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[SF CK] General Discussion/Help Thread


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Posted

I made this thread for Fallout 4 when it's CK released, so I figured I'd make it for SF!

 

This is a place where you can just ask smaller questions and share your knowledge and impressions about the CK for Starfield. Often you'll have little moments where you run into a problem that doesn't really warrant a whole topic, so just ask here. If you find out neat little things, share 'em!

 

Also, I'm interested what everyones impression of the new CK is. I've messed with it a bit and it seems excellent. It's *a lot* faster than previous CKs when it comes to opening any data windows, e.g. the Quest Alias' windows used to take a bit to open, they're instant now. A lot of windows have much better layouts, again the Quest Alias window is a prime example.

 

The only thing I've noticed is that the complexity of the game and thus the complexity of the tool has increased substantially. I think experienced modders will have a great time, because we already are familiar with the general way things work in Bethesda games and so the additional tools are just nice - but I could see how the entry barrier for new modders is a little higher now.

 

What do you guys think about the tool?

Posted (edited)

I have messed with it a bit but then again I haven't worked with it for a decade so I need to find my bearings again.

I just hope that there is a better way now to export meshes form the game other than nifskope and BA exctractor. Cus in the previous games everything was in the nif., now its not. I know it's too soon but I hope a better way or an addon will become available.

 

By the way I find it super funny that there are still stuff in it with the TES prefix :) 

Edited by azmodan22
Posted
2 hours ago, azmodan22 said:

I have messed with it a bit but then again I haven't worked with it for a decade so I need to find my bearings again.

I just hope that there is a better way now to export meshes form the game other than nifskope and BA exctractor. Cus in the previous games everything was in the nif., now its not. I know it's too soon but I hope a better way or an addon will become available.

 

By the way I find it super funny that there are still stuff in it with the TES prefix :) 

 

Yeah, also stuff like "XMarker" is basically unchanged from I think even Oblivion? If not that then Skyrim, lol. Then again, why change what's already working.

Posted
16 hours ago, Djlegends said:

dialogue creation have never been easier

 

It does seem to be straight forward. Have you figured out how to inject dialogue into existing dialogue? Like, add a new topic to an actor, without having to edit their base dialogue.

Posted

Two potentially interesting functions:

Function OpenOneWayTransferMenu(bool aIsGiveOnly, FormList aFilterList=None) native

 

Actor Function PlaceDuplicateActorAtMe(Actor akActorToDuplicate, bool abForcePersist = false, bool abInitiallyDisabled = false, bool abDeleteWhenAble = true, float[] akOffsetValues = none, Alias akAliasToFill = None, bool abSnapOffsetToNavmesh = true) native

 

Posted
14 hours ago, ag12 said:

Two potentially interesting functions:

Function OpenOneWayTransferMenu(bool aIsGiveOnly, FormList aFilterList=None) native

 

Actor Function PlaceDuplicateActorAtMe(Actor akActorToDuplicate, bool abForcePersist = false, bool abInitiallyDisabled = false, bool abDeleteWhenAble = true, float[] akOffsetValues = none, Alias akAliasToFill = None, bool abSnapOffsetToNavmesh = true) native

 

ah so thats where gift menu went

Posted

I've had problems with the CK crashing while adjusting a character's face morphs. Might be because my rig only has 16gig. I found it easier to edit in SF1Edit and then convert the esm into an esp for the CK to work on and then back again. Ideally, a better method would be to make a character's face and body in the game and export the file to use for an NPC in the kit. 

Posted

Man, they really did listen to a lot of the feedback from Fallout 4 regarding the CK.

Dialogue is so easy now, Aliases are more powerful than ever, it's really fucking good. I'm impressed with it thus far.

 

Since the wiki is still down and I couldn't find it in the sources, does anybody know how to get the value (credits) of a SpaceshipReference in Papyrus?

Posted

Also something that's pretty cool compared to e.g Skyrim is the dynamic skill trees.

It'll be super easy to add sex related skills, even BDSM related skills. Like, I've looked into it and we'll be able to have stuff like "Blowjob Proficiency" or "Device Cracker" and appropriate challenges like "Give 20 blowjobs", etc. I must say, as much as Starfield is a bland, far more boring than it has to be, game - they have gotten rid of an incredible amount of tech debt. Of course, there's still plenty to go around, it's a Bethesda game, but the CK is powerful and when they say they made the game with modders in mind, they really meant it.

Posted
7 hours ago, ag12 said:

Also something that's pretty cool compared to e.g Skyrim is the dynamic skill trees.

