en-us"><strong>When converting SE mods to LE and reverse this should be the only thing necessary</strong> to modify in order to make the mods work. Everything else is compatible as far as I know.</span>
</p>

<p>
	 
</p>

<p>
	I strongly recommend that you use LE nif models when building/editing for your mod. If you do want to use SE models I suggest you convert them to LE models for the time being until they are in their final form and you are going to use them in your SE game/mod. Then you can convert to SE and paste in a mesh folder.
</p>

<p>
	Instructions and tutorials on how to work with Blender can be found on YouTube.
</p>

<p>
	 
</p>

<p>
	Nif Optimizer is very easy to use. You simply download the program run the program. Select the target version. Browse for you nif file location. Press the convert button and done. Your mod has been converted from LE to SE or vice versa. Yes, it really is that easy!
</p>

<p>
	<img alt="image.jpeg.b1dffb24d534f3f957a640f4c0b437d4.jpeg" class="ipsImage ipsImage_thumbnailed" data-fileid="1888165" data-ratio="72.52" width="473" src="https://www.loverslab.com/uploads/monthly_2023_12/image.jpeg.b1dffb24d534f3f957a640f4c0b437d4.jpeg" />
</p>

<p>
	 
</p>

<p>
	I myself have an issue with models from blender, they are for some reason not good for skyrim. What I do to solve this is I take a nif model from the base game and go into Nifskope. Nifskope is a very handy and useful free tool that you can download online and helps you with modding. Nifskope can be found in the link: <a href="https://github.com/niftools/nifskope/releases" rel="external nofollow">https://github.com/niftools/nifskope/releases</a>
</p>

<p>
	Instructions on how to install/use can be found on YouTube. After you put your base model into Nifskope you remove the the NiTriShape. Then you got to your blender NiTriShape, copy this and paste it in the LE nif file. Now you save it and you have a working Nif file. Keep in mind BSTriShapes can only replace BSTriShapes and same with NiTriShapes, you try to mix them you gonna crash it. Nif Optimizer is your best friend.
</p>

<p>
	 
</p>

<p>
	<span lang="en-us" xml:lang="en-us"><strong>2) UV maps</strong> for objects can be generated in Blender and edited with the program </span>Nifskope<span lang="en-us" xml:lang="en-us">. A UV-map is like the wrapping around a present. You take the flat paper (image) and you fold it around the object. The UV-map are the instructions on how to fold the paper around the present. Instruction on how to do this in Blender or Maya can be found on </span>YouTube<span lang="en-us" xml:lang="en-us">.</span>
</p>

<p>
	 
</p>

<p>
	<strong><span lang="en-us" xml:lang="en-us">3) Collision </span></strong><span lang="en-us" xml:lang="en-us">of an object. This one is a pain so I will explain it. You can see the collision of an object in </span>Nifskope<span lang="en-us" xml:lang="en-us">.</span>
</p>

<p>
	 
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<img alt="image.jpeg.0761d57ed5669bc6de14b647d43a0839.jpeg" class="ipsImage ipsImage_thumbnailed" data-fileid="1890179" data-ratio="68.19" width="1179" src="https://www.loverslab.com/uploads/monthly_2023_12/image.jpeg.0761d57ed5669bc6de14b647d43a0839.jpeg" />
		</p>
	</div>
</div>

<p>
	<span> </span>
</p>

<p>
	<span lang="en-us" xml:lang="en-us">You can also change the material of the collision. The collision of an object is like a second invisible object around the visible object. In Skyrim this is limited to one shape for each material only. This means you will have to make all of the same material of a single nif file in one giant shape that covers all this material. Unfortunately for us Skyrim did not provide us with their collision model files. This means if you want to edit or modify you will have to generate your own. Collision shapes of an object can just like any regular object be made in Blender or Maya. Luckily for use there is also a tool called chunkmerge. Since I am no longer able to find the tool online I will just put it in attachment. If somebody does know where to find it please contact me then I will take my file down and replace it with a link instead. Chunkmerge will take the shape of the nif model, duplicate it and generate collision according to either one single set material or according to the names that are set in </span>Nifskope<span lang="en-us" xml:lang="en-us">. This one is to set one single material in nifskope</span>
</p>

<p>
	 
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<img alt="image.jpeg.5a8130f6e06b43bce06aecd0699cdfb9.jpeg" class="ipsImage ipsImage_thumbnailed" data-fileid="1890181" data-ratio="68.14" width="1180" src="https://www.loverslab.com/uploads/monthly_2023_12/image.jpeg.5a8130f6e06b43bce06aecd0699cdfb9.jpeg" />
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	This one is if you want to have multiple materials.
</p>

