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I have started compiling mods, modlets and other tools and utilities that I use for developing and testing my mods. The latest version of the list is on my GitHub: https://github.com/flatlanderone/flatlander-modding/blob/main/readme.md If you have any other utilities or tools that you use, feel free to share them in this topic!
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I look at up many you tutorials videos but the skse and fnis tools in the dashboard still don't work I don't think I'm doing anything wrong since it seem pretty simple I just download the them, then vortex should detect them and activate them it self I even move the file into the game file as well but it just not working i looked in the skyrim special edition and the skse files are in there but the tools on vortex still don't show it working vortex version: 1.6.14 game: skyrim version 1.6.640.0 number of mods currently: 2 ( skse and fnis) running on 64 bit windows 10 RAM usable: 15.6 GB downloaded skse for version 1.6.640.0 error message for fnis is https://privatebin.nexusmods.com/?cbe38675dfec7a45#8Dacr8bnZ5mPGfntTaswgAEyHB3GJtk7oXDppHRznoop the skse has none
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Hey, So I hear chattering following me absolutely everywhere, even when I'm with a single NPC, or outside in the middle of nowhere. I would like to just unpack some files, delete or dummy up the chattering sound and repack it all easy peasy. My immersion is broken so often it just makes me wanna stay inside Hogwarts just so the chatterings are justified. What is the engine used (I believe Unreal)? Is there any packing unpacking tools that I can used already to data mine a bit? I see utoc, ucas, pak files that could have what I want.
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I'm a bit surprised that while there's an Upgradable Pan mod, there's nothing related for shears, milk pail, etc. Upgrading the pail or shears could result in an increasing chance for doubles or higher quality, and the scythe could upgrade to increase its radius and chance for hay (instead of getting a second scythe at the quarry mine, the farmer is just inspired to ask Clint to upgrade their own)
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Are there recommended tools for writing dialogue that import easily into creation kit, etc? Or do people just tend to write everything in ck from the start or manually copy and paste any lines written elsewhere?
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I'd love to see a mod that makes the beginning of the game even more challenging by removing the tools and seeds Lewis gives as well as any money. The tools can then be bought from Clint later. Or maybe Joja Mart? Something like that. If a mod like this already exists please let me know!
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- mod request
- stardew valley
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Is there any tool to compare two different plugin files (esp, esl, esm) to show the differences? I'm looking at comparing two different versions so I can reimplement or at least identify changes to plugin replacers. I can swear I saw compare options somewhere but can't find it now. Maybe I can rename one of the files and load both in xEdit to look for differences that way if nothing else but wanted to ask if anyone knows of a better way. Edit: There it is, right in the xEdit context menu under "compare" which can compare with a file not already loaded. I'd still like to know if there's a better way like maybe a xEdit script or utility. Thanks!
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Hello everyone ! After surfing hours & hours on the nexus, searching for the perfects mods, I decided to start modding on my own. I'm in a Video Game School (where we learn how to make them, not how to play them), and I have some capacities when it comes to 3D modeling. So I would like to be able to share my knowledge with you, mod users, through mods I would create. BUT, and it's a big BUT : I can't find the right tools. I've tried my hand on Blender (both 2.49b and newer), read amount on guide on the subject, but my .NIF are either empty or non-working. I've also tried a trick (Using Caliente Outfit Studio tool to convert my .OBJ to .NIF, but it don't seems to be working for static meshes) but it did not worked quite well... So I was wondering if you had any tools that works particularly great, or if you have any nice guides... Thanks ! EDIT#1 : Or if someone can help me with what is wrong here... EDIT#2: Or here with the blender export...
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Does anyone know what is used to open the xx.tbl files
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SSE Mod Install List Compiler Software?
