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[SF CK] General Discussion/Help Thread


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Posted
52 minutes ago, Mr. Otaku said:

 

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.

 

The good news is that when it comes to the "building" tools (as opposed to quest/script tools) the changes they made from Skyrim/F4 are basically just QoL - so all the building tutorials from Skyrim and F4 still apply, just some things are either easier or there's some cool new features. But most of it just naturally happens or the worst that could happen is that you do something "the old fashioned way". So if you have ideas, I cannot recommend enough to just grab a tutorial regarding interior cell building in Skyrim/F4/Starfield on YouTube and giving it a shot. Yes, there's a learning curve, but no, it's not like learning UE5 or so... this is why bethesda games feel "clunky" to the average gamer, because that clunkiness is a result of their "lego" esque engine that lets average andy's like me build pretty sick looking stuff.

 

The screenshot was from a little bar in the Neon addition I'm working on. Having a blast.

Spoiler

ck3.png

 

Posted
3 hours ago, ag12 said:


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.

 

 

 

  Reveal hidden contents

ck1.png

 

ck2.png

 

wait how tf does this work?

Posted
2 hours ago, Djlegends said:

wait how tf does this work?

 

Not sure what you mean. It's just a neat feature that the CK now calculates which furniture entry/exit markers are blocked. That's all.

Posted
10 hours ago, ag12 said:

 

The good news is that when it comes to the "building" tools (as opposed to quest/script tools) the changes they made from Skyrim/F4 are basically just QoL - so all the building tutorials from Skyrim and F4 still apply, just some things are either easier or there's some cool new features. But most of it just naturally happens or the worst that could happen is that you do something "the old fashioned way". So if you have ideas, I cannot recommend enough to just grab a tutorial regarding interior cell building in Skyrim/F4/Starfield on YouTube and giving it a shot. Yes, there's a learning curve, but no, it's not like learning UE5 or so... this is why bethesda games feel "clunky" to the average gamer, because that clunkiness is a result of their "lego" esque engine that lets average andy's like me build pretty sick looking stuff.

 

The screenshot was from a little bar in the Neon addition I'm working on. Having a blast.

  Reveal hidden contents

ck3.png

 

 

That sounds very reassuring. Ig my main problem is that i'm already into so many things that i'm left with little time for even more things, i already made the mistake of trying to learn Blender and that's been slowly burning my brain away for a while now lol. But you're the not first person to echo that the new CK is a lot more user friendly/simple so i definitely plan on getting into it, especially as more essential mods start rolling in so we have more stuff to build on top of. Thanks for the comment ig i kinda needed that lol. Your bad looks nice too, reminds me of the starter bar from Cyberpunk 2077.

Posted
12 hours ago, Mr. Otaku said:

Man i opened it and immediately got lost lmao didn't understand a bit of it

 

Believe me, I know the feeling! Starfield is the first time I've tried to make a mod with the CK.

 

Darkfox127 has the best Starfield Creation Kit vids out so far, though there aren't many yet to compare against. It's at least enough to get started. Also his older Skyrim Creation Kit vids still have valuable lessons. 

 

https://www.youtube.com/@Darkfox127

 

There are some other channels that have some good stuff as well.

 

https://www.youtube.com/@Elianora

 

https://www.youtube.com/@JosephRussell

Posted
5 minutes ago, Reigor said:

 

Believe me, I know the feeling! Starfield is the first time I've tried to make a mod with the CK.

 

Darkfox127 has the best Starfield Creation Kit vids out so far, though there aren't many yet to compare against. It's at least enough to get started. Also his older Skyrim Creation Kit vids still have valuable lessons. 

 

https://www.youtube.com/@Darkfox127

 

There are some other channels that have some good stuff as well.

 

https://www.youtube.com/@Elianora

 

https://www.youtube.com/@JosephRussell

 

Thanks a lot. I had already seen one video each from the latter two but it didn't help too much because Elianora in particular felt like she was assuming the viewers are already at least familiar with the basics from previous CKs. But still useful nonetheless.

Posted
6 hours ago, DocClox said:

I must admit, I've been putting it off a little. Only one way to get over that, I suppose...