<p>
	 
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<img alt="image.png.fd2e1f07bcd2ced37609ba6657448822.png" class="ipsImage ipsImage_thumbnailed" data-fileid="1890189" data-ratio="68.54" width="1173" src="https://www.loverslab.com/uploads/monthly_2023_12/image.png.fd2e1f07bcd2ced37609ba6657448822.png" />
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	There are two ways to give an object collision. An easy and fast way for less conplex shapes and a slow and difficulat but more complex shapes (Auto generated).
</p>

<p>
	<strong>1) Fast and easy</strong>
</p>

<p>
	 
</p>

<p>
	<img alt="EasyCollision.jpg.b938f7e89668558cb80f4a2412e2d61b.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="1965103" data-ratio="64.02" width="1059" src="https://www.loverslab.com/uploads/monthly_2024_03/EasyCollision.jpg.b938f7e89668558cb80f4a2412e2d61b.jpg" />
</p>

<p>
	 
</p>

<p>
	Simply copy paste the bhkCollision from an already existing object into your nif file (Choose red for static items and blue for dynamic clutter items). Make sure both are LE (NiTriShapes), it won't work with BSTriShapes. Then right click on the NiTriShape you want to have collision from -&gt; havok -&gt;Create Convex Shape, done. Save the object, now you have collision enjoy. You can always tweak the settings of the collision later on.
</p>

<p>
	 
</p>

<p>
	You can also make your own custom collision building it block by block this way. Simply copy bhkConvexVerticesShapes that you already made paste them into now nif files and link them to the bhkLisShape.
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<img alt="CustomCollision.jpg.74ed7b646d68d1b36d9fbbd4bc97d317.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="1965105" data-ratio="69.40" width="1111" src="https://www.loverslab.com/uploads/monthly_2024_03/CustomCollision.jpg.74ed7b646d68d1b36d9fbbd4bc97d317.jpg" />
		</p>

		<p>
			 
		</p>

		<p>
			If you do it this way don't forget to set the material type for each block of your collision
		</p>

		<p>
			<img alt="CustomCollisionMaterial.jpg.3672cf4c0fcc98261a911ac9a816c1e8.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="1965107" data-ratio="92.07" width="769" src="https://www.loverslab.com/uploads/monthly_2024_03/CustomCollisionMaterial.jpg.3672cf4c0fcc98261a911ac9a816c1e8.jpg" />
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	2) The difficult way to make accurate/complex auto generated collision.
</p>

<p>
	 
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			First you need a nif model that doesn't have a collision. If you are going to make collision for stairs this should be a straight plain going up by 44°. You can delete the collision in Nifskope. In this case right click "6 bhkCollisionObject" got to Block-&gt;Remove Branch. Save the nif file. Then you need a nif file that only has collision and nothing else. Get a second nif file where you do the same for all the NiTriShapes but not the "6 bhkCollisionObject". Now last but not least you need a nif file that contains your collision data in the form of a NiTriShape (6 bhkCollisionObject works too). When you have these three files make sure you do the right sequence.
		</p>

		<p>
			1) Open ChunkMerge.exe
		</p>

		<p>
			2) Find your Nifskope folder (this requires you to have Nifskope installed, if you don't have it don't worry you will only be able to choose one material instead of by each NiTriShape name)
		</p>

		<p>
			press the nif.xml
		</p>

		<p>
			<img alt="image.jpeg.2118c24d88b0c45e6e74ccea5e1a1574.jpeg" class="ipsImage ipsImage_thumbnailed" data-fileid="1888200" data-ratio="22.89" width="616" src="https://www.loverslab.com/uploads/monthly_2023_12/image.jpeg.2118c24d88b0c45e6e74ccea5e1a1574.jpeg" />
		</p>

		<p>
			Find your Skyrim exe (desktop icon will do) double click. My actual SE exe didn't work, the quick link to it did. If your SE exe doesn't work download the LE version and use that exe. It will save you a lot of time.
		</p>

		<p>
			Now you should have this screen.
		</p>

		<p>
			 
		</p>

		<p>
			<img alt="image.jpeg.ff5bbad63f4e82c5024c4724bf86aa6f.jpeg" class="ipsImage ipsImage_thumbnailed" data-fileid="1888203" data-ratio="90.71" width="452" src="https://www.loverslab.com/uploads/monthly_2023_12/image.jpeg.ff5bbad63f4e82c5024c4724bf86aa6f.jpeg" />
		</p>

