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Posted

I don't know where I would put this but I was wondering how to make a alt start mod like live another life and add my own to its list does anyone know how I can do such a thing?

Posted

Open LAL in the CK have look about how it does.

Then decide if you want to do a brand new one, or you do want to expand the original.

Posted

Open LAL in the CK have look about how it does.

Then decide if you want to do a brand new one, or you do want to expand the original.

 

Ck you mean the Creation kit I'm guessing I install it threw steam? But I have LAL running threw Mod organizer so how would I open it if I'm not even in the main file.

 

Edit:What I did was open the Kit in the Organizer  and every time I open the LAL mod it keeps canceling the download does anyone know a work around

Posted

Hi.

 

Yes, CK is the Creation Kit, and yes, you can get it from Stream for free.

 

To edit the mod you need, in the main installation folder of Skyrim (C:\prog files (86)\Stream\...\Syrim\Data\)

1) The esp and bsa of all the DLC (latest version of LAL requires them, if you want just the standard Skyrim, then you have to download the old unsupported version of LAL, still available from Nexus)

2) The esp of LAL and its data. If you have the BSA version then you have to uncompress it and place the data (not the BSA) in the data folder of Skyrim.

 

Then you can open the LAL esp in CK and start doing your changes.

 

 

Small recommendation: start by testing, play, try, crash, bugs, fixes, try again, etc.

Then plan for what you want to do and create a new mod. Duplicate LAL items if you need for your brand new mod.

Do not use the crippled one you used for testing. Delete it and re-install it.

 

You mod can be played directly through MO without requiring to install it, it will show as "unmanaged", just be sure it is active in MO.

 

  • 1 month later...
Posted

I'm still having problems what I had planed was adding to the slave alternate start but since I can't get all the mods in the modding kit to work I'm can't do it.

Posted

With the CK it has a number of limitations when working with multiple mods:

1- As a default it can only load 1 esm at a time but you can change this. Do the following:

 

 

In the SkyrimEditor.ini file (in the Skyrim folder) under [General]  set  bAllowMultipleMasterLoads=1

 

2- It is not set up to load the DLC's. The fix for that:

 

In SkyrimEditor.ini you have to search for

 

sResourceArchiveList2

 

Add your DLC's at the end of it as well... it should end on Update.bsa, after it add the DLC's in release order (... Update.bsa, Dawnguard.bsa, Heartfire.bsa, Dragonborn.bsa ). There's a few more lists there about the bsa files... not sure if you need to add them there as well... I think I did add them there just to be sure

 

3- If you make a mod that uses things from an esp when you save your mod it will not keep the information from that mod. The fix for this is a bit harder and requires Wrye Bash and requires a temporary change to the esp you want to use information from (this may be possible with TES5Edit but I am not sure how). To change the esp you want to use as a resource right click on it and select 'ESMify'. When you are done you can change it back using 'ESPify' but I don't recommend doing so until you are done with your mod (there is no harm in using the other mod set as an esm).

 

Last, the best reference for anything related to the CK is here: http://www.creationkit.com

 

Posted

With the CK it has a number of limitations when working with multiple mods:

1- As a default it can only load 1 esm at a time but you can change this. Do the following:

 

 

In the SkyrimEditor.ini file (in the Skyrim folder) under [General]  set  bAllowMultipleMasterLoads=1

 

2- It is not set up to load the DLC's. The fix for that:

 

In SkyrimEditor.ini you have to search for

 

sResourceArchiveList2

 

Add your DLC's at the end of it as well... it should end on Update.bsa, after it add the DLC's in release order (... Update.bsa, Dawnguard.bsa, Heartfire.bsa, Dragonborn.bsa ). There's a few more lists there about the bsa files... not sure if you need to add them there as well... I think I did add them there just to be sure

 

3- If you make a mod that uses things from an esp when you save your mod it will not keep the information from that mod. The fix for this is a bit harder and requires Wrye Bash and requires a temporary change to the esp you want to use information from (this may be possible with TES5Edit but I am not sure how). To change the esp you want to use as a resource right click on it and select 'ESMify'. When you are done you can change it back using 'ESPify' but I don't recommend doing so until you are done with your mod (there is no harm in using the other mod set as an esm).

 

Last, the best reference for anything related to the CK is here: http://www.creationkit.com

 

That's what I did but the mod I'm trying to add to is the alt start slavery mod

 

 

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