Guest Posted December 24, 2021 Posted December 24, 2021 Well, i am asking that myself. With no programming experience whatsoever, i wonder if i am capable to actually do anything. How everyone else got started? One of my problems is, to understand how Skyrim actually works. I know there are some guides out there and they do help in, for example, altering a weapon or an item. But what i am not getting is, how i can for example turn females into men. The only way i think is to painfully alter them in CK manually or change them in XEdit. Is that how it works?? This may seem a really stupid question for sure. But i just do not know how you do it. I am in awe for any quest mod that i see here or in fact, for any mod.? Scripting is another thing. Its like a book with 7 seals. Like magic where you do not know how the magic works but you know it works. Anyway, i am probably not really at the level to do anything useful but still curious and i just wonder if someone likes to share how they started and how they accomplished what they created. The main thing is, i just want to understand that game how it works so things can happen.?
pinky6225 Posted December 24, 2021 Posted December 24, 2021 The guides on how to make/alter an item is more about how to use the CK as i recall, the guy that created make skyrim straight again did post this which looks like it might be what you are after
Visio Diaboli Posted December 24, 2021 Posted December 24, 2021 1 hour ago, wutpickel said: With no programming experience whatsoever, i wonder if i am capable to actually do anything. Creation Kit's greatest draw is that it has made the logic behind quests, scenes, dialogues, etc, very high level and somewhat abstracted from the actual code. That said, it can't do everything for you, by nature, so it's a bit hard to learn how to use. Perhaps I've misunderstood but you seem to want to know how Skyrim works from the bottom up, which is a misconception I've had before. Ultimately all you need to get started is Creation Kit and Google - find out the minimum you need to know to implement your current objective, implement it, and then repeat, and eventually you'll start seeing logical overlaps in how things work, and start piecing together a bigger picture. 1 hour ago, wutpickel said: But what i am not getting is, how i can for example turn females into men. The only way i think is to painfully alter them in CK manually or change them in XEdit. Is that how it works?? To change specific actors' sexes statically you could adjust them in CK I think; I think an esp can contain modifications to an esm, in this case your esp overwriting Skyrim.esm's data. As far as I know you'd have to do them one by one, though. To change the sexes at runtime/dynamically, it would most likely require scripting. However, specifically for changing sexes and other RaceMenu type things, it ends up being very difficult to pull off smoothly - True Form Curse tries to do this but a reload is required to properly change the head meshes, IIRC. Though if you delved into scripting, that's the first reference I would look at. If you have an idea of what you want to do I can suggest how to start going about it. Developing a mod is a lot easier when you know what it's core structure is supposed to look like.
Guest Posted December 24, 2021 Posted December 24, 2021 Yes. I agree. I think in my mind its easy but in reality its lots of work. But i am talking as someone who has no knowledge about everything ties together. My aim, at the minimum, is to change females to males. Though it would be saver for not unique ones. Tracking the importance of characters that have a story, so it does not become silly. I did some attempts and they actually worked. Another little project where i just touched on it was to change races like Argonians to human but that its quiet challenging as i did not want to change the actual race but just the appearance. Anyway, some other people are more gifted so to say. Let me see what i can do. On FO4 i remember there was a mod that added NPC's to your game play. By command you could just dump 200 or more in a place. I think this was probably scripted. Do not remember what the name was, as it is a long time ago.
Guest Posted December 25, 2021 Posted December 25, 2021 question. If i change the character and exported texture with CK, how do i pack these data into an archive? Or can that be made into a unique file like bsa. I know this sounds silly but i am not yet firm with it. Thank you so much
chaimhewast Posted December 25, 2021 Posted December 25, 2021 18 hours ago, wutpickel said: My aim, at the minimum, is to change females to males. Though it would be saver for not unique ones. Tracking the importance of characters that have a story, so it does not become silly. Most generic NPCs use leveled lists to choose random level-appropriate variants. Some of the leveled lists are gender-specific and have M or F (or even the name of the voice type they use) at the end of their name, but others (like SubCharBandit02Boss) have a mix of men and women. You'd have to remove the women from the mixed lists at the very least, and then carefully check what the gender-specific lists reference to see if they can safely be changed to reference the male lists. 11 hours ago, wutpickel said: If i change the character and exported texture with CK, how do i pack these data into an archive? Or can that be made into a unique file like bsa. I know this sounds silly but i am not yet firm with it. Skyrim can read loose files, but for performance it's generally better to pack them into a BSA. It also ensures you're not leaving behind loose files should you decide to remove it (although if you're using a good mod manager that shouldn't happen).