		<p>
			 
		</p>

		<p>
			For the first nif file you select your file that doesn't have collision. For the second you select your collision file (Or you can also select the first file, this will cause the collision to be the exact same shape as the actual object.) For the template you select the nif file you made, that only had collision in it an nothing else. Name of NiTriShape will only be available if you had Nifskope selected and selected the xml. Otherwise you can only pick "Single" for the material. Now press convert you should see something like this. Make sure all files are NiTriShapes or this app won't work!
		</p>

		<p>
			 
		</p>

		<p>
			<img alt="image.jpeg.7154f977a226311c750a1d206be90c4f.jpeg" class="ipsImage ipsImage_thumbnailed" data-fileid="1888204" data-ratio="38.86" width="440" src="https://www.loverslab.com/uploads/monthly_2023_12/image.jpeg.7154f977a226311c750a1d206be90c4f.jpeg" />
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	That is everything there is to know about nif files (meshes)
</p>

<p>
	<a class="ipsAttachLink" data-fileext="7z" data-fileid="1888180" href="https://www.loverslab.com/applications/core/interface/file/attachment.php?id=1888180&amp;key=5ae675a026c472e10eb2cb3fcfdfe0d1" rel="">ChunkMerge.7z</a>
</p>

<p>
	 
</p>

<p>
	This is the nifskope/xml that I use.
</p>

<p>
	<a class="ipsAttachLink" data-fileid="2164113" href="https://www.loverslab.com/applications/core/interface/file/attachment.php?id=2164113&amp;key=97a1139a00caf7f7844031f28c4604a8" data-fileext="7z" rel="">NifSkope_2_0_2018-02-22-x64.7z</a>
</p>
]]></description><guid isPermaLink="false">20368</guid><pubDate>Thu, 14 Dec 2023 23:21:10 +0000</pubDate></item><item><title>Use of creation kit (Basics)</title><link>https://www.loverslab.com/blogs/entry/20367-use-of-creation-kit-basics/</link><description><![CDATA[<p>
	<span lang="en-us" xml:lang="en-us">1) Start up creation kit </span>
</p>

<p>
	<span lang="en-us" xml:lang="en-us">2) Press "FILE" in the left upper corner, then press "Data". Make sure all the masters from the base game are enabled then press ok button </span>
</p>

<p>
	 
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<img alt="CreationkitStarting.JPG.e5a276b80d4c38af4178b9dd237dcb40.JPG" class="ipsImage ipsImage_thumbnailed" data-fileid="2033177" data-ratio="68.93" width="1326" src="https://www.loverslab.com/uploads/monthly_2024_05/CreationkitStarting.JPG.e5a276b80d4c38af4178b9dd237dcb40.JPG" />
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span lang="en-us" xml:lang="en-us">This should start loading all these masters. After this the first thing you want to do is press the "FILE" button again and press "save". Now you save the edits you are going to make as an esp plugin file. Do not edit without saving, your edits will be directly changed in the master files if you don't make a plugin. You won't be able to revert changes unless you reinstall the game. If you do save and everything goes right you should be able to find your plugin (edits) in the data folder inside you skyrim map. Don't forget to enable your plugin in your mod organizer. It is possible that it is not enabled yet and then none of you changes will take effect. If you feel like you messed up with your plugin you can remove changes directly from you plugin with the mod/program ssedit or simply delete the esp. It is also possible to copy the esp and store it somewhere safe as a backup. </span>
</p>

<p>
	 
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<img alt="SkyrimsaveESP2.JPG.a26c54cabea50a6757ba46d110fa0aea.JPG" class="ipsImage ipsImage_thumbnailed" data-fileid="2033182" data-ratio="40.03" width="697" src="https://www.loverslab.com/uploads/monthly_2024_05/SkyrimsaveESP2.JPG.a26c54cabea50a6757ba46d110fa0aea.JPG" />
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong>Movement</strong>
</p>

<p>
	<span lang="en-us" xml:lang="en-us">Once you have loaded all the masters and made a plugin you can start to browse freely through the world and interiors. Simply select the cell type, double click the cell under EditorID and the cell will load. To move through the cell you have several options. Scroll to go forward and backward. Keep shift pressed to turn around. Keep shift pressed and scroll to move in any direction you are looking at. </span>Keep scroll weel pressed to move left and right.
</p>

<p>
	More controls can be found at this page <a href="https://ck.uesp.net/w/index.php?title=Creation_Kit_Keyboard_Mapping&amp;veaction=edit&amp;section=5&amp;mobileaction=toggle_view_desktop" rel="external nofollow">https://ck.uesp.net/w/index.php?title=Creation_Kit_Keyboard_Mapping&amp;veaction=edit&amp;section=5&amp;mobileaction=toggle_view_desktop</a>
</p>

