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Soaryne

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  • 4 weeks later...
Posted

Can someone please tell me how to fix this bashed creation kit?

it doesn't let me look or edit no premade scripts. i can't add any or look at any of the code in enchantment, I'm look out of world model complete.

I have to remove all bsa file form the archive in order to add premade item script or it will crush. 

I then have to put all bsa name back in the Archive to be able to choose form then premade conditions.

it will not let me add or edit anything in world models is complete lock and gray out.

it will not let me open the option to look at or type in new script at all.

it will not copy over the world model of item form non-master files.

It remove script on items form non-master files.

Wyre bash will not unpack bsa files . (crush very time I use it and I redownload it 3 times)

Will not let me to any form of map meshing.

Will not let me see, edit, or add script to enchantments.

Does not let me add code for making new scripts or looking at the code of pre-made scripts.

 

i have re-download the creation kit over 15 times.

I'm using an MSI GT-70 labtop with window 8.1 os.

I have my computer OS complete check out for all form of viscus, mar-ware form professional for a 4 day long check.

 

Can someone please will what I need to to to get this creation kit, nifskope, and wyre bash working?

Posted

I like the idea but the part with the noble riding a girl as a pony is too unrealistic even for Skyrim. She wouldn't be able to carry the weight and even if she did for awhile, it would go very slow.

Posted

I like the idea but the part with the noble riding a girl as a pony is too unrealistic even for Skyrim. She wouldn't be able to carry the weight and even if she did for awhile, it would go very slow.

In real life that would be true, but remember this is a fantasy world where people carry around enough weight on themselves that would easily outweigh the weight of a person. However, carrying someone should tap their endurance and once their endurance is gone they should slow down.

  • 4 weeks later...
Posted

 

I like the idea but the part with the noble riding a girl as a pony is too unrealistic even for Skyrim. She wouldn't be able to carry the weight and even if she did for awhile, it would go very slow.

In real life that would be true, but remember this is a fantasy world where people carry around enough weight on themselves that would easily outweigh the weight of a person. However, carrying someone should tap their endurance and once their endurance is gone they should slow down.

 

 

Maybe add something like a potion from a brilliant/mad Alchemist enhancing your endurance but damaging your mind so you will becoming more horselike.

  • 3 weeks later...
Posted

Sadly until I or someone tell me how to fix my Creation kit problem there is no way I'll be able to make this mod. I try for mouthes to get even the basic problems fit and asking for help on then but I still can't get the problem fixed that are stopping form making this mod. Until someone it willing to tell me how to fix the following problem on my creation kit all work on trying to make this mod is discounted. 

Please spar me the uninstalled and re-stalled it bit. i when to the extreme of have my computer check out for virus, addware, etc for 3 day long full software and hardward check, complete re-install the OS before re-installing the skyrim and the creation kit with no change.

 

The problem I'm have are as follow:

it will not transfer any texture, faction, data, spell, abilities, enchantment for non-master plugs.

It will remove all everything the items, quest, script, and race I add form other plug-in and will not let me set plug-in to me master file or requirement for the mod.

It will not let me do map mess at all and will not let me make papyrus scripts.

 

To give non-modder an idea what this mean is think of make a devious item add one of the paprus scipt and setting it up then make then enchantment for it fo you have fill workable DD item then making quest take the item for adding and removing and for reward ect. 

You then save and go to test out the mod nothing working so you go into tes5editor and or the creation kill she that it have no require mods on it, and all the event, script, enchantment and event are remove complete for you mod that you spend 5-7 hour setting up. IE it will not save any work I do and will unless it see the mod as a master mod and it no count the mod as masters that i use script, texture item and event form with is needed for making a sexlab and devious devices base mod. 

 

Can someone please tell me how to fit thouse problem or to get my creative kit to have my mod add mod like sexlab, and devious asset as masters plus.

If I can atless have a way to have my creation kit count other plug-ins as master files I can make this mod.

 

Please Help.

