Talk:Bethesda Tutorial Customizing Weapons & Armor

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Tempering and Perks[edit source]

Where does the increased tempering effectiveness associated with smithing perks fit in? Would the Vorpal Sword need still Daedric Smithing Perk to get the 2X bonus even though it was removed from the requirements to craft it? --Syneris 20:31, 7 February 2012 (EST)

That would be in the entry for the perk itself. If you look at the conditions attached to the perk entry for DaedricSmithing you'll see that it checks for the keyword ArmorMaterialDaedric or WeaponMaterialDaedric in order to apply the bonus. Same deal for other materials. You can't put the condition on the tempering recipe or the player wouldn't be able to improve the item at all until they got the appropriate perk. So to answer your question, yes the Vorpal Sword would still need the Daedric Smithing perk to get the bonus if the keyword is still there (on the item). You can change the keyword (again, on the item) to change the perk required for the bonus, however note that if you do this the item will also show up in a different category at the forge. --Bluedanieru 11:20, 8 February 2012 (EST)
In Actors > Perks > DaedricSmithing, there is nothing related to Material keywords. Where do you see this condition? Rather than change the material type of the armor/weapon, is there a way to change what perk the materials are tied to? --Syneris 11:57, 8 February 2012 (EST)
It's there, you just haven't looked hard enough :-) Double-click on the item in 'Perk Entries' and in the dialog that comes up select the Item tab under Conditions. The materials checks are there.
As for your second question that depends what you're trying to do. If you just want to change the perk required for the 2X bonus for a single item, changing the keyword on that item to match the appropriate perk is the correct way to go about it. If you want to change the perk required to get the bonus on a class of items (e.g. Daedric, Steel, Orcish, etc.) then editing the conditions on the perk is what you need to do. Anyway, if you still have questions I suggest starting a thread in the forums - more people will see it there. --Bluedanieru 12:47, 8 February 2012 (EST)

Multiple Product Types in a Single Reaction[edit source]

What would be the best way to create a disassembly process that would, for instance, return iron and leather both from a piece of armor? Is it possible to return 2 items types from the same process? Zengief 22:08, 7 February 2012 (EST)

An approach I can think of would be to create a scripted item as a product of the process, then replace it with the real products when it's added to the player's inventory.
-- Cipscis 22:11, 7 February 2012 (EST)
So you are saying have the process return something like a bucket and then substitute the bucket with the actual products? Wouldn't the reaction show the product as whatever the scripted item is (a bucket)? Zengief 22:24, 7 February 2012 (EST)
Yes, it would, but you could name it something like "Iron and leather", and if you're skilled enough with the right stuff you could even make it look appropriate.
-- Cipscis 03:26, 8 February 2012 (EST)

Recipe Categories[edit source]

This article doesn't explain how to get a craftable item into a particular category at the forge, which is to add the appropriate keyword. Perhaps it should?

-- --Chrisbburn 07:29, 8 February 2012 (EST) Have tried with the Keywords for recipes for Silver Weapons but no effect. Silver Sword stays in Misc Category.

What keyword maps to which category is (I think) hard-coded. If you change e.g. the WeapMaterialSilver keyword on the items in your recipe to WeapMaterialSteel they should show up in the steel category, but there's no way to change which category a keyword 'belongs to'. So for example you can add ArmorMaterialScaled to an item so it shows up in the steel category when crafting it, but you can't make ArmorMaterialScaled point to a different category. You also can't create a new keyword and point it to an arbitrary category (to say nothing of creating a brand-new category). I presume, since you can't normally craft those weapons, they never bothered to map WeapMaterialSilver to a category, and it just gets dumped into 'Misc'. --Bluedanieru 08:42, 8 February 2012 (EST)

Also, it seems from looking at the Skyrim.esp and what's available for editing in the CK, and SkyEdit for that matter, that there really is no way to modify recipe categories, nor create new ones. If that is the case, it should probably be noted somewhere so people don't waste their time trying to do something that one would think the editor should naturally do (especially since the GECK could do this for FO:NV).