<p>
	 
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<img alt="GoingPlaces2.jpg.53f4813cca400b4b16dbe9ad2914e721.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="2033178" data-ratio="68.95" width="1327" src="https://www.loverslab.com/uploads/monthly_2024_05/GoingPlaces2.jpg.53f4813cca400b4b16dbe9ad2914e721.jpg" />
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	If you are missing this window for some reason you might want to enable it with several others with the "VIEW" button.
</p>

<p>
	 
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<img alt="Windows4.jpg.3f9df4b14cd973604e111045386aafd9.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="2033186" data-ratio="188.11" width="370" src="https://www.loverslab.com/uploads/monthly_2024_05/Windows4.jpg.3f9df4b14cd973604e111045386aafd9.jpg" />
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<strong>Objects</strong>
</p>

<p>
	<span lang="en-us" xml:lang="en-us">All the objects that are in this current cell are shown in the right bottom window next to the cell window. </span>
</p>

<p>
	<span lang="en-us" xml:lang="en-us">You can select any object (or multiple) by clicking left mouse wheel and dragging the box around the object or by simply left clicking. There are also invisible objects that can be shown/hidden with the M key. If you want to select or deselect one object from the selection keep the control button pressed while clicking the item. It is very likely many other objects are in your way, you can make them transparent/hide by clicking the object (or box) and pressing the 1 numpad key once or twice. To show all disabled items again, press alt numpad 1. <em>Note: hiding things is only visible in creation kit.</em> </span>
</p>

<p>
	<em><span lang="en-us" xml:lang="en-us">Once you have pressed an object you are stuck to it. Select another item or no item to move somewhere else.</span></em><span lang="en-us" xml:lang="en-us"> </span>
</p>

<p>
	<span lang="en-us" xml:lang="en-us">  </span>
</p>

<p>
	<span lang="en-us" xml:lang="en-us">You can move any object by simply clicking on it and then moving it somewhere else. If you feel like you made a mistake you can quickly undo this by pressing Ctrl Z. Any moved items that are saved have their new position saved on the esp. If there are multiple esp's that move the same item only one will win. Wich one depends on the loading order. If you keep the z,x or c key pressed you can move the object in only one dircetion. Pressing the e key allows you to manually scale an object.</span>
</p>

<p>
	<span lang="en-us" xml:lang="en-us">You can right click the item and press "Edit" to move the item with coordinates instead of dragging it. If you change the coordinates make sure that the number is a custom one and not a round number. The ck has a bug that either changes the number to a custom one on its own or gets buggy. This is fine for static objects but can become a major problem with interactive objects such as weapon plaques that won't work in a certain angle with round number. (Changing the rotation by 0.001 won't help we are talking about 1+ entire degree). For quick manually turning press W. To manually move/turn with set degrees/distance enable the red square/cone underneath the word NAVMESH. </span>Numpad 2 is to manually scale an object.
</p>

<p>
	 
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<img alt="ObjectCoordinates5.jpg.8c5ff764944423a7cb53d4b689c56cf2.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="2033189" data-ratio="68.80" width="1327" src="https://www.loverslab.com/uploads/monthly_2024_05/ObjectCoordinates5.jpg.8c5ff764944423a7cb53d4b689c56cf2.jpg" />
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span lang="en-us" xml:lang="en-us">There are also many other boxes but when you are just getting started you don't need to worry about them yet. If you press the "Edit Base" button you can change the object that is shown for every in this case "CandleHornFloor01" in the entire game. I suggest you don't touch that yet. </span>
</p>

<p>
	<span lang="en-us" xml:lang="en-us">If you want to find other objects to place in the room you can look through the entire skyrim library in the "Object Window" by typing something in the "Filter" bar. </span>
</p>

<p>
	<span lang="en-us" xml:lang="en-us">To look at the item you can right click it and press the "Preview" button. This will open a new window that shows the object. </span>
</p>

<p>
	 
</p>

<div class="ipsSpoiler" data-ipsspoiler="">
	<div class="ipsSpoiler_header">
		<span>Spoiler</span>
	</div>

	<div class="ipsSpoiler_contents">
		<p>
			<img alt="FindingObjects6.jpg.bab1690c5038af05808d507c41b4f29d.jpg" class="ipsImage ipsImage_thumbnailed" data-fileid="2033190" data-ratio="68.77" width="1329" src="https://www.loverslab.com/uploads/monthly_2024_05/FindingObjects6.jpg.bab1690c5038af05808d507c41b4f29d.jpg" />
		</p>
	</div>
</div>