It'll be super easy to add sex related skills, even BDSM related skills. Like, I've looked into it and we'll be able to have stuff like "Blowjob Proficiency" or "Device Cracker" and appropriate challenges like "Give 20 blowjobs", etc. I must say, as much as Starfield is a bland, far more boring than it has to be, game - they have gotten rid of an incredible amount of tech debt. Of course, there's still plenty to go around, it's a Bethesda game, but the CK is powerful and when they say they made the game with modders in mind, they really meant it.

 

New traits and backgrounds are easy to make as well. For skills I'm hoping for an eventual Skyrim Ordinator style overhaul where there are better viable paths for different playstyles. Unlike a Skyrim enchanter build, the social skills in Starfield are clunky as heck using the scanner and not any better than just shooting the enemy. I've been playing around with a scanner idea of making it so that when the scanner is up the player can slow/freeze time so they can more easily select a social target and select the skill. My roadblock is finding the condition for having the scanner up in SF1Edit. I've found in combat and other conditions, but not the scanner, so I gave up on it for now to work on Adoring Fangirl.  

But the idea of a sex skill tree or at least one or two paths in the social and physical trees are cool. Skill points are precious though at low level (without cheating), so this might be best paired with a character advancement overhaul that rewards the player by doing stuff (TES style advancement) by getting better at stuff they actually DO, rather than the fun/sex stuff being a gatekeeper for investing time spent on killing a bunch of hapless animals for XP.  

Posted
15 minutes ago, Reigor said:

 

New traits and backgrounds are easy to make as well. For skills I'm hoping for an eventual Skyrim Ordinator style overhaul where there are better viable paths for different playstyles. Unlike a Skyrim enchanter build, the social skills in Starfield are clunky as heck using the scanner and not any better than just shooting the enemy. I've been playing around with a scanner idea of making it so that when the scanner is up the player can slow/freeze time so they can more easily select a social target and select the skill. My roadblock is finding the condition for having the scanner up in SF1Edit. I've found in combat and other conditions, but not the scanner, so I gave up on it for now to work on Adoring Fangirl.  

But the idea of a sex skill tree or at least one or two paths in the social and physical trees are cool. Skill points are precious though at low level (without cheating), so this might be best paired with a character advancement overhaul that rewards the player by doing stuff (TES style advancement) by getting better at stuff they actually DO, rather than the fun/sex stuff being a gatekeeper for investing time spent on killing a bunch of hapless animals for XP.  

 

Adding them to existing trees is very easy, also some existing perks could give certain boni - I think in the long run there'll need to be a utility to patch in new skill trees, because while it's not super hard (for someone that knows how to work with .swf files - not me) currently you basically have to choose your .swf for which skill tree you want; multiple mods adding skill trees will need a dedicated patch for them (again by someone who knows the scaleform stuff) or you simply have to choose which of the mods you like the most. All very doable.

 

The scanner doesn't have a condition you can call like that - you're going to need to write a script. The way you (and Bethesda) detect if the player has the scanner up is actually by listening to the UI overlay opening and closing. The scanner overlay is a "menu" and called "MonocleMenu" - here's how you listen to it:

 

Bool usingHandscanner = False

Event OnMenuOpenCloseEvent(string asMenuName, bool abOpening)
    If asMenuName== "MonocleMenu"
         usingHandscanner = abOpening
    endif
EndEvent

 

Instead of using a local Boolean you could obviously have it write to an ActorValue on the player, a GlobalVariable or whatever else you need to check your conditions. For what you want to do, I'd probably just make usingHandscanner a conditional property and query GetVMQuestVariable (which is available in all condition windows). Hope this helps with that.

Posted

Is someone able to have user logs files or even general logs of the vanilla scripts?

 



    b=debug.OpenUserLog("SRU")
    debug.TraceUser("SRU", "Opening log : " + b, 0)
    debug.Trace("Opening log SRU ",1)

 

Openuserlog() return true but no files are created.

Posted

Is anyone familiar with how the load order for Starfield small master esm's work? I know they all use slot 255 of the main load order and there can be 4095 in number. They are equivalent of the old esl. Do they get processed in one big batch? Is there a way to make it so that one small master overwrites another, like for a compatibility patch? 

 

Posted
On 6/18/2024 at 9:32 PM, Reigor said:

Unlike a Skyrim enchanter build, the social skills in Starfield are clunky as heck using the scanner and not any better than just shooting the enemy

 

On the other hand, I really like that we've got a built in mechanism for remote influence. No more pointing weapons at people to secretly mess with their mind.

Posted
20 hours ago, Reigor said:

Is anyone familiar with how the load order for Starfield small master esm's work? I know they all use slot 255 of the main load order and there can be 4095 in number. They are equivalent of the old esl. Do they get processed in one big batch? Is there a way to make it so that one small master overwrites another, like for a compatibility patch? 