 

You'll feel at home fast. It's like the old CK, but better in every way.

It's so fast. It's stable (for me at least). It has a "Compile All Papyrus Script" button on the Quest main tab. What else could you possibly want? 😄

Posted

ok, New problem ( I seriously cant catch a break with this shit)

 

Everything in pink and black ( that was short)

 

This is how the appartment in athena tower looks like in cell view:

 

appartment.jpg

 

And this is what a stati vanila object looks like:

static.jpg

 

they used to work correctly some time ago but now they don't

 

Do you knwo of any reason that could be causing this?

 

Posted

That looks like missing texture pink if I've ever seen it, lol.

Did you mess with materials/textures at all? Trace back what you did outside the CK, any changes to .ini files?

 

This very much looks like the CK is not able to find textures. I assume in game everything is normal?

Posted (edited)

Fucking Spot On mate !!!

 

I remembered I created a CreationKitCustom.ini with this in it. (propably from a Youtube video or a guide (definately a troll in retrospect)

[Materials]
bUseCompiledDB=0

 

I removed it and now everything works correctly. 

 

Thanks !!!

 

*now on to fi nd why my meshes are not importing correctly :) 

 

*Edit

 

And I just found out who was the troll was. The CK 😈

ck error.jpg

 

Edited by azmodan22
Posted
25 minutes ago, azmodan22 said:

Fucking Spot On mate !!!

 

I remembered I created a CreationKitCustom.ini with this in it. (propably from a Youtube video or a guide (definately a troll in retrospect)

[Materials]
bUseCompiledDB=0

 

I removed it and now everything works correctly. 

 

Thanks !!!

 

*now on to fi nd why my meshes are not importing correctly :) 

 

*Edit

 

And I just found out who was the troll was. The CK 😈

ck error.jpg

 

 

Hah, classic. Fucked if you do, fucked if you don't.

The whole material/meshing stuff is the one thing I've completely stayed away thus far (and probably will for a while) so best of luck with that, lol. Best of luck!

Posted (edited)

So I'm trying to run a series of console commands after a dialogue option.

 

What I want to do is create a way, through dialogue, to change a NPC's appearance. The way I know through the console is to go to Enhance, customize the player character to how one wants the npc to look like, save, and then open the console, click on the companion you want to customize and type capp player, and it will copy your appearance to your companion. Then go back to Enhance and restore the player's previous look (or get a new one).

 

I have managed to create the dialogue chain starting with "I want to talk to you about something" phase 2 response "Anything my liege" phase 3 "I want to change your appearance". That works.

 

In the Topic Info section there is place for a script. So I need to make a script that does what I want to as described above. Any advice on what that would look like?

 

 

Edited by Reigor
Posted
10 hours ago, Reigor said:

So I'm trying to run a series of console commands after a dialogue option.

 

What I want to do is create a way, through dialogue, to change a NPC's appearance. The way I know through the console is to go to Enhance, customize the player character to how one wants the npc to look like, save, and then open the console, click on the companion you want to customize and type capp player, and it will copy your appearance to your companion. Then go back to Enhance and restore the player's previous look (or get a new one).

 

I have managed to create the dialogue chain starting with "I want to talk to you about something" phase 2 response "Anything my liege" phase 3 "I want to change your appearance". That works.

 

In the Topic Info section there is place for a script. So I need to make a script that does what I want to as described above. Any advice on what that would look like?

 

 

check out how he did it
https://www.nexusmods.com/starfield/mods/8878

Posted (edited)

I have no idea how to script but I hate it when someone asks a question, then someone else asks a question after him and often ends up with the first question getting buried.

 

So, this is how I would approach it (again, no scripting knowledge,). I am pretty sure you can use a script to run a console comand, so, maybe make ascript that runs the capp player command with the npc you are talking to as the target.

Another approach, more dificult, would be to make a script that opens the character genration menu but with the target NPC as the one being changed and not the player.

I don't know how to make any of the above thoug.

 

Now, (you guessed it !) I have a question.