Posted

If you want to make an esp file a master you can do it the same way people did it in Oblivion: install Wrye Bash and right click on your mod and then choose "add master"

 

You will have to do that again every time you save your plugin and want to reload it in CK. CK will load nonesp masters but will not save them so you will need to readd them with Wrye Bash afterwards.

Posted

Sadly that is how I try to add masters before and still all sources for those master where remove form any mods I made and any edit I made to it after doing that. I'm doing to try some new trick I learn for Tes5edit to see is that will be a work around for my problem. But thank for subjecting it. ^^

  • 2 months later...
Posted

Sadly until I or someone tell me how to fix my Creation kit problem there is no way I'll be able to make this mod. I try for mouthes to get even the basic problems fit and asking for help on then but I still can't get the problem fixed that are stopping form making this mod. Until someone it willing to tell me how to fix the following problem on my creation kit all work on trying to make this mod is discounted. 

Please spar me the uninstalled and re-stalled it bit. i when to the extreme of have my computer check out for virus, addware, etc for 3 day long full software and hardward check, complete re-install the OS before re-installing the skyrim and the creation kit with no change.

 

The problem I'm have are as follow:

it will not transfer any texture, faction, data, spell, abilities, enchantment for non-master plugs.

It will remove all everything the items, quest, script, and race I add form other plug-in and will not let me set plug-in to me master file or requirement for the mod.

It will not let me do map mess at all and will not let me make papyrus scripts.

 

To give non-modder an idea what this mean is think of make a devious item add one of the paprus scipt and setting it up then make then enchantment for it fo you have fill workable DD item then making quest take the item for adding and removing and for reward ect. 

You then save and go to test out the mod nothing working so you go into tes5editor and or the creation kill she that it have no require mods on it, and all the event, script, enchantment and event are remove complete for you mod that you spend 5-7 hour setting up. IE it will not save any work I do and will unless it see the mod as a master mod and it no count the mod as masters that i use script, texture item and event form with is needed for making a sexlab and devious devices base mod. 

 

Can someone please tell me how to fit thouse problem or to get my creative kit to have my mod add mod like sexlab, and devious asset as masters plus.

If I can atless have a way to have my creation kit count other plug-ins as master files I can make this mod.

 

Please Help.

 

If you are trying to make an esp a master file of your maste file you need to load the esp you want to use as master in wyrebash and select the option "esmify self". That way the esp will work as an esm, and then creation kit will save the plugin as master

 

 

Posted

try loading a esp as master file like deviouses base mod or something then add your gear and scripting then save it but makesure you have the original esp in a new folder once you save it change the esp name of the new save then place the old esp back into data folder

 

take estrus for example

 

copy the estrus esp to your documents load the estrus esp from data folder do your changes like quests and so on then save it itll overright the original estrus once thats done change the name of the modded estrus to some other name then copy and paste the original estrus that you copyed to documents put that back into data folder you would have both original estrus and the new mod you made that way the original esp wont be damaged

Posted

If you want to use a .ESP file as a Master then you need to first recognize that the CK will appear to work but then completely hose all the links to the .ESP file.   You can set properties to an ESP file in the CK but it will wait until you think its working and suddenly clear all those properties without the slightest hint or warning that it did.

 

It IS possible to build a dependency on a ESP file but it requires scripting because all properties that would be set in the CK have to be set in a script instead using the Game.GetFormFromFile("<formid>","<file name of esp file>") call.    Used with the Game.GetModByName("<file name of the esp file>") call you can test to see if a mod is present and import form ids from it to your mod for a "soft" dependency.  

 

 

Posted

If you want to use a .ESP file as a Master then you need to first recognize that the CK will appear to work but then completely hose all the links to the .ESP file.   You can set properties to an ESP file in the CK but it will wait until you think its working and suddenly clear all those properties without the slightest hint or warning that it did.

 

It IS possible to build a dependency on a ESP file but it requires scripting because all properties that would be set in the CK have to be set in a script instead using the Game.GetFormFromFile("<formid>","<file name of esp file>") call.    Used with the Game.GetModByName("<file name of the esp file>") call you can test to see if a mod is present and import form ids from it to your mod for a "soft" dependency.  

