Showing posts with label ck. Show all posts
Showing posts with label ck. Show all posts

Wednesday, July 31, 2019

Configuring a Fresh Creation Kit Install

It's been a while but I have a few mod ideas so I got the CK installed. There were a number of things to configure in the .ini files so I watched a Gamerpoets video for reminders. It only mentioned the Multiple Master Loads. Searching lead me to an aged, huge post so I summarized findings here:

  1. Edit CreationKit.ini in the Game folder
  2. Under [General] add/set 'bAllowMultipleMasterLoads=1'
  3. All add/set 'bAllowMultipleMasterFiles=1'
  4. Under [Archive] set the following three lines
  5. SArchiveList=Skyrim - Textures.bsa, Skyrim - Meshes.bsa, Skyrim - Animations.bsa, Skyrim - Voices.bsa, Skyrim - Interface.bsa, Skyrim - Misc.bsa, Skyrim - Sounds.bsa, Skyrim - VoicesExtra.bsa, Skyrim - Shaders.bsa, Update.bsa, Dawnguard.bsa, Dragonborn.bsa
  6. SResourceArchiveList=Skyrim - Textures.bsa, Skyrim - Meshes.bsa, Skyrim - Animations.bsa, Skyrim - Voices.bsa, Skyrim - Interface.bsa, Skyrim - Misc.bsa, Skyrim - Sounds.bsa, Skyrim - VoicesExtra.bsa, update.bsa, Dawnguard.bsa, Dragonborn.bsa
  7. SResourceArchiveList2=Skyrim - Shaders.bsa, Update.bsa, Dawnguard.bsa, HearthFires.bsa, Dragonborn.bsa
  8. Edit Skyrim.ini in the Documents folder
  9. Under [General] add 'sLanguage=ENGLISH'

There was definitely a lot of confusion about setting these config lines from 2013 onward. Even had someone post an educational mod about it. Pretty intense!

Ultimately I only did steps 1-3. The various archive settings were a bit different. I attribute this to Oldrim vs. Skyrim SE files since there are now files like 'Skyrim - Textures0.bsa' and 'Skyrim - Voices_en0.bsa' in the Data folder. In case I need these specified I will attempt to use the Oldrim pattern.

I also remember having extra steps once the DLCs came out. Someone listed the support process as:
You need a BSA-Extractor and then you have to extract following files from the DLC.bsa files:
[DLCName]_[your language].dlstrings
[DLCName]_[your language].ilstrings
[DLCName]_[your language].strings.
you have to do this for every DLC you want to load and then you have to place the extracted files into 
Skyrim\Data\Strings\
That seems about right. Yet I'm hoping that was an Oldrim issue that's handled better by SE. If not, at least I have a first step.

I fully intend to stick with SE for tinkering but some mods never got migrated. Eventually I'll get around to making sure my Oldrim is ready by using a fantastic guide I found over at STEP.


Thursday, November 23, 2017

No Longer In There, Here!

Been playing around in the SSE Creation Kit off and on for the last week. Relearning the render window alone has been amusing/frustrating. Hit my first real wall (bug?) last night.

Decided to recreate a looting mod I wrote for Oldrim. Not too difficult but gets me back into the innards. Had to create a hidden cell, copy magic effects and a spell. The first magic effect required a script and the CK absolutely refused to create one.


The extension specified was the default 'activemagiceffect' which absolutely has to exist. Then I remembered that SKSE places a 'activemagiceffect.pex' that maybe the CK was rejecting. After a quick google search I realized it wasn't the .pex at all. The CK needs the source! It doesn't want to decompile the .pex! Of course.

The Data folder has a Scripts.zip that, when initially prompted, I hadn't unpacked. So I opened it up and noticed the folder structure was wrong. Went to over to Data\Scripts and manually created a Source folder to drop everything in to.

Still didn't work.

What?!

Opened up ActiveMagicEffect.psc and everything was fine. Closed down the CK to ensure it hadn't cached an incorrect lack of source files. Still nothing. Had to google the full "The extends script does not exist, please pick one that does." to find this, which didn't really help but got the mental cogs turning. Then found this, which finally made things click.

That "incorrect folder structure" I had immediately noticed in the official Scripts.zip is now what the CK expects!! Yes, the compiled scripts are in Data\Scripts. And for almost a decade the source for those scripts has been in Data\Scripts\Source. But now, for whatever goddamn reason, SSE CK requires source files to be in Data\Source\Scripts. *sigh*

Welcome back to moddding with Bethesda, indeed.

Sunday, February 17, 2013

Skyrim Main Forced Into Early Retirement

My "Main Character" Aenara has started crashing pretty regularly now that she's level 53. It's pretty frustrating since I've taken care to avoid adding mods to her saves. The file itself doesn't seem terribly bloated as it's up 13.3mb with all three DLCs going. Turned off all the auto-saves and made a clean save before Dragonborn downloaded.

The debug logs do show a repeating problem with "dunBluePalaceArenaSCRIPT". A Google search turned up a thread on Nexus that said they were having the same problem. That thread goes on to identify a number of different conflicts and mod issues. Since it's a Scripting error inside an OnUpdate() event there's nothing that can be done. The "solution" is to revert to a save before doing the Mind of Madness quest. *sigh*

This is the reason for my Papyrus rant earlier today. It's also prompting me to take a very active role in what mods are used and quests are completed on my next "Main." Not going to activate the DLCs until I'm ready for them. I may not use Hearthfire at all since it seems to be the source of many scripting errors and save game bloat.

Going to make my own esp for custom resources. Initially I'll have one of Apachii's male hairs and Krisan's glowing eyes. I've also built a custom blend of textures based on Vano89's Bethesda Hi-Res DLC Optimized. Going to get a game going with nothing else. Need to do reading and research before getting attached to another character again.

Friday, December 21, 2012

The Creation Kit Consumes

Decided my first shareable attempt at a voiced follower is going to be based on the guy who does the Skyrim Mod Sanctuary videos, Gopher. Last month I discovered he's done many "Let's Play" videos that I found very entertaining. Ultimately they provided the motivation to get back into the CK so I could make a custom-voiced follower based on Deck16's teachings.

Last night I put the finishing touches on my first incarnation of Gopher. The voice files are pretty sparse but all of the standard vanilla follower functionality is there and voiced. I've added a few combat noises and other basics. So I'm happy with it as a proof-of-concept. Now I need more sounds. Lots more. Thankfully Gopher is rather prolific... part 3 of his newest series came out this morning, in fact.

My plans for this project will be both learning and tribute. I'm hoping there are other Gopher fans out there who will point me to samples that I can incorporate plus give me ideas for how to add the follower to the world. This in turn will help overcome my laziness and figure out the ins-and-outs of quests.

I'm also writing this to be as compatible with other mods as possible. For instance, UFO specifically states it's compatible with, "Any mod that does not modify DialogueFollower quest/script." Unfortunately this is exactly what Deck16 does in his tutorial. So I learned how to make my own quest and am writing a supplement to Deck16's work.

With the upswing in mod'ing I decided to create a different blog to house all my prattle and discovery. I've always kept notes and observations in one place. It's too difficult to keep track of my WordPad notes now. *lol* I might even have stuff other people might find helpful. Well maybe.