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Showing results for tags 'creationkit'.
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Here I have a screenshot that I grabbed while watching a tutorial on YouTube... There are [2] "things" here that I'm totally JELLY that I do not have available in my own editor; several attempts to locate the aforementioned (in-vid) download have ended in failure. I don't even want to THINK about how many [ini] files I've read thru over the last 24 hours! So far, I'm near certain that I've either been (a) unable to locate the line as I'm not sure exactly what it would include to begin with... or (b) attempted to locate this "fix" too late, and it's no longer included with the ini files available to download. Anybody know what lines these beauties would require, and their placement within [ck/ckprefs] the ini? In case it's too small for some to see, here's the 2 features I'm chasing down: [1] Stacked Tabs in Editor Boxes/Dialogs [2] Show..."*"...Only Option
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- settings
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Description Update your mod and not create a new instance of your mod. If you are like me, you might have not noticed that after awhile, you could no longer drag your mod file over to your editing lab, make a change, then update it in the creation kit. Instead, your creation kit would create a new instance of your file, regardless if the file name and the title of your mod page were identical. This means you will have zero followers, no likes and you would have to re upload images, video, etc. As of 2017, (yes I figure this happened sooner), you will notice 4 files created, not three, when you create your mod for the first time. When you publish your mod the first time, it generates a download link that identifies what version you created. Earlier, .bsl, .bsa, .esp files were all you dealt with. NOW....you have another file with extension of .pub. If you format your drive, or delete files that are zipped so you can keep track of your work, you will no longer have access to your 'ease of use' update between the creation kit and the steam community mod page. Easy steps to fix your creation kit link to update a mod No worries though! The summary of the link is 1. Find the steam community file id page. It will have a 5 or 6 digit number at the end of the link. 2. Convert that number in reverse bit order (in hex). 3. Make a new text file that has the same name as your original mod with extension of .pub 4. Use a hex editor (easy since your mod.pub will have no content), and enter your converted number with trailing zeroes. It actually works. I would make a tutorial but tutorials are not working.
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- .pub
- creationkit
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http://tesalliance.org/forums/index.php?/gallery/image/31261-scriptingfail01-2015-07-04-20-24-29/ http://tesalliance.org/forums/index.php?/gallery/image/31262-scriptingfail02-2015-07-04-20-26-18/
- 4 replies
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- newscripter
- brickwall
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Hello everyone! This is my first question post, so please forgive me if there is any sort of protocol that I may have missed. I used the search function in the hopes to find an existing topic, but alas, found nothing. I recently finished and released a texture mod for the moons in Skyrim (http://www.nexusmods.com/skyrim/mods/54349/?), but want to experiment a bit more, and am having trouble finding anything related to them in the Creation Kit. They don't have meshes, and are just flat planes with static images rendered onto them, but I want to find whatever those objects are in CK to study them. There are several mods I'd like to make related to the moons, their movement, appearance, etc. but am limited to re-texturing at the moment (as all mods available apparently are.) Are they part of the skybox or some other environmental object? Any help would be greatly appreciated. Thank you!
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Hey, I'm working on my first Quest Mod, and here's what I want it to do. I want an Actor who starts dead in the game, and then after an item is added to the DeadActor's inventory, I want the Deadactor to disable, and then an AliveActor to Enable. Essential, it should appear as tho the Actor as been Resurrected... Any Help with this script would be Awesome and Well Appreciated!!!! Thanks!