 

I have a mesh that has a texture with an aplha channel, cus part of the mesh has to be transparent. The "Has Alpha" menu in the materials editor either makes the entire mesh tranparent if set to 1 or just does nothing. I don't relly know what it does. I know it's not working. I also tryed to make the alpha channel as a "Mask", still didn't work.

 

So how can I make part of my mesh transparet in CK with the alpha channel ? Do I need an alpha channel? Do I need a 'Mask' texture? Do I need to get the same opioids they consumed while designing this thing? 

 

And please remember Reigor also needs some assistance.

 

*Edit

To my defence Djlegends replyed while I was typing :)

 

 

 

 

Edited by azmodan22
Posted

We may be degenerates, but we are polite degenerates. 😁

 

11 hours ago, Reigor said:

So I'm trying to run a series of console commands after a dialogue option.

 

What I want to do is create a way, through dialogue, to change a NPC's appearance. The way I know through the console is to go to Enhance, customize the player character to how one wants the npc to look like, save, and then open the console, click on the companion you want to customize and type capp player, and it will copy your appearance to your companion. Then go back to Enhance and restore the player's previous look (or get a new one).

 

I have managed to create the dialogue chain starting with "I want to talk to you about something" phase 2 response "Anything my liege" phase 3 "I want to change your appearance". That works.

 

In the Topic Info section there is place for a script. So I need to make a script that does what I want to as described above. Any advice on what that would look like?

 

9 minutes ago, azmodan22 said:

I have no idea how to script but I hate it when someone asks a question, then someone else asks a question after him and often ends up with the first question getting buried.

 

So, this is how I would approach it (again, no scripting knowledge,). I am pretty sure you can use a script to run a console comand, so, maybe make ascript that runs the capp player command with the npc you are talking to as the target.

Another approach, more dificult, would be to make a script that opens the character genration menu but with the target NPC as the one being changed and not the player.

I don't know how to make any of the above thoug.

 

The actual Papyrus function is Game.ShowRaceMenu(...), but with some brief testing I couldn't make it actually work on anybody except the PC. It seems to just ignore target parameters. Check the Game script for all the shizzle. Since that doesn't seem to work, I'd also say go with the console command execution route. As for scripts in general, and topic fragments more specifically, unfortunately that's a very broad topic and you'd be better served looking up a tutorial on YouTube - the information is out there. (Skyrim & Fallout 4 applies for the most part).

 

12 minutes ago, azmodan22 said:

Now, (you guessed it !) I have a question.

 

I have a mesh that has a texture with an aplha channel, cus part of the mesh has to be transparent. The "Has Alpha" menu in the materials editor either makes the entire mesh tranparent if set to 1 or just does nothing. I don't relly know what it does. I know it's not working. I also tryed to make the alpha channel as a "Mask", still didn't work.

 

So how can I make part of my mesh transparet in CK with the alpha channel ? Do I need an alpha channel? Do I need a 'Mask' texture? Do I need to get the same opioids they consumed while designing this thing? 

 

And please remember Reigor also needs some assistance.

 

*Edit

To my defence Djlegends replyed while I was typing :)

 

The same opioids is a good start, I reckon.

I assume this is some sort of billboard/display screen? I don't know much about meshing/texturing, but maybe you can reverse engineer it from one of the existing billboards.

Check out "Neon_Addon_Decal_02" and see how they did it, if that's possible.

 

Wish I could help more. Good luck!

Posted
17 minutes ago, ag12 said:

We may be degenerates, but we are polite degenerates. 😁

 

 

 

The actual Papyrus function is Game.ShowRaceMenu(...), but with some brief testing I couldn't make it actually work on anybody except the PC. It seems to just ignore target parameters. Check the Game script for all the shizzle. Since that doesn't seem to work, I'd also say go with the console command execution route. As for scripts in general, and topic fragments more specifically, unfortunately that's a very broad topic and you'd be better served looking up a tutorial on YouTube - the information is out there. (Skyrim & Fallout 4 applies for the most part).

 

 

The same opioids is a good start, I reckon.

I assume this is some sort of billboard/display screen? I don't know much about meshing/texturing, but maybe you can reverse engineer it from one of the existing billboards.

Check out "Neon_Addon_Decal_02" and see how they did it, if that's possible.

 

Wish I could help more. Good luck!