Tetras66 Posted December 25, 2021 Posted December 25, 2021 23 hours ago, wutpickel said: Well, i am asking that myself. With no programming experience whatsoever, i wonder if i am capable to actually do anything. How everyone else got started? One of my problems is, to understand how Skyrim actually works. I know there are some guides out there and they do help in, for example, altering a weapon or an item. But what i am not getting is, how i can for example turn females into men. The only way i think is to painfully alter them in CK manually or change them in XEdit. Is that how it works?? This may seem a really stupid question for sure. But i just do not know how you do it. When you create a mod, the game makes it's own thingy just for that mod. Any changes you make to the vanilla Skyrim will only apply to when your mod is loaded. If there is a conflict between the changes to vanilla, between two mods, then the game will usually just load (overwrite with) the one that's lowest in the load order. Generally speaking, modders try to avoid making changes to vanilla, but your mod is what I'd class as an overhaul and in my opinion, they're actually much more difficult and time consuming and there are far less tutorials available. Practically everything I've done in my mod, I did by watching tutorials on YouTube. You can also just load an existing mod in the creation kit, that does the same thing as what you're trying to do. Usually when someone overhauls the vanilla game, they either do it manually for each item / NPC / cell, etc, or they write some kind of script that can change multiple things simultaneously. If you're changing NPCs, then manually would give you much more control over their appearance. Changing the unique NPCs is pretty easy, it's as simple as loading one and changing it. Changing the levelled lists (for encounter NPCs) mentioned above is a bit more complicated. In regards to vanilla NPCs, if you're only using the default options, you can just bundle the facegen data with your mod (that's what I do), there's technically no need to pack it, but you can if you want to.
Guest Posted December 25, 2021 Posted December 25, 2021 Funny thing. I did yesterday changes to the nords but forgot the facegen data. So ok, i exported them in one swoop. But that did not work. It did however export them. So now i go one by one. That seems to work. I think i rather would have them in one file. Just so that it does not get lost. This is not a special mod in any sense. Just some edits in CK. I do not consider it a true mod where there is a story of sorts or other things added. With my tiny knowledge. Lol. But it is fun to play around. Like everything, it takes time and i hope i can learn a thing or two about how that game actually works. So far all NPC's that are not married or have a story where they are in love will be changed. So i look that information up just to make sure. Some people like to have it vanilla with intact story. My aim is basically to have an environment for a female player with lots of more chances to meet a male. I found a long time ago Geckos male mod but i think it did not work. At least i did not notice any chances. It changed the percentage of male population i think. But that was for Skyrim LE. Thanks everyone for helping me out here. I will update or post question if i have any or if i do not find answer on the web. Thanks again
Visio Diaboli Posted December 25, 2021 Posted December 25, 2021 CK has a feature to pack up BSAs if that's what you're wondering. It's under File->Create Archive. It sounds like all of what you're doing so far will get packed by it, but just as a disclaimer, if you add things that aren't directly attached to forms in your mod (SlaveTats, global scripts), it will most likely miss them.
Guest Posted December 25, 2021 Posted December 25, 2021 This is dummy question. Beware. If i select "Create Archive" nothing happens. Do i need some steps before? Yes, that is correct. It is just some alteration to NPC and their textures. But i think to create such a file would perhaps make it easier. I am not sure my self since in the tint folder are two folders. One for my mod and another for Skyrim which probably created by my doing.
Visio Diaboli Posted December 25, 2021 Posted December 25, 2021 1 hour ago, wutpickel said: If i select "Create Archive" nothing happens. Do i need some steps before? Create archive should pull up this window (it'll take a minute, CK won't respond during this time): Spoiler With a list of things it's going to pack. If it's doing nothing at all then idk, that seems like something's wrong with the CK installation maybe. But when it does work, it'll ask you for a folder, and for some reason it has to be the Data folder or else it'll give an error message.
