azmodan22 Posted July 9, 2024 Posted July 9, 2024 Oh, you are going to have a Blast with the material editor 😂🤣. That freeking troll. Here is the thing. When you open in it will tell you that the material editor is disabled unlles you add some lines in you CreationKitCustom.ini. If you don't have one make one with those lines it. Open your cutom material, and new layer, UV swap (or someting like that) New Material and new texture set. Add your custom .dds to the alebo (or something like that ) texture and save you material. You might have to close and reopen the CK for the material to show correctly. After you are done with the material editor you need to rename your CreationKitCustom.ini to CreationKitCustom.ini.BAK so it will not load. Because what the troll of a material editor Did Not tell you is that with that tweak, the Creation Kit will not be able to load ANY archieved textures. And two weeks from now, that you will try to make something new, you will open up CK and Everything will in pink. And you will have forgoten about the .ini file 1
Djlegends Posted July 9, 2024 Posted July 9, 2024 9 hours ago, DocClox said: Yeah. Mats are just json files. The format is reasonably self-explanatory if you knew your way around the material editor for Fo4 at all. There's also a Material Editor built into the CK somewhere. Don't ask me where - I haven't gone digging because I can't currently save anything in the CK, but it might be a better bet. Failing that, find something that looks about right and tweak it. once you figured the layout Materials in CK can be made quick
Reigor Posted July 18, 2024 Posted July 18, 2024 On the topic of Starfield dialogue. To my understanding, for the game to know who is speaking when, is done using an alias to identify the NPC. Specifying a specific named NPC as an alias works fine. I know how to do that. The trick has been that I want to the opening dialogue to work with any NPC that is a part of the current crew faction. I then further want to do stuff with that specific crew member the player is talking to and not to another crew member the player might have spoken to previously. For example, I want to talk to the first crew member, opening with "I want to to talk to you about something.", and then after their response, I say I want to change your appearance. They respond with sure and the change appearance script fires off. Then I go to another different crew member, and repeat that and the script fires off on that crew member, not the first one. I know how to do the appearance changing, that's not the issue. It's getting the game to know exactly whom the player is talking to, to be able to make the appropriate npc responses before the scripts fire off or set the quest stages, without specifying a specific named NPC alias, that I can't get to work. Now using this as a reference: https://ck.uesp.net/wiki/Quest_Alias_Tab I have been able to make an alias based on the currently loaded cell, actors only, closest to player, and then narrow that down further with the getinfaction currentcrewfaction. That works to get dialogue going, but the Alias will be filled with the closest crew member after the mod is loaded. But when I talk to a different crew member the alias will be still filled with the first and the dialogue and script will be like I was talking them, not the 2nd crew member. To fix this I made a function in the quest script to clear and refill the crew alias and stuck that as a fragment on the player's opening line. It works, but its clunky. I have to choose the "I want to talk to you about something" opening dialogue twice in order for the dialogue to proceed to the next phase, but its working on the right crew npc, so I think I'm on the right track.
ag12 Posted July 19, 2024 Author Posted July 19, 2024 1 hour ago, Reigor said: On the topic of Starfield dialogue. To my understanding, for the game to know who is speaking when, is done using an alias to identify the NPC. Specifying a specific named NPC as an alias works fine. I know how to do that. The trick has been that I want to the opening dialogue to work with any NPC that is a part of the current crew faction. I then further want to do stuff with that specific crew member the player is talking to and not to another crew member the player might have spoken to previously. For example, I want to talk to the first crew member, opening with "I want to to talk to you about something.", and then after their response, I say I want to change your appearance. They respond with sure and the change appearance script fires off. Then I go to another different crew member, and repeat that and the script fires off on that crew member, not the first one. I know how to do the appearance changing, that's not the issue. It's getting the game to know exactly whom the player is talking to, to be able to make the appropriate npc responses before the scripts fire off or set the quest stages, without specifying a specific named NPC alias, that I can't get to work. Now using this as a reference: https://ck.uesp.net/wiki/Quest_Alias_Tab I have been able to make an alias based on the currently loaded cell, actors only, closest to player, and then narrow that down further with the getinfaction currentcrewfaction. That works to get dialogue going, but the Alias will be filled with the closest crew member after the mod is loaded. But when I talk to a different crew member the alias will be still filled with the first and the dialogue and script will be like I was talking them, not the 2nd crew member. To fix this I made a function in the quest script to clear and refill the crew alias and stuck that as a fragment on the player's opening line. It works, but its clunky. I have to choose the "I want to talk to you about something" opening dialogue twice in order for the dialogue to proceed to the next phase, but its working on the right crew npc, so I think I'm on the right track. In the Scene window where you make the dialogue you can tick a box that says something like "Fill Primary Alias" and on the right side you set the conditions. Then in the scene, you add two Aliases, the primary one should be something like "SpeakerAlias" and it's just an empty RefAlias. The second Alias is a Player Alias that you prefill, make sure it is the second and not the primary Alias. Then you make the dialogue Scene using the primary Alias as speaker of the dialogue. I don't have the CK open right now, so some of the terminology could be a little off - but this process works. 1
Reigor Posted July 19, 2024 Posted July 19, 2024 51 minutes ago, ag12 said: In the Scene window where you make the dialogue you can tick a box that says something like "Fill Primary Alias" and on the right side you set the conditions. Then in the scene, you add two Aliases, the primary one should be something like "SpeakerAlias" and it's just an empty RefAlias. The second Alias is a Player Alias that you prefill, make sure it is the second and not the primary Alias. Then you make the dialogue Scene using the primary Alias as speaker of the dialogue. I don't have the CK open right now, so some of the terminology could be a little off - but this process works. Checking the "Forced Primary Actor Alias" made it work perfectly. Thank you! 1
BDNelson Posted August 6, 2024 Posted August 6, 2024 Anyone out there willing to help a brain dead Starfield player get his female body set up for big breasts and some cleavage? These two pics are the best I can get...