I'll leave this topic here for a while and if no one raises any objections or new information I intend to add both of these. --Bluedanieru 08:42, 8 February 2012 (EST)

Problem with adding customized items[edit source]

Hi.

I have a problem, then I am trying to add the custom made item inside the game. For some reason, then i type player.equipitem <ID for my weapon> 1, it says it can't find the Object ID. I have even tried with the number in the (), that shows then I hover the mouse over the Editor ID in the Object window.

I have tried to see if i could get the already made weapons with the code, and that works perfectly. Any clue, what I do wrong? --Regards, DarkruneDK 17:12, 8 February 2012 (EST)


I have been having the same issue, I was able to get around it by entering the console and typing "help <weapon name>" and was able to find the HEX itemID based off of that. You weren't able to use the HEX you found in the creation kit, as it appears to change depending on mod load order. --Daedalus1134 20:12, 8 February 2012 (EST)

Thank you very much :-D It works almost perfectly that way. It would have been easier if it was possible to do it inside the creation kit though. Thank you again for your help --Regards, DarkruneDK 08:19, 9 February 2012 (EST)

Import/export of .nif files[edit source]

I've been wanting to add totally new 3D models of my own for a while now, but I haven't found any consolidated way to do it. I really think this would be an excellent addition to the wiki, if anyone would explain the procedure. So far, I've used Fallout Mod Manager to export nif files, and I have used Nifskope to view the untextured 3D model, but I haven't found a way to edit the file (using blender) and re-import it in a way that Skyrim likes.

Problem with crafting leveling way to fast[edit source]

I have a problem with my mod leveling enchanting like 40 levels from one item I craft from my magecrafting mod. I can't find any way in the CK to change how much an item levels the crafting skill. My only thought was that it might have to do with the value of the item but I don't want to change that value because it would make buying the robes or staves cheaper. --Justicesword (talk) 2013-06-14T19:51:58 (EDT)

How to create a crafting required item[edit source]

I am wanting to make a mod that uses Dragon Souls in the crafting recipe and was wondering how do you create a new required crafting item. --Countryboy 1989 (talk) 2013-12-20T20:23:14 (EST)

Creating original weapon and armor textures[edit source]

Hey what's up I absolutely love the creation kit and find it extremely easy to use for a novice such as myself, however I would love to create new original weapon designs and armors like what you see on the nexus, or in the steam workshop for instance, rather then strictly editing the stats of these items. I was wondering if the creation kit supports this sort of modding or if there are other (preferably easy to use) programs for this purpose or even an update that allows this sort of creating either way please help if you know any good programs or can make that update happen. Thanks. --TwoInThePink16 (talk) 2016-04-23T23:43:26 (EDT)

Searching for an item by finding its hexadecimal value (finding ID of newly-created Vorpal Sword)[edit source]

When trying to find the ID of the Vorpal Sword that was created, should it be

help VorpalSword 0

which searches for all instances of VorpalSword, including ones that are part of the name of a function? I offer a suggestion to change it to this:

help VorpalSword 4

which has a more precise search, making the search take slightly less time as well as also having the benefit of knowing where to stop looking (if you happen to have been entering one-line commands / command responses right before it).

For those that don't know, the basic syntax for help is the following:
help name [searchType]
name being what to search for (surround in quotes if the search query contains spaces, like "Spell Tome")
searchType being an integer between 0 and 4 inclusive (defaults to 0, search everything, and just trying to find an item ID, 4 is more precise; think category search)

Bad reach value (0.00) found for weapon (010019BC).[edit source]

When I loaded up my esp I got this error. I duplicated the Ancient Nord Sword and I kept the reach value as the default one. Anyone know why I'm getting this error, if it could mess up my esp, and if so how to fix it? I appreciate any help.

EDIT: Never mind. I figured it out. It wasn't the sword I made. For some reason there was a kinda phantom sword I probably made by accident. It had no editor ID, now name, now values for anything, etc.