Guest Posted December 25, 2021 Posted December 25, 2021 22 minutes ago, Visio Diaboli said: Create archive should pull up this window (it'll take a minute, CK won't respond during this time): Reveal hidden contents With a list of things it's going to pack. If it's doing nothing at all then idk, that seems like something's wrong with the CK installation maybe. But when it does work, it'll ask you for a folder, and for some reason it has to be the Data folder or else it'll give an error message. mm.. i have to check the ini files.
Guest Posted December 30, 2021 Posted December 30, 2021 Actually, i found how to do pack the files. There is an archiver in the tools folder with which you pack the files. Not from CK directly. That maybe works too, but i haven't figured it out so far. Anyway, i came across a problem where i had done a mod for a follower. But even with exporting all the freaking headmesh/textures and verifying that weight and colors are the same and race, it always produced a black face. So i ended up doing all over. Its just a little mod really. Is this a bug in CK? And if so, is there a work around? This was for SE and LE, but perhaps this is the same for both versions. This brings me to another point. Is is possible to downgrade mods for SE to LE? I made two mods that only use vanilla assets really. I do not know how to script so i relay on vanilla scripts if at all. Thanks
Tetras66 Posted January 1, 2022 Posted January 1, 2022 On 12/30/2021 at 5:24 PM, wutpickel said: Actually, i found how to do pack the files. There is an archiver in the tools folder with which you pack the files. Not from CK directly. That maybe works too, but i haven't figured it out so far. Anyway, i came across a problem where i had done a mod for a follower. But even with exporting all the freaking headmesh/textures and verifying that weight and colors are the same and race, it always produced a black face. So i ended up doing all over. Its just a little mod really. Is this a bug in CK? And if so, is there a work around? This was for SE and LE, but perhaps this is the same for both versions. This brings me to another point. Is is possible to downgrade mods for SE to LE? I made two mods that only use vanilla assets really. I do not know how to script so i relay on vanilla scripts if at all. Thanks When it doesn't work (even with exported meshes/textures), it's usually because another mod modified them, I think, you might be able to resolve it with your load order ? Backporting is possible, I think there's a thread or two on it here, but it's a bit controversial:
Guest Posted January 1, 2022 Posted January 1, 2022 Thanks. I will be looking into an installer. I want to make it simple. Less questions later. So far, CK was teaching me that no matter what you do, something can go wrong. Especially if you alter faces. The curse of grey faces is imminent or around the corner. In my latest attempt to make a mod to add about 30 actors for pubs/inns i had a struggle with that shitty bug. Well, it isn't really a bug. Anyway, its a great teaching tool how the system works. Though i do not touch anything that requires myself to script, i relay on the vanilla game. The back port. Well, i am not sure if my mod will be even a modest success. Not everyone needs a mod like that. So that will be on a low priority. Besides there are similar mods out there. I see it as a fun study of CK and at least for me, its what i want from my game. Though, i have never seen a dummy guide for golden rules how to not do things with CK. What surprises me is the fact how much time i spend with this old game. But if you start modding, you spend a lot of time. Some things become clearer but i am far away from true knowledge of how that game really works. Perhaps you have to be a programmer to truly appreciate that game.
Tetras66 Posted January 1, 2022 Posted January 1, 2022 5 hours ago, wutpickel said: Thanks. I will be looking into an installer. I want to make it simple. Less questions later. So far, CK was teaching me that no matter what you do, something can go wrong. Especially if you alter faces. The curse of grey faces is imminent or around the corner. In my latest attempt to make a mod to add about 30 actors for pubs/inns i had a struggle with that shitty bug. Well, it isn't really a bug. Anyway, its a great teaching tool how the system works. Though i do not touch anything that requires myself to script, i relay on the vanilla game. The back port. Well, i am not sure if my mod will be even a modest success. Not everyone needs a mod like that. So that will be on a low priority. Besides there are similar mods out there. I see it as a fun study of CK and at least for me, its what i want from my game. Though, i have never seen a dummy guide for golden rules how to not do things with CK. What surprises me is the fact how much time i spend with this old game. But if you start modding, you spend a lot of time. Some things become clearer but i am far away from true knowledge of how that game really works. Perhaps you have to be a programmer to truly appreciate that game. Does it still get the face bug if you don't pack the meshes/textures? I've always just copy/pasted them into the mod zip 'as is' (preserving the file structure) and it works fine for me on SE (I test my mod on a different computer). I know it balloons the file size of the mod though, especially if it's a big mod (my faces use way more MB than I suspect the mod ever will). It surprises me too, but the mods really help get a lot more out of it. I don't think you have to be a programmer to learn, just determined to do things that you find fun! There is one guide I'm aware of, here: https://www.nexusmods.com/skyrim/mods/54609/?tab=files I kind of wish I'd started modding in the LE CK instead of the SE CK, but eh, it's too late now. Will have to figure out how to backport it later.
