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Search the Community: Showing results for tags 'creation kit'.

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  1. Now that it seems I'll have lots of free time I'm considering getting back into modding Skyrim, long time without using any tool to create new content, but so far my mods were wellcomed two years ago , one of the best ones was Intensive Dungeons and I'm considering expanding it, it has a trailer featuring almost all of the new areas:     I have another one that was a port of Tieflings from D&D lore to Skyrim lore, always wanted to play as a Tiefling:     I present you the Daefling - A Lore (Un)Friendly Race?   There are also other mods: http://www.nexusmods.com/skyrim/users/1875935/?   What do you think? should I get back to this? Do little modders like me have chances to get donations to keep working on their mods just as the big modders like Jaysus or apachii?
  2. Alright, so I find this mod, install it, (the all in one pack), and load up skyrim. Its fanfuckingtastic so far because wow do these races look great! Kudos all around and all that jazz. I see "orc child" and im like "aaawww yissss bout to get into some little green midget homicide up in here" being that orcs are my favorite race. So I make the orc child, have some fun, explore skyrim from the perspective of a little green psychopath. The only issue I run into is the daughter of the innkeeper in winterhold is almost completely invisible. So anyway a day later and I decide to make a new character. While skimming through the child races I get a sudden CTD. So I load up again, another CTD. And after tons of trial and error it seems to me that I CTD when I select the high elf child and then swap to female. Other races crash me when I am on the female gender and the sky children race crashes me when I'm on male. I've gone over this a dozen times trying to figure it out. Halp?   http://www.loverslab.com/files/file/326-rcots-children-of-the-sky-reworked/ The mod.
  3. fallout.bethsoft.com   I don't know, just saw this on Steam, someone said with paid mods but all I see is another Timer and I know how we all feel about these.  I don't know, been through so many fakes Im not sure I can manage getting excited for this.   Especially since I'm a big fan of mods and the modding hobby...Not sure if an unmodded Beth Game interests me at all.   Fallout 3 was done real quite like, basically they put stuff up like the day before its release, it was quite a surprise to me when that game hit. I'd expect Fo4 to be handled the same way with like sudden interviews and pre-release Footage like day before it was on shelves.   ---------------------   There is a Bethsada Twitch Chanel with Fo4 background but nothing is playing.   So I guess people that said or thought that the whole paid mods was in getting ready for Fo4 were pretty right on the money.   I haven't found anything other than a Beth owned bit just sitting ready to announce so my guess is we will know more this time tomorrow.   >< I hope my computer can run this.  I only can handle like 1K texture packs at decent FPS 50-60... I don't have money to buy new graphics card and none of my friends are going to give me temporary employment till like the busy season cause Im science student taking school seriously this time.  Ugh
  4. I'm trying to complete a race tailored for one of my followers. Problem is that I can't get a preview of her to successfully load with all correct looks. I just get a flat generic Nord female preset face.   The culprit seems to be the Race .Tri files. Both the head and brow race .tri appear to be linked to the files correctly in the headparts section. For some reason, the creation kit can't use the race morphs. Is it because I need to find some way to update the files like what automatically happens for the chargen.tri's after saving a CME in game?   I can't figure out how to update the race tri files if that is the possible fix. What is it I need to do to get this to work please and thank you for your time in this matter.  
  5. Papyrus for Skyrim Guide View / Download File This download contains only a document that explains how to use Papyrus in the Creation Kit. It is pretty completed but I will add a full step-by-step section in a future release. It is not a "tutorial" (not yet) but more a full reference guide. Hope this document will help. Submitter CPU Submitted 05/01/2015 Category Framework & Resources Requires
  6. I'm trying to use the creation kit to delete certain banners in game and replace them with custom ones. I have had this work just fine in some cells, however for other cells they do not appear when I am in game. They are visible in the render window, and I can see them if I use tfc or tcl and clip through walls or objects (the rest of the cell turns invisible and they appear) but I'm not sure what I've done differently from the others. Does anyone know what is causing this and how I can fix it?  
  7. Just what it says on the tin, I've knocked together a basic Hello World script but it refuses to compile. Does anyone know why?     Starting 1 compile threads for 1 files... Compiling "HelloWorld"... D:\Spel\SteamLibrary\steamapps\common\skyrim\Data\Scripts\Source\temp\HelloWorld.psc(3,32): extraneous input ')' expecting ID No output generated for HelloWorld, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on HelloWorld         Post edited for clarity.
  8. Okay, so I'm trying to have this really simple quest, but I can't even figure out how to properly enter a papyrus fragment. What I'm trying to enter:   GetOwningQuest().SetObjectiveDisplayed(10) GetOwningQuest().SetStage(10)   What CK tells me:   It's a real mess and I can't even figure out what is going wrong, let alone how to fix this. I have legal versions of both Skyrim and CK, I have SKSE installed and have extracted all the contents from the scripts.rar archive. Please help.
  9. Hey guys   I been trying to export my npc's facegen   I am using CK, through MO and it's not doing it, no confirmation window, nothing. its as if the feature isn't in the the creation kit I even looked in CK for the option some where on the hot bar or in the menu. with no avail.   is there another way or maybe another thing i can try that doesn't involve hitting Cntrl + F4 while having the npc selected in CK   some said. I have to convert the file to a esm, others said I don't, so i tried both to no luck. so I am out of idea's of how i could possibly export the facegen.   I tryed Wyrne and allsorts.   Any help is greatly appricated.
  10. Changing item category

