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Noob at moding Creation kit questions


Aensland_src

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Posted

Well I'ma totally new to the Skyrim creation kit, I must say I got some experience on moding with Sims3 and other games even engines like mugen and it requires programing and all, but I must say Skyrim creation kit looks really complicated.

 

I already added some LvlBandit spawns and some tents to some places and I'm going to check if it worked but I have some questions.

When I started creation kit I pop up a LOT of warnings, I think I'ts beacause I got my skyrim super moded.

 

did this "missing" files, references and textures going to be packed up with the ESP I created???

 

It is recomended to use an Clean install for CK modding??

 

Any recomendations??

Posted

GlitcheGumee is right.  The CK just loves to spam warnings about potential problems it sees when you boot it up.  Rarely any need to worry.

 

I used to be massively intimidated by the CK also, but it's really simple once you know how it works.  Well, the basics are anyway.  I'd advise you do what I did; go to YouTube and hit the Bethesda 10 part basic tutorial first.  They blow thru a few things fairly quick (creators assuming you know what all the items are like they do), but it's still a good starting point.  From there check out DarkFox127's tutorial videos, and the resources here, at TES Alliance and the Nexus Forums.

 

The Creation Kit Wiki has some decent info too, but also has huge holes in information that you could fly the Death Star through.

Posted

GlitcheGumee is right.  The CK just loves to spam warnings about potential problems it sees when you boot it up.  Rarely any need to worry.

 

I used to be massively intimidated by the CK also, but it's really simple once you know how it works.  Well, the basics are anyway.  I'd advise you do what I did; go to YouTube and hit the Bethesda 10 part basic tutorial first.  They blow thru a few things fairly quick (creators assuming you know what all the items are like they do), but it's still a good starting point.  From there check out DarkFox127's tutorial videos, and the resources here, at TES Alliance and the Nexus Forums.

 

The Creation Kit Wiki has some decent info too, but also has huge holes in information that you could fly the Death Star through.

 

 

You "Yes to all" to ignore the warnings.

 

I don't clean up anything before modding; any cleaning can be done with tools like TES5edit from the Nexus.

 

The "missing" stuff shouldn't hurt anything.

 

 

Thank you for the response...

 

I still have some doubts I don't know If I can explain myself but... For example:

 

I open my CK, then load My skyrim data, and add some bandits and tents to some places, and I save it as Bandits.esp.

 

If someone use this ESP file it is going to mod on his game only adding the bandits and the tents??? or it is going to modify every thing diferent between my Skyrim data and his skyrim data????

 

I dont know If I explain my worries well enough, but I'm worried that my ESP not only add the bandits but modifies by adding all the missing data I got warned by the CK.

 

I want to learn the logic behind the CK modding.

 

 

And by the way , sadly my CK doesn't show the "Yes to all" button, It appear on the message saying to press "Yes to all" but it's only Yes, No, and Cancel buttons, I supuse I'ts because my Windows 7 SO is not in english.

Posted

Forget about the missing stuff. You place NPCS and tents, so that's what the users will get: NPCS and tents, not missing stuff.

Ok, just one more thing I need know.

 

I want to place a lot of stuff around skyrim and I want  it to be compatible with Skyrim Flora overhaul, So In the CK I load Skyrim and Flora Overhaul, then I supose I will see all with the changes made by SFO,  then I place my changes tents and stuff all over the world, I save it.

 

Did the users will require SFO just Because I loaded it when made the changes?

Posted

Ideally yes they would require SFO also.

 

HOWEVER, if you make no changes to what SFO has done and only place your items or actors in spots that are the same with or without SFO, then no they wouldn't need it.

 

 

Also, make sure you have Update.esm always checked also.  That lets other mods update properly with yours installed.  Over simplified explanation, but...

Posted

Ideally yes they would require SFO also.

 

HOWEVER, if you make no changes to what SFO has done and only place your items or actors in spots that are the same with or without SFO, then no they wouldn't need it.

 

 

Also, make sure you have Update.esm always checked also.  That lets other mods update properly with yours installed.  Over simplified explanation, but...

 

Thak you very much, :D Thats all I need to know, now I can start messing up with it XD...

Guest LogicFoxX
Posted

I'm just gonna throw this out there, I'm new to modding Skyrim as well and it has made my life 100% easier doing a clean install of vanilla skyrim to mod it. In my own personal work folder, I extracted all the vanilla bsa files, using fallout mod manager (works better than bsa unpacker), as a reference.

There's a reason I work with a clean skyrim, for example, I'm currently making all elves look aesthetically better, it involves changing files that Enhanced Character Edit uses, also textures that custom bodymods and textures use. When I take a file to edit from a clean skyrim, or nearly clean, I KNOW it's not in use by another program. Also, it doesn't take me 2 hours to search through 2000 files to find the one I'm looking for, as it would if you had like 200 mods installed.

 

Oh, also, you don't accidentally steal someone else's work either but unknowingly including it in your own mod.

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