Difference between revisions of "User:Headbomb"
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→Current Questions: update
imported>Syneris (→Current Questions: new perk feedback) |
imported>Headbomb (→Current Questions: update) |
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== Current Questions == | == Current Questions == | ||
* It seems that Smithing Perks are not fully editable with the Creation Kit (specifically, which Armor/Weapons keywords the Perks affect). I would appreciate help with this if anyone knows how to do so. SkyEdit let's you edit the Keyword association (but makes a mess of the .esp file) and TESVSnip let's you do it as well, if you are careful about subrecord order. | * (Solved) It seems that Smithing Perks are not fully editable with the Creation Kit (specifically, which Armor/Weapons keywords the Perks affect). I would appreciate help with this if anyone knows how to do so. SkyEdit let's you edit the Keyword association (but makes a mess of the .esp file) and TESVSnip let's you do it as well, if you are careful about subrecord order. | ||
: You can edit which perks are needed for a reaction on the recipe itself. look at [[Bethesda Tutorial Customizing Weapons & Armor]] [[User:Zengief|Zengief]] 22:35, 7 February 2012 (EST) | : You can edit which perks are needed for a reaction on the recipe itself. look at [[Bethesda Tutorial Customizing Weapons & Armor]] [[User:Zengief|Zengief]] 22:35, 7 February 2012 (EST) | ||
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:::::Have you tried changing the "Next Perk" value on an existing Perk to point to a new perk and see if it shows up on an existing skill tree? I'm trying to figure out how to create a new Perk Tree altogether like the Dev Jam discussed a Lycanthropy Perk Tree. --[[User:MofoMojo|MofoMojo]] | :::::Have you tried changing the "Next Perk" value on an existing Perk to point to a new perk and see if it shows up on an existing skill tree? I'm trying to figure out how to create a new Perk Tree altogether like the Dev Jam discussed a Lycanthropy Perk Tree. --[[User:MofoMojo|MofoMojo]] | ||
::::::I have a basic tutorial incoming for adding ranks and new perks to existing trees. Next perk is used for multiple ranks. Adjusting existing trees is done through character > actor values. You can't just duplicate or make a new actor value for creating a new tree, it causes your mod to crash the CK (on save). I haven't found anyone who knows the solution to that issue. --[[User:Syneris|Syneris]] 04:23, 10 February 2012 (EST) | ::::::I have a basic tutorial incoming for adding ranks and new perks to existing trees. Next perk is used for multiple ranks. Adjusting existing trees is done through character > actor values. You can't just duplicate or make a new actor value for creating a new tree, it causes your mod to crash the CK (on save). I haven't found anyone who knows the solution to that issue. --[[User:Syneris|Syneris]] 04:23, 10 February 2012 (EST) | ||
:::::::Anyway, that's a problem solved. The keyword section is buried in the 'Perk Entries'. You need to open the entry, then that brings a window with 'Perk Owner' and 'Item'. Keywords can be added in the 'Item' section. | |||
* It seems that you cannot sort .esp records by whether they match their master file (i.e. list records you edited at the top). This is an extremely useful feature in SkyEdit. I would appreciate help with this if anyone knows how to do so. | * It seems that you cannot sort .esp records by whether they match their master file (i.e. list records you edited at the top). This is an extremely useful feature in SkyEdit. I would appreciate help with this if anyone knows how to do so. | ||
* Why does the Creation Kit save .esp in non-standard format? It keeps corrupting several records (such as weapon types). I mean this is the damned editor, and it can't even do basic editing correctly. I'll stick to SkyEdit and TESVSnip, at least they get things rights. |