 

Well I did come up with an idea after posting that might help (ideas always come After you post the question for some fucking reason) that I will try out tomorrow.

 

I will try to reverce engineere the succubus plant or other plants. They have to be using some king of alpha channel :)

 

Right, good plan. !

 

"reverce engineere the succubus plant"

And this must be the stupidest thing anyone has ever said after

"What could possible go wrong?"

 

Well

I'll keep you posted :) 

Posted
2 hours ago, Djlegends said:

check out how he did it

 

Yeah, thant one and the Enhance Mirror mod. if I could get Champilion to work to decompile the scripts. Says it works but there is no output (I tried the versions with a graphical interface not pure command line only).

 

 

1 hour ago, ag12 said:

The actual Papyrus function is Game.ShowRaceMenu(...)

 

Ok that helps. I was looking at showlooksmenu which allows the player to choose a background and traits which is different than the Enhance version.

Posted

showlooksmenu is just the console command that gets parsed into Game.ShowRaceMenu(...). It's the same function under the hood.

 

; Displays the race/sex menu
Function ShowRaceMenu( ObjectReference akMenuTarget = None, int uiMode = 0, ObjectReference akMenuSpouseFemale = None, ObjectReference akMenuSpouseMale = None, ObjectReference akVendor = None ) native global

 

akMenuTarget doesn't seem to do anything. uiMode determines whether you can choose background or not. 0 is full chargen, 1 lets you edit traits, 2 only lets you edit appearance.

I think the spouses were used in Fallout 4, but I have no idea what it actually does.

Posted

Hey everyone!

 

So I have managed to get the meshes working, solved the transparency "mystery" ( I reverced enineered a Fern :) ) but now I have a problem I never thought would be a problem !

 

Custom Collition Meshes.

 

I have a mesh that I want it be used for collitions, I have managed to find out how to make the nods required for collitions in Nifskope but the only option I have in Nifskope in that block is 'Import Binary', and I have no idea what that is supposed to be. I have tryed several file types (obj, gld, .mesh, even the .dat that it comes with, nothing works. They all cause the game to CTD. 

 

So if anyone was any idea how to import colition meshes to the .nif file I would love it if you could share it.

Or anywhere to look for a tutorial or more info 'cus it apperars that No-one on the planet knows how to do it.

 

Posted

Easiest way I always found was to paste in a collision block from another nif of around the right size and shape.

Posted

Isn't Starfield using a new mesh system where you point Nifscope at an external mesh rather than having the mesh in the actual .nif file?

Is it possible the collision data is directly in the mesh file rather than the nif at all and so can just be done in blender? This is just a thought based off what I heard about how SF handles it, no idea if that's actually on target

Posted
12 minutes ago, ag12 said:

Isn't Starfield using a new mesh system where you point Nifscope at an external mesh rather than having the mesh in the actual .nif file?

Is it possible the collision data is directly in the mesh file rather than the nif at all and so can just be done in blender? This is just a thought based off what I heard about how SF handles it, no idea if that's actually on target

 

Actually it does make some sence. None of the actuall meshes are in the nif any more, the nif just point to them. But the physics branch does not poin to any externall meshes.

Maybe one of the lods is also the collition, but that is not defined either. Every mesh has a different number of meshes with different numbers of lods, and there is no option on the meshes like "act as collition" in the nif.

This is becoming a 'Knives Out' mystery case :)  

 

Posted
9 minutes ago, azmodan22 said:

 

Actually it does make some sence. None of the actuall meshes are in the nif any more, the nif just point to them. But the physics branch does not poin to any externall meshes.

Maybe one of the lods is also the collition, but that is not defined either. Every mesh has a different number of meshes with different numbers of lods, and there is no option on the meshes like "act as collition" in the nif.

This is becoming a 'Knives Out' mystery case :)  

 

 

Generally what I noticed is that they moved away from their "special solutions". The .nif just points at a .mesh, audio uses proprietary software (wwise) etc. etc.

I would not be surprised if the collisions are just made in blender and the engine is able to read it. Try to most simple approach first - baking the collision directly into the mesh in the most straight forward way and see if it works. It might just work.

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