Guest Posted January 1, 2022 Posted January 1, 2022 32 minutes ago, Tetras66 said: Does it still get the face bug if you don't pack the meshes/textures? I've always just copy/pasted them into the mod zip 'as is' (preserving the file structure) and it works fine for me on SE (I test my mod on a different computer). I know it balloons the file size of the mod though, especially if it's a big mod (my faces use way more MB than I suspect the mod ever will). It surprises me too, but the mods really help get a lot more out of it. I don't think you have to be a programmer to learn, just determined to do things that you find fun! There is one guide I'm aware of, here: https://www.nexusmods.com/skyrim/mods/54609/?tab=files I kind of wish I'd started modding in the LE CK instead of the SE CK, but eh, it's too late now. Will have to figure out how to backport it later. I had the idea today to just reinstall everything. Maybe there was something left that did not suppose to be there but i overlooked. We will see. I created for every NPC (26) a own face. So they need their meshs and textures to work. Otherwise they get the grey bug. My attempt with making a bsa went bs. It works fine for just leaving the folder where they go. Currently i am trying to figure out how to underlay some pup noise. I got my npc walking like in LIAT which is the idles. So that is not too hard actually. I haven't looked into idles to create some. Sadly, i discovered that i messed up a pub. So i decided to do it again from scratch. Thats where i hate that program really. Once you touch meshes, its really hard to put them back in place. My driver for that mod is simply to have more chances to have sexual encounters. I think there was already one for female population but not for male. Since i play a female and like being a slave, there was just something missing. And the pub do look quite empty on their own. My other project will be to increase the male population on the outside, mainly cities and towns. Not all mods i installed were what i was looking for. I check the guide. From the description this seems something i should look into it. Thanks
Guest Posted January 2, 2022 Posted January 2, 2022 There are two things where i haven't found out how to do it. 1) what makes npc's actually talk to you. The random talk they do, like InnKeepers. That talk that goes over and over. First i thought its the package with greet but then i came across Keerava which has no greet in the package. Now i am at a dead end so to speak. What triggers that conversation? 2) how do i add sound to a room. As far as i know there is audio in CK and also a trigger that can i suppose be placed in the room. But i am not sure how it actually works. I was looking around but haven't really found a solution. I am grateful for any tips, websites or guides that i haven't found myself. Thank you
Tetras66 Posted January 4, 2022 Posted January 4, 2022 On 1/2/2022 at 9:56 PM, wutpickel said: There are two things where i haven't found out how to do it. 1) what makes npc's actually talk to you. The random talk they do, like InnKeepers. That talk that goes over and over. First i thought its the package with greet but then i came across Keerava which has no greet in the package. Now i am at a dead end so to speak. What triggers that conversation? 2) how do i add sound to a room. As far as i know there is audio in CK and also a trigger that can i suppose be placed in the room. But i am not sure how it actually works. I was looking around but haven't really found a solution. I am grateful for any tips, websites or guides that i haven't found myself. Thank you I didn't get to these myself yet, but 1) This might be what you need: 2) This one?
Guest Posted January 4, 2022 Posted January 4, 2022 @Tetras66 For sound i can say that i found out how to do it. Its actually simple. Now i am not sure how long the sound file can be or what resolution but i can say CK will play .wav files. Sound file should be in data/sound/fx/youmod/yourfile.wav These files need to be created. In Audio AccusticSpace Sounddescription And then you need to edit the cell. Its actually pretty simple. But Skyrim.
Tetras66 Posted January 5, 2022 Posted January 5, 2022 22 hours ago, wutpickel said: Its actually pretty simple. But Skyrim. Good summary quote for Skyrim modding ? Thank you for the guide for adding sound.
Guest Posted January 5, 2022 Posted January 5, 2022 I am not knowing much. But for my purpose this is essential. Though, i am still searching for a sound. There is a good source (i suppose) for that. https://freesound.org/ This is mostly some form of free use, not copy righted stuff.
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