 

 

I think the small masters just get loaded randomnly / in general order of IDs. I wouldn't worry about it, if you have a mod that cares about load order, just make it a full master or so. Also, the 4095 I believe is the ID limit (changes to existing / creating new entries) that a plugin can have while still be eligible for small master conversion.

 

 

New question for everyone: has anybody figured out the function to get a ships value in credits? I can't find anything to that regard. The value gets calculated, even in the editor you can check, but I'm not entirely sure how to grab that value in Papyrus. Any ideas? I'm probably missing something really obvious here.

Posted
5 hours ago, ag12 said:

 

New question for everyone: has anybody figured out the function to get a ships value in credits? I can't find anything to that regard. The value gets calculated, even in the editor you can check, but I'm not entirely sure how to grab that value in Papyrus. Any ideas? I'm probably missing something really obvious here.

 

getav SpaceshipRegistration  ?

 

Spaceships are actors in Starfield, so definitely would be an actor value. 

 

9 hours ago, DocClox said:

On the other hand, I really like that we've got a built in mechanism for remote influence. No more pointing weapons at people to secretly mess with their mind.

 

Not disagreeing. I'm just spoiled by CP2077's scanner and how it functions for uploading quickhacks. It's easy to use in combat. Starfield's is not in my opinion and I want to fix that and make social builds (including robots and aliens) more fun to play. Especially, as more non-lethal options come out (check out the non-lethal framework and updated useful brig mods, oh slave taker :P ) .

Posted

getav SpaceshipRegistration is just a 0/1 to determine if the ship was registered or not, as far as I can tell.

 

I couldn't find any AV representing it. It might be hardcoded stuff passed directly through to the UI, no idea. I'm sure we'll find it sometime.

Posted

Been looking through the AV database but so far nothing concerning ship price. The closest I found was a mod that supposedly changes ship value but all it has is this.

 

SetGS fVendorSellPriceMult 0.5
SetGS fSpaceshipRegisterValueMult 0.1

 

For MY particular problem. I am currently banging my head on the desk trying to make ba2 archives that actually work in the game. I am using Archive2. It makes the ba2. I stick them in the data folder with the esm but the game will not load them up or they are being overwritten by the game's own ba2 files. I tried using MO2 for load order. Same result.

Posted (edited)

Figured out what was wrong. Need to name the ba2 file correctly. For example "Adoring Fangirl - Main.ba2" and not "Adoring_Fangirl - Main.ba2" or something else. The first part has to be exactly like the esm.

 

That said getting the Creations version to work correctly has been a real pain. It works fine if the game is started from MO2 (no sfse needed) but when started from Steam she is missing her head, voice, has a male voice, and other craziness.

 

Nexus version is working fine though, haven't gotten any bug reports there. 

 

EDIT: Important to use the RIGHT compression. Do not use the default setting when using the archive tool, select NONE. 

 

 

Edited by Reigor
Posted

Oh, this is good info. I just package with default settings. The "everything is .esm" approach is starting to grow on me. Skyrim was always a pain in the ass if you wanted to use something from an .esp as a dependency.

Luckily, I don't intend to release anything on Creations for now.

 

Yeah, it's quite strange, that thing with the spaceship value is. I really don't get it, they don't seem to expose the value.

I think probably they didn't really need it at all in the basegame, so they just had it run mostly UI sided.

 

If you edit a spaceship, the value is shown right there, even in the CK, updated in real time. But no clue where it actually goes.

Posted

Is the materials editor working in the CK? 'cus it doesn't look like it.

I exported a material from starfield, dint change a thing, opened it in CK material editor and there is nothing in it apparently, well there is, the CK does not show it.

 

Posted (edited)

The new CK is so nice.

I really recommend everyone try just building something. Build a small bar, or a shop or something. It's so fucking fun to use and with the new texture/model swap shortkeys (Shift+Ctrl and LAlt together with mouse wheel) it's just such a breeze.


A really neat little thing I noticed is that you really don't need to care about furniture markers anymore. The CK will highlight - in real time - which furniture markers are blocked and which aren't. No more choosing "Chair_L" because you only want the left furniture marker. So nice.

 

 

 

Spoiler

ck1.png

 

ck2.png

 

Edited by ag12
Posted
1 hour ago, ag12 said:

I really recommend everyone try just building something. Build a small bar, or a shop or something.

 

Man i opened it and immediately got lost lmao didn't understand a bit of it. It feels weird when you have a whole bunch of cool ideas swimming around in your head but you can't get them out cause you don't have the technical knowhow to make it happen. From your screenshots, whatever you're making looks fucking dope tho.

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