 

Something I came up against when making some custom modifications to the Hentai Creatures mod from More Nasty Critters was an explicit dependency on Nude Creatures ESP and it's DLC add-ons. Editing the HC ESP broke the references as you described, presumably since the references included the CK load order.

 

The trick I learned there was to "Esmify" the ESP before loading the dependant mod in CK. This is done in Wrye Bash (context menu on the mod). What that does is allow a mod to access the resources of an ESP as though it was an ESM. After editing the mod just restore the esmified ESP from the originals - I suppose you could just "Espify" them again via Wrye Bash but restoring from a backup seems like a more certain result. In-game the edited mod then continues to use the normal ESP as an ESM, including CTD at launch if the required ESP is not loaded.

Posted

I been trying the Esmify self in Wyre bash but The creative kit is still removing all edit form the esmify mod and the work that I do with then. I been trying to use Tes5edit but I need the creative kit to do any event edit and I'm still haven't found a way to let the creative kit to let me add or edit script. I can't edit, make, or add any type of event plus anything that I do make or add it remove not only all the work I do but also all files that the esmify mod use to make it for the master mods and the mod I'm making.  I have to redownload every mod I use as a master most time then I make any save on a mod I'm making and don't change anything in the other mods.

 

I still haven't found a way to make my creative kit work and tes5edit will not let me make events or quest.

Posted

I been trying the Esmify self in Wyre bash but The creative kit is still removing all edit form the esmify mod and the work that I do with then. I been trying to use Tes5edit but I need the creative kit to do any event edit and I'm still haven't found a way to let the creative kit to let me add or edit script. I can't edit, make, or add any type of event plus anything that I do make or add it remove not only all the work I do but also all files that the esmify mod use to make it for the master mods and the mod I'm making.  I have to redownload every mod I use as a master most time then I make any save on a mod I'm making and don't change anything in the other mods.

 

I still haven't found a way to make my creative kit work and tes5edit will not let me make events or quest.

 

Just to be clear it is the required mods that should be esmified, not your own. The idea is to temporarily change them to masters so that you can reference their content in your own mod. Than revert them to their original plugin form (just restore from backup) after you're done editing. This process has to be repeated every time you edit and test. Leaving the ESP as esmified will have an adverse effect on your game.

 

To further clarify, esmification does not change the file extension of the plugin, it will still be an .esp, it just flips a bit in the file that indicates to CK that it should be treated as a master. So don't change the file extensions at all.

Posted

Sailing rebel i understand I need to esmified the mods I'm using as a masters for the mod I am making. I understand how esmifing a mod work and what it does. That is not what I said the problem is.

 

To be clear here are the problem the CK are are follow.

1: any data (texture, script, keyword, ect.) that came form a .esp mod even if it been esmified by wyre bash will have all that data, changes in my mod and all scources the change use form other mod deleted form the mod even copy of the resources from both the master mods and the mod I'm making even if I made no changing to the master mods when i make any save with the CK. let say i make a copy of an item from a belt form capture dream and give the copy a new name. After I save that copy, the belt I made a copy of, and all belt silimiar to it for Devious device will have an error can't be found on then and can't be fix short of complete removing all master mods the re-installing them. 

 

2: The CK will not let me look, edit, or add any scripts or texture and mode all texture form any copy item and form the master mod the item was copy from if it use .bsa or .esp form even if they where esmified. Dawnguard, Dragonborn are script and texture are also impacted by this problem too ever with SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa, Update.bsa, Dawnguard.bsa, Dragonborn.bsa, HearthFires.bsa,  under [Archive] in the SkyrimEditor.ini notecard file.

 

3: The CK will not give me then option to add or work with map meshing and all option for adding any map placement are grey out and can't be click on.