Shor Posted August 20, 2024 Posted August 20, 2024 I am looking for ways to optimize the SF CK. Loading data files takes bloomin' forever. In the debug section of the CreationKit.ini it states: "sExceptionAdditionalFilesForZip=diagdata.json,EditorWarnings.txt, CreationKitCustom.ini, CreationKitPrefs.ini, QtCreationKitSavedSettings.ini bWarnWhenMovingStaticObjects=0" so we know that there are provisions for a custom ini file, but I can find no info on how to use it.
Djlegends Posted August 21, 2024 Posted August 21, 2024 20 hours ago, Shor said: I am looking for ways to optimize the SF CK. Loading data files takes bloomin' forever. In the debug section of the CreationKit.ini it states: "sExceptionAdditionalFilesForZip=diagdata.json,EditorWarnings.txt, CreationKitCustom.ini, CreationKitPrefs.ini, QtCreationKitSavedSettings.ini bWarnWhenMovingStaticObjects=0" so we know that there are provisions for a custom ini file, but I can find no info on how to use it. add this in CKCustom.ini [General] bShowBluePrintMastersInDataFiles=1 bSkipValidateForms=1 bSkipValidateInfos=1
azmodan22 Posted August 21, 2024 Posted August 21, 2024 Ok, a quick dum question 'cus I dont remember how to do it. How the hell do I add a version number to my mod in CK?
Djlegends Posted August 21, 2024 Posted August 21, 2024 7 hours ago, azmodan22 said: Ok, a quick dum question 'cus I dont remember how to do it. How the hell do I add a version number to my mod in CK? thats the neat thing you can't
Reigor Posted August 23, 2024 Posted August 23, 2024 On 8/21/2024 at 6:31 AM, azmodan22 said: How the hell do I add a version number to my mod in CK? Best thing I have found is when starting the CK and selecting the mod to work on, over to the right in the top middle there is a section for "Created by" and "Summary" There you could put a version number.
azmodan22 Posted August 24, 2024 Posted August 24, 2024 11 hours ago, Reigor said: Best thing I have found is when starting the CK and selecting the mod to work on, over to the right in the top middle there is a section for "Created by" and "Summary" There you could put a version number. Yea, I have used those. They are for the Author and for the mod description. I was wondering how Vortex identifies the mods version.
Reigor Posted August 24, 2024 Posted August 24, 2024 12 minutes ago, azmodan22 said: Yea, I have used those. They are for the Author and for the mod description. I was wondering how Vortex identifies the mods version. That's done when you upload the file to Nexus. There is a section called under file name for "file version" for putting in the version number of the file. I don't use Vortex, but it will show up in MO2.
Vortec Posted August 26, 2024 Posted August 26, 2024 Sorry if this been answered before, but has anyone came across this error while trying to save a plugin in the CK...."Failed to Check out Form" ?.
Djlegends Posted August 28, 2024 Posted August 28, 2024 Creation Kit Platform Extended has just been updated for latest CK version https://github.com/Perchik71/Creation-Kit-Platform-Extended 1
Gray User Posted March 22, 2025 Posted March 22, 2025 On 6/17/2024 at 1:24 AM, Reigor said: 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. Hi - did you find what was making this happen? I have system that should not be having tech limits with ck, and I get crashes when editing face morph also.
Reigor Posted March 23, 2025 Posted March 23, 2025 21 hours ago, Gray User said: Hi - did you find what was making this happen? I have system that should not be having tech limits with ck, and I get crashes when editing face morph also. Nope. Sorry.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now