    Hi! So I want to change an item from clothing category to "undergarment" category, by which I mean want the item to stay on, when I put on armor or clothing. My question is to which slot do I change the item in Creation Kit to achieve this effect? Plus do I have to make changes to the mesh in nifscope? I would guess I have to delete its body mesh and change its slot category to the same one as in Creation Kit?   Thank you very much in advance!
  11. Gray face INSIDE CK

    My Faces are Gray inside CK and my Facegen Esports are becoming corrupt?
  12. A friend linked this too me. Create your own levels and worlds? Game modes? Really?! This looks awesome. I can ever package the game I make and send it to friends. It looks easy to use, kinda like creation kit. The video showed side scrolling, 3rd person, and fps.    Has anyone here gotten it? What were your impressions?    Here is a link:   http://store.steampowered.com/app/253370/
  13. I'm making a small custom voiced NPC and the the dialog is working fine in game, but her mouth isn't moving while she's talking.   The sound file is a wave and clicking on generate Lip file in the Creation Kit has no effect, whether From Wave or From LTF is selected or not.   Should I convert the wave's to FUZ files or some other technique that I can use?
  14. SoS & Vampire Lords...

    Hello, my first post here, be kind will you? Ok so, I've been fiddling with CK for a while now and I somehow managed to fit an SoS Addon to the VL mesh; To be able to open more than one esm file at a time in CK, you'll have to edit your SkyrimEditor. ini inside the main TES:V Skyrim folder. Do a quick google search and hopefully you'll find the same nexus link I did. The tutorial there is pretty straightforward. That same tutorial also shows how to enable CK to load the Dawnguard, Dragonborn and Hearthfires plugins. Basically what you need to do is open Dawnguard. esm and an SoS Addon. esp in CK (with all its dependencies), look for the SOS_Addon_<Addon name here>_GenitalsDefault ARMO item, double-click it, then to the right, inside the 'Additional Races' pane, select 'DLC1VampireBeastRace'. After that, click OK then save. There are some things to note though; The VL mesh and your PC's SoS mesh will have mismatched colors, but if you open the racemenu and change the skin color to something like CD294F54 A:205 R:41 G:79 B:84 it will match better (you might want to fine-tune that, as I did the setting in a bit of a rush), and that's for the Mighty Beasts VL skin color. If you have any other mods that change the VL's skin tone and/or color, you will have to change it accordingly. Doing this method in CK requires the Dawnguard expansion, and will make the modified Addon Dawnguard-dependant. But it's a start; If I have left anything not explained here, please post a reply. I'll be glad to help in any way I can. Also, note that I'm not a pro in CK myself, I'm just sharing what I discovered so far. Any thoughts and help on this will be greatly appreciated, as well. Thank you for your attention.
  15. Help with mod folder structure!