 

4: In order to use a premade add a premade papyrus script for a master file what was not esmified form esp or .bsa format (all esmified will have the outcome of problem 1. all .esm file have then problem as listed here.) I have remove add .bsa form SResourceArchiveList2 in order add any papyrus script to the item but then log out of then Ck or it will crush and remove all saved data on the mod. Then add the .esm and .bsa mod name to SResourceArchiveList2 if it use a .bsa mod as a master. Then restart the CK to change then option in the papyrus script. Again it can't add or remove anything in the papyrus script only change it's options. If I try to add or remove anything in the papyrus script the CK close and all data in the mod I was make is deleted and all data in all then mods that mod was using as a master become error data can't be found.

 

 

 

  • 4 months later...
Posted

Sadly I will be unable to make the mod because my Creation Kit remove all scripts form .esm, .esp, and .bsa files and all script and texture form the base Skyrim and all mods I try to load form just trying run my Creation Kit. All mods load and the base game itself form just start the program up even in Mod Organizer with end up having me to re-install the Skyrim, MO, all the DLCs, and all Mods I try to load everytime I try to use the Stream's Creation kit. I have yet to find a way to fix that problem and Tes5edit does that the ability to editing ability I would need to make this mod idea.

 

I even to as far as complete re-installing my OS window 8.1 and all the drive and all program on my computer and that only made the creative Kit get worst everytime I re-downloaded it to the point now just double clicking it make it remove all script form all form the vallina game with and unable to start up. I also have all software and hardware on my MSI GT-70 recheck for any hardware or software profile and had everything re-installed to be same. I also check my SkyrimEditor.ini and still bet the try to start my CK up then have crush before it load and all scripts, texture then delete and remove for the game to the point have to re-install Skyrim, MO, and CK again. 

 

Until I find a program that does the same type of edits as CK or someone tell my how to fix my CK I will be unable to make that mod form lack of software for scripting, mapmeshing, and texture editing.

Posted

Sadly I will be unable to make the mod because my Creation Kit remove all scripts form .esm, .esp, and .bsa files and all script and texture form the base Skyrim and all mods I try to load form just trying run my Creation Kit. All mods load and the base game itself form just start the program up even in Mod Organizer with end up having me to re-install the Skyrim, MO, all the DLCs, and all Mods I try to load everytime I try to use the Stream's Creation kit. I have yet to find a way to fix that problem and Tes5edit does that the ability to editing ability I would need to make this mod idea.

 

I even to as far as complete re-installing my OS window 8.1 and all the drive and all program on my computer and that only made the creative Kit get worst everytime I re-downloaded it to the point now just double clicking it make it remove all script form all form the vallina game with and unable to start up. I also have all software and hardware on my MSI GT-70 recheck for any hardware or software profile and had everything re-installed to be same. I also check my SkyrimEditor.ini and still bet the try to start my CK up then have crush before it load and all scripts, texture then delete and remove for the game to the point have to re-install Skyrim, MO, and CK again. 

 

Until I find a program that does the same type of edits as CK or someone tell my how to fix my CK I will be unable to make that mod form lack of software for scripting, mapmeshing, and texture editing.

 

That is terrible! I've never heard of that kind of problem. It's not just the most recent CK update that's causing it, is it?

 

Before the CK (or TES5Edit) came out, there was a program called SkyEdit... it's way out of date and even then was still in a sort of beta version, and I've never used it anyway so I can't vouch for it's utility, but maybe that will work for you?

 

http://www.uesp.net/wiki/Tes5Mod:SkyEdit

Posted

My CK is most up to date and even form the start I had major problem with it where it wouldn't let me do mapmeshing, editing papysis script and textures, and could adding anything too. it then then i updated. it started removing script and go worst after every re-installed of it and update to the point I said above was after the first update and 3 re-installs. 

 

Thank I'll take a look at Tes5Mod:SkyEdit. Even if it out of date as long and it let me add and edits script and make quest chains that is all I'll need.

Posted

Interresting.  A mod where the PC is forcefully trapped into a stable, with horse gear on, and has to follow a daily training schedule while trying to escape could be fun :)

Posted

Does anyone know if Tes5mod:SkyEdit will work with Window 8.1 OS?

I can't find any information on what OS and adaptations for uninstalling it with Window 8.1 OS.

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