twowolves80 posted a topic in Skyrim's Creation Kit and Modders
Not sure if this is possible (never imagined I'd ever be posting in this forum, either, but there ya go). Was wondering if it's possible to make a bit of software that will scan esps/bsas, look for FOMODs and whether there are meshes/textures present, and then compile a list of those mods in priority of installation based on whether the esps/bsas call for parent mods to be present prior to their install. So...a LOOT for mods not installed yet? The way I envision this is: We download our mods to a working folder on the desktop. All of them. Nothing installed yet through NMM or MO or anything. Everything still vanilla. We point this software (much in the way NifOptimizer works, for instance) at that folder. It scans the mods, does it's thing, spits out a suggested install order list to ensure that when installing the FOMODs with patching options that require parent mods to be present, those mods are installed in the correct order. I don't think this would be too difficult to implement, but I'm looking with an armchair amateur's eyes. This isn't a mod, per se, so I'm not requesting anything be made, just wondering if this is possible to do, or if the CK itself (or another tool) already has the ability to do this before any mods are installed. The manual way that has been suggested to me in this thread for doing this while compiling my install list (to be able to install the same mods over and over in the exact same order) is thus: "the best way for you to check about a specific mod is to just open the archive , and see which files are installed with the patches if it's only a plugin , and the installer allows you to select a patch without the parent mod , you should have no problem doing it this way (aside from cases where installation order is actually important , but this isn't the case in general)" I figured there might be a way to create a small bit of software to do this automatically (and this might actually be useful to the point where it would reduce much of the noob mistakes when installing we see in the help forums). Just food for thought. Thanks for reading! Any responses greatly appreciated!-
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- load order
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I just wanted to point the Skyrim SE modders to this tool a Nexus modder created for Mass Effect Andromeda. benji TexHelper It is a GUI-based utility to convert textures to and from BC7. It can be a little clunky, but is great for anyone that can't use the Intel Texture Works plugin for whatever reason. It also allows saving in SRGB (important for some MEA textures).
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I was wondering if anyone was working on a mod that would allow you to sell items that at the moment cannot be sold. Like furniture, fishing poles, slingshots, hats etc. Shoving them into a chest is a waste of space, and I hate that donating to the museum is rewarded with ugly, utterly useless furniture. I've also had a problem where I accidentally bought two milk pails, so I was stuck with a redundant item I can't get rid of.
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- mod request
- furniture
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I am currently making and producing a full length fallout 4 Machinima, with original characters embedded in the fallout lore taking place in the mojave wasteland between the events of Fallout 3 and fallout new vegas. all the filming is mostly done and after using many techniques to make the game work for me while filming as well as countless mods by our amazing community. I was able to capture my vision without the use of the creation kit or FO4 script extender, I wondered if there is a way to make machinima in fallout 4 more user friendly. I would like to encourage all the modders in the community to keep up the amazing work, especially the ones working on recreating both fallout 3 and new vegas. I would love to continue my projects in a fallout new vegas recreation. Here is a screenshot of one of the sets in my Machinima. "The Oasis Bar" Indian Springs Nevada. Thanks to all who stop by, please drop a line or two.
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Hello, 1) Do you know a tool to open/extract/decoder *.w3strings files ? (like Gibbed's Red Tools / Gibbed.RED.Strings.exe for TW2, for w2strings files) How can I do it ? 2) And a tool to uncook & recook resources game files like *.ws script files or *.xml files ? and bundle files ? NB : I have the TW3 GOTY Edition v1.31, the Steam version. Friendly.
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Hey guys I have a two problems with how the levitate spell works in Morrowind. Firstly it displays the walk animation for the duration and secondly I cannot use my spacebar to float upwards and it's the same with swimming. It's really annoying, so since I didn't find any mods that would fix my problem and I have no clue of modding I decided to ask here for help. How would I get started with my idea, do you know any good resources / guides I could view to get started achieving my goal? Which tools should I download beside the CK especially since I wanted to do animations.
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Hey guys. I was wondering if there is a tool for diagnosing crashes, that would tell you the cause of the crash?
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Hey guys, I'm starting to develop mods for skyrim with a few of my friends (we're game design students) and I was wondering something. How do you, my fellow mod creators, work in collaboration on the same project? What kind of collab. and versioning tools do you use? GitHub? Is there a build-in feature in the Creation Engine? Thanks in a advance guys.