    Hello everyone! I'm currently working on a huge NPC replacement mod, but I'm having some issues with file sizes and folder structure. I'm making these NPCs completely standalone, so I've been using custom assets for every NPC, effectively giving each one of them a folder with unique meshes and textures. This obviously causes the mod to be quite big, and I kinda want to avoid that. So, question is, is there anyway I can make a single folder with, for example, skin textures for females and males and make all NPCs take the assets from there? And, is there a way that this folder won't conflict with other people's textures, therefore functioning as completely standalone? I hope what I've asked is understood, I'm not a native english speaker so I've tried my best to write everything down nicely! thanks in advance
  16. This isn't a request for help, more of a gripe. Anyone who has studied computer science will know what I'm talking about.   So Conditions in the Creation Kit can be combined using the logical operators AND and OR. Except that OR has a higher operator precedence than AND.   In other words, a list of Conditions has to be in conjunctive normal form! If you haven't studied computer science or logic, just trust me when I say that conjunctive normal form (CNF) is NOT inuitive for this kind of thing. The inuitive way to list conditions is usually disjunctive normal form (DNF).   For example, here are the requirements for an Enchantment I just made, written in DNF: (Stamina < 30) OR (Stamina < 70 AND Keyword_Active) OR (Keyword_AlwaysActive) OR (IsPlayer AND Keyword_Locked)   See? We list four situations where the Enchantment will activate. It makes complete sense.     Here it is again in CNF (aka: what skyrim uses): (Keyword_Active OR Stamina < 30 OR Keyword_Locked OR Keyword_AlwaysActive) AND (Keyword_Active OR Stamina < 30 OR IsPlayer OR Keyword_AlwaysActive) AND (Stamina < 70 OR Keyword_Locked OR Keyword_AlwaysActive) AND (Stamina < 70 OR IsPlayer OR Keyword_AlwaysActive)   Go ahead, try to work through the logic of it.   It's weird, right? Why did Bethesda implement Conditions in this way?  
  17. Does any one have any good reference or examples for   GetInCell.   the creation kit site.. as allways is lacking at best.   I made a simple Get in cell, for a quest, to look for either actor A OR B.   and it keeps saying "0.00" (not there / dead) I even went in the cell, and then triggered the quest. and I looked at the NPC and it still came up with "0.00" (dead or not there) with the right cell defined, and the actor defined aswell.   I know, I'm missing something, but I can't recall what
  18. Hi all.   I'm a somewhat experienced modder but this is my first time asking a question here.   TL;DR: I need a tutorial or advice on completely new creatures.   I've been up and down the internet today trying to find a reliable answer as to whether I can add completely new creatures in the CK. I have a big dragon with 40 animations and its own skeleton that I'd like to implement if possible.     I got the creature in cinema 4d format, which I exported to 3ds max and made some attempts at skinning and exporting to CK. I have not yet made any attempts at swapping in the new animations as I'd like to try and get some advice on it first.   I need some wisdom mainly on the Skeleton/Behavior/Animations end of things.  If anyone can offer any help I'd appreciate it.    Thanks!  
  19. Edit: Nevermind, I'm an idiot, an old version of the esp somehow ended up in MO's overwrite folder.   I'm trying to create my first mod but I'm such a noob it's not funny. The script has very kindly been provided by CPU and now, to my understanding, all I have to do is create a quest that initializes the script. But I can't even seem to do that right. I tried copying the settings for the quest from SexLab Squirt and another mod with a similar blank quest, which seems to be everything default apart from setting the player as the quest alias (the mods used different methods to achieve the same thing). But when I start the game the debug message I inserted doesn't show, and my quest doesn't even show up in the console using help. Nothing in the Papyrus logs either. Am I missing something obvious?
  20. I used this http://www.nexusmods.com/skyrim/mods/29821/to compile an MCM script, but I can't get the damn thing to compile. I tried studying the script against the MCM tutorial and it all seems fine, particularly the lines that are causing the errors. This is the script: ScriptName SimplerSlaveryMCMScript Extends SKI_ConfigBaseint Function GetVersion() Return 1 ; Last versionEndFunction;------------ Private Variables; OIDs (T:Text B:Toggle S:Slider M:Menu, C:Color, K:Key)int SRSModEnabled_OID_Bint SRSMinHealthToTrigger_OID_Sint SRSChanceofEnslavement_OID_S; Statesint SRSModEnabledint SRSMinHealthToTriggerint SRSChanceofEnslavement; GlobalVariable StatesEvent OnConfigInit() {Called when this config menu is initialized} ; Creating pages Pages = new string[1] Pages[0] = "Page"EndEventEvent OnVersionUpdate(int version) {Called when a version update of this script has been detected}EndEventEvent OnPageReset(string page) {Called when a new page is selected, including the initial empty page} ; Building Page page... If ( page == "Page" ) If (CurrentVersion >= 1) SRSModEnabled_OID_B = AddEmptyOption() SRSMinHealthToTrigger_OID_S = AddSliderOption("Health threshold", 20) SRSChanceofEnslavement_OID_S = AddSliderOption("Chance of enslavement", 20) EndIf Return EndIfEndEventEvent OnOptionHighlight(int option) {Called when highlighting an option} If (option == SRSModEnabled_OID_B ) SetInfoText("Activates Simpler Slavery") Return EndIf If (option == SRSMinHealthToTrigger_OID_S ) SetInfoText("Minimum health to trigger Simple Slavery. Set to just above the threshold of your defeat mod ") Return EndIf If (option == SRSChanceofEnslavement_OID_S ) SetInfoText("The chance that a combat defeat will lead to enslavement") Return EndIfEndEventEvent OnOptionSelect(int option) {Called when a non-interactive option has been selected} If ( option == SRSModEnabled_OID_B ) SetTextOptionValue(SRSModEnabled_OID_B, SRSModEnabled) Return EndIfEndEventEvent OnOptionDefault(int option) {Called when resetting an option to its default value}EndEventEvent OnOptionSliderOpen(int option) {Called when a slider option has been selected} If ( option == SRSMinHealthToTrigger_OID_S ) SetSliderDialogStartValue(20) SetSliderDialogDefaultValue(20) SetSliderDialogRange(0, 100) SetSliderDialogInterval(1) Return EndIf If ( option == SRSChanceofEnslavement_OID_S ) SetSliderDialogStartValue(20) SetSliderDialogDefaultValue(20) SetSliderDialogRange(0, 100) SetSliderDialogInterval(1) Return EndIfEndEventEvent OnOptionSliderAccept(int option, float value) {Called when a new slider value has been accepted} If ( option == SRSMinHealthToTrigger_OID_S ) SRSMinHealthToTrigger = value SetSliderOptionValue(SRSMinHealthToTrigger_OID_S, SRSMinHealthToTrigger, "Every {0}") Return EndIf If ( option == SRSChanceofEnslavement_OID_S ) SRSChanceofEnslavement = value SetSliderOptionValue(SRSChanceofEnslavement_OID_S, SRSChanceofEnslavement, "Every {0}") Return EndIfEndEventEvent OnOptionMenuOpen(int option) {Called when a menu option has been selected}EndEventEvent OnOptionMenuAccept(int option, int index) {Called when a menu entry has been accepted}EndEventEvent OnOptionColorOpen(int option) {Called when a color option has been selected}EndEventEvent OnOptionColorAccept(int option, int color) {Called when a new color has been accepted}EndEventEvent OnOptionKeyMapChange(int option, int keyCode, string conflictControl, string conflictName) {Called when a key has been remapped}EndEvent   And these are the errors: D:\Games\Steam\steamapps\common\skyrim\Data\Scripts\Source\SimplerSlaveryMCMScript.psc(106,2): type mismatch while assigning to a int (cast missing or types unrelated) D:\Games\Steam\steamapps\common\skyrim\Data\Scripts\Source\SimplerSlaveryMCMScript.psc(112,2): type mismatch while assigning to a int (cast missing or types unrelated)   Which must be referencing "SRSMinHealthToTrigger = value" and "SRSChanceofEnslavement = value", which so far as I can tell should be fine.   There just seems to be something fundamentally wrong with my Creation Kit setup. The above errors are what happens if I try to compile the script using the script manager, if I try to do it while attaching it to a quest and using [new script] I get the error "Invalid doc string. Doc may not contain any { or } characters", which I know is wrong as there are { and } characters used in the MCM tutorial. I've tried installing SKSE and the SkyUI SDK about a million times, do I need to do anything else? Maybe extract the SkyUI BSA or something like that?    
  21. Creation Kit Help