<p>
	 
</p>

<p>
	<span lang="en-us" xml:lang="en-us">To add this object to the world simply drag it from the object window into the cell. Then you can select move rotate, delete etc... I am sure you will figure it out. </span>
</p>

<p>
	<span lang="en-us" xml:lang="en-us">Keep in mind that the more objects there are in a cell the heavier the cell will become. This means lagg. If there are too many they might despawn, (this can also be caused by skyrim settings regarding the render distance or too high fps).</span>
</p>

<p>
	<span lang="en-us" xml:lang="en-us">  </span>
</p>

<p>
	<span lang="en-us" xml:lang="en-us">After you are done, don't forget to save! </span><span class="ipsEmoji">?</span>
</p>
]]></description><guid isPermaLink="false">20367</guid><pubDate>Thu, 14 Dec 2023 20:53:17 +0000</pubDate></item><item><title>SE Creation kit (Installation tutorial)</title><link>https://www.loverslab.com/blogs/entry/20365-se-creation-kit-installation-tutorial/</link><description><![CDATA[<p>
	Depending on what skyrim version you want to mod you will need different creation kit versions. I myself use skyrim SE 1.5.97 and I will explain everything for this version. If you do not have this version you can install the most recent one, download skyrim downgrader from nexus and bring it back to version 1.5.97. Link is underneath.
</p>

<p>
	<a href="https://www.nexusmods.com/skyrimspecialedition/mods/57618" rel="external nofollow">https://www.nexusmods.com/skyrimspecialedition/mods/57618</a>
</p>

<p>
	 
</p>

<p>
	I use this version because it is stable, most mods are based on this version and everything that is recently being added can be implemented sort of as a mod already.
</p>

<p>
	If you do have skyrim se version 1.5.97 then you have a major problem right now. The recent creation kit (ck) is not compatible with your version. Go to steam, install the creation kit (for the sake of being able to launch it).
</p>

<p>
	I found the latest skyrim se 1.5.97 version in the archives with the help of a Redit post. You can use this file to overwrite the ck from Steam. I am putting the ck file in attachment. You can simply extract the file and place them in you game folder under Program Files (x86) like shown in the image.
</p>

<p>
	<img alt="Creationkit.JPG.7ffabc5f3967553752f7da79aea222d1.JPG" class="ipsImage ipsImage_thumbnailed" data-fileid="1887925" data-ratio="63.24" width="740" src="https://www.loverslab.com/uploads/monthly_2023_12/Creationkit.JPG.7ffabc5f3967553752f7da79aea222d1.JPG" />
</p>

<p>
	 
</p>

<p>
	Your second issue starts right there. This version of the ck is unstable and requires certain fixes from other mods to make is usable.
</p>

<p>
	The first fix you need is the from this mod: <a href="https://www.nexusmods.com/skyrimspecialedition/mods/20061" rel="external nofollow">https://www.nexusmods.com/skyrimspecialedition/mods/20061</a> (CK64Fixes Release ...)
</p>

<p>
	You can install this by following the instructions as given by the mod creator. (Just download the file and extract in the same place as your ck)
</p>

<p>
	 
</p>

<p>
	<strong><em>Optional </em></strong>You can also install FaceFXWrapper (0.4) but this is optional. If you don't install this (or incorrect). You won't be able to hear the voice lines in you ck or generate lip sync to sound files but thats it. It won't affect you once you are playing.
</p>

<p>
	 
</p>

<p>
	However CK64Fixes is outdated an no longer works on its own.
</p>

<p>
	You can find the upgrade version in this link: <a href="https://www.nexusmods.com/skyrimspecialedition/mods/71371?tab=description" rel="external nofollow">https://www.nexusmods.com/skyrimspecialedition/mods/71371?tab=description</a>
</p>

<p>
	Instalation instructions are again provided by the modder. (Just dowload the file and extract in the same place as your ck, let it overwrite CK64 Fixes Release files)
</p>

<p>
	 
</p>

<p>
	If everything went well, you now have a smoothly working ck that won't crash on opening it. <span class="ipsEmoji">?</span>
</p>

<p>
	<a class="ipsAttachLink" data-fileext="7z" data-fileid="1887924" href="https://www.loverslab.com/applications/core/interface/file/attachment.php?id=1887924&amp;key=771c3a9b531da3f9d554fbbc79f67383" rel="">Creation kit 1.5.97.7z</a>
</p>
]]></description><guid isPermaLink="false">20365</guid><pubDate>Thu, 14 Dec 2023 18:52:58 +0000</pubDate></item></channel></rss>