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hi, i wana know what tools are essential 4 skyrim mods? the only thing ive got is mod organizer, ive modded oblivion and fallout 3 so im ok with modding, but its tricky 2 know what i need before i get into the actual mods lol, things like the script extender or if i need to install the unoffical patch 1st, things like that please let me know!.also what is the best way 2 use workshop mods? do i just down load them then add them 2 the organizer? thanks
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I just finished the first relatively stable beta build with all the core features I initially really wanted, so I thought I'd share it here for people making mods to see and go into it's creation a little bit. http://www.nexusmods.com/fallout4/mods/6441/ https://github.com/sirdoombox/SimpleFOMOD/ This was made in VisualStudio2015 Community (C#) using the Mahapps.Metro visual package for window and control themes,alongside Fody.Costura for merging everything into the assembly. It's my very first project so the code is likely very unoptimised and a bit hideous, but for the work that it's doing it doesn't really matter all that much. As for how it works, it essentially generates one large nested data object exclusively from user input, and using that nested data object creates the required info.XML and ModuleConfig.xml files for FOMOD and stores all the mod files into directories/sub-directories based on their group/module assignment. It also stores extra properties like descriptions, images and the group type property, as well as custom install destination for individual files for use in the .XML files. I'd like to continue developing this, adding new features and improving performance where I can, however my skillset is a little limited (this being my first project and all). I'm also open to contributors, if anyone is looking for something to do and finds this project interesting you're absolutely welcome to send me a private message.
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LE Tools or a tutorial to create completely new skill trees
pyrotx posted a topic in Skyrim's Mod Ideas
Many modders have wanted to create completely new skill trees including myself. And I don't mean just rearranging or combining the original trees in the level up menu. I was hoping that someone could find a way to create completely new skill trees that are not part of the level up menu, similar to the vampire or werewolf skill trees. Second if someone could find a way to put these new skill trees in a new menu or menu screen, again like the vampire perk tree screen that is independent from the level up menu. And finally a way to open these new menu screens, like a way to set it so it opens when the player clicks on a book, or steps into a certain spot or something. Finally if someone can figure any of this out, can there be a tutorial on how to do it? Or if anyone has any ideas on how to get this done, feel free to post them here.- 3 replies
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Recently I began making a new mod with a few other people and something came up that I need to figure out. On the most basic level, how do you work with animations in the Creation Kit? Can anyone recommend any good tutorials for this? There are two specific examples I need it for. First, I wanted to have a really cool scene in which some creature was summoned from the abyss by a Dark Priest (Trying not to spoil things :P) and to do so, the Priest makes a bunch of complicated gestures with his arms and hands. It doesn't need to be crazy specific or accurate, I just need to figure out a way to make my own custom animation for an already existing Actor Type. Second, I had wanted to make a new race with a new model for the sake of this mod. I already have a model created as well as a texture, but I don't know how to add any animations to it whatsoever. A creature that can't move isn't going to be much use. Thanks for looking this over, and please respond if you have any tips or help. 4Gargoyle4
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As the X-Com 2 community expands, it is inevitable that some mods will be developed that conflict, causing errors, CTDs, or other complications. In the hopes of preventing such consequences, I propose the community begin the development of tools designed to identify these conflicts, and if possible remedy them. While I am not a coder, I have seen similar tools developed for other games here on the Nexus, and with the relative openness of the Unreal Engine, ModBuddy, and .ini files used for mods, it should be easy for one or more of our community members to create a tool which reads the active mod files, compares the content of each file's folder for class overrides or other conflicts, and outputs into a GUI potential conflicts between these modified classes. This tool, coupled with one which controls load order (assuming the community decodes that system or Firaxis releases a patch to control it), and potentially one for a merging tool/merge patch creator will allow even novice users to customize their gameplay quickly and easily contributing to a healthy and long-lived modding community for this game.
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Hi folks, I got a problem.... I was trying to find Havok Content Tools 2010 or 2011, since the 2012 version or higher won't allow me to export HKX files. However Havok stops providing these older versions, and I spent tons of hours google it yet end up finding nothing. So if anyone could please share me one (maybe with Google drive or Mega), I'll be more than grateful.
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My aim is to change all items that contain "battery", or "power cell" in a way, that the constructed item DOES NOT HAVE IT INSTALLED, just an empty tool, without power source. All tool recipe that that needs the battery item, should not need it, so nor should it have a battery inside, when it is constructed. Same for Seaglide, Seamoth, Cyclops Batteries/Power cells would need to be created / collected separately. Since it is not ONLY about recipes, that is only the half of it, it needs empty items to be created. Do those have ItemIDs as well? Or is that a game-core thing only changeable by the devs? Thx in advance.
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