    What I'm trying to do:     Please help  
  22. So I've been looking around and can't seem to find anything pointing to what exactly I'm looking for and was hoping someone had come up with a workaround or would approach this with a new viewpoint.    So, I've been planning out several mods along a similar theme, and I thought it'd be neat to let them interact without requiring each other as dependencies. There were a few things I couldn't quite piece together and kind of decided to skip or base off of scripts I know do something similar, but my real questions was:   Is there any way to have a single variable (or player stat) that's referenced across a few mods without them depending on each other?   I've been fooling with a few ideas and thought up maybe using a library script that's packaged with all of them (so they'd overwrite each other) with the variable stored there. Would that work? Or would there be some issue I'm not seeing there?
  23. CK Won't Load Data

    So, I recently decided to give Skyrim another go.  Steam updated everything, I've gone through and updated all my mods.  There are some self-created patches I need to go in and adjust, but every time I select files when I go to load the data then click "OK" I get the following.   http://prntscr.com/7shcm4   http://prntscr.com/7shcoc   I've edited my SkyrimEditor.ini accordingly to accommodate for multiples masters, etc.  As always.  Plus, this crash isn't the same as what's caused by that and I'm sure isn't even related at all to the .ini file.   I don't use MO.  I use NMM and Wrye Bash.   My game itself runs fine.  TES5Edit works fine.  Everything but the CK works.   I'm hoping someone may have some insight into what can be causing these issues, as there are some tweaks my game needs badly, such as exporting facegen data to get rid of gray face bugs and some other similar problems.   Thank you in advance for any help you can offer.
  24. Does anyone else have this problem?   Yesterday, Steam updated something about the Creation Kit, and ever since, I cannot start it anymore. (I use Mod Organizer 1.2.18.)   Whenever I try, it pops up the following error: Steam Error Application load error V:0000065432 The game itself (SKSE loader via MO) works fine.   Anybody got any tip on getting the CK to work again?