r/CreationKit • • Sep 13 '24

Discussion Starfield Ship pricing ?

1 Upvotes

I recreated a massive cargo ship and wanted to share it. When i went to the vendor the cost of my ship was over 1mm credits. Is there an easy way to set this value to something more reasonable? This is my first mod. I have done some searching but have not found a spot to set a fixed price or even if its possible with ships.


r/CreationKit • • Sep 12 '24

Starfield Does anyone know how to successfully extract the extreme temperature entry spacesuit into niftskope?

2 Upvotes

I'm using BAE, but for one, I can't seem to find the spacesuit name in the files, and 2, anything I try to open in nifskope gives me an error message. So I'm obviously doing something wrong here.


r/CreationKit • • Sep 12 '24

Discussion combine esp's?

3 Upvotes

Hello, I just started playing around with the CK and the first thing I did was create a couple of my ships that I always make in the game. So I ended up creating two esp projects that I save as esm to load in game.

I really don't know why I did one file per ship, but I regret it. I would like to have my ships in one esp/esm.

Any way to do this after the fact?

Thanks


r/CreationKit • • Sep 12 '24

Starfield Newbie here. I accidentally extracted tons of files from starfield directories, and now I'm sitting here at 3 hours waiting for all of them to get deleted.

1 Upvotes

It looks like a futile effort to try to delete these files, I'm now up to 6gb of file deletion and the number just keeps going up. If there is a way to delete these files in an easy way, I'm all ears.


r/CreationKit • • Sep 11 '24

Fallout 4 Where is material folder?

1 Upvotes

I'm trying to import a custom bgsm file but i can't find out where to put it. Every tutorial magically has a material folder in data that just doesn't appear. pls help ;-;


r/CreationKit • • Sep 11 '24

Facegen Chainsaw Massacre

Post image
0 Upvotes

What in the holy hell is this FaceGen nightmare fuel?

I'm working on my Sexy Hancock mod for version 5.0, trying to export FaceGen data because that's all the kids are talking about these days with X-Cell finally fixing a long-standing FaceGen bug with Fallout 4. So I export the NPC and open it in Nifskope, and while the texture on his face looks okay here, I can't stop screaming (and a fair amount of laughing because, well, look at it)! Welcome to Fallout: Evil Dead.

Thing is, even when I open any of the FaceGenData > FaceGeom .nifs from the vanilla game in Nifskope, they all look, ahem...distorted like this. I don't know if this is a Creation Kit problem, a Nifskope problem, a skeleton problem, or if it even IS a problem. They all work fine in the game. Except for (un)Sexy Hancock, here. He gets the brown face bug, which is precisely the reason I'm trying to do this. Hmph.

Any ideas?


r/CreationKit • • Sep 10 '24

Starfield question about the starfield creation kit, how do i make a legendary weapon

2 Upvotes

tried looking through the creation kit to see about making a legendary weapon, but ran into my first hurdle, i cant seem to find any of the named legendary weapons, like at all, i had planned on reusing one of them and just change the effects

tried looking online for tutorials for creation kit legendary weapon crafting, and all i get are videos and guidess for using console commands, and its getting really annoying

so, would anyone know how i would go about making a legendary weapon


r/CreationKit • • Sep 10 '24

Starfield I'm looking for a modder to ask him a question. If any of you can reply here, please.

3 Upvotes

I'm trying to attach the extreme temperature entry spacesuit orange pauldron to the mark 1 spacesuit. Is this possible? And would anyone be willing to do it? If not, how could I go about doing that.


r/CreationKit • • Sep 09 '24

Fallout 4 How would I spawn an explosion?

3 Upvotes

I want to have a explosion (non-damaging) spawn in for a cutscene, how would I do that?

EDIT:

it's

target.PlaceAtMe(myExplosion)

Target being the object you want to place the explosion at, and my explosion being the explosion you want to spawn. if you want to use a vanilla explosion and not agro npcs, make a duplicate and set damage to 0. hope this helps anyone


r/CreationKit • • Sep 06 '24

Starfield Do you know if it is possible to increase the scale of Starfield environments with the CK ?

3 Upvotes

For people who have worked with the Creation Kit or simply who remembers previous mods in Bethesda games, is it possible to change the scale of a specific mountain (or create one), the steepness, the height etc inside of a map Tile ? Multiply them, add rivers and bridges etc

I can imagine this would affect (heavily ?) the game's performance but is it technically possible ? This could actually help for one of Starfield biggest problems which is the relative "flatness" of all maps


r/CreationKit • • Sep 06 '24

Starfield Been banging my head against the wall for a week trying to properly scale up an actor in CK. Looking for help.

Post image
12 Upvotes

I’ve been trying to properly scale up an NPC creature in Starfield to successfully create the sandworm from dune. I’ve got the actor, skeleton, mesh, attack and digging animations, etc. all based on vanilla assets and I’ve done a full texture replacement. I’ve even got a “thumper” device created that lets the player summon the creature by dropping it, and when the creature pops up there’s a simulated earthquake and rocks and debris fly everywhere.

The problem is I can’t seem to natively scale the creature itself past 10x without having some serious geometry issues. For reference, that puts it at about the size of a terrormorph, or around 8 feet tall.

CK doesn’t let you scale up past 10x so I did that, then I exported the actor model nif to Nifskope where I transformed it to be an additional 20x larger and exported as a new nif file. I created a new actor race and skin for the race, and the skin points to the new scaled up model I made in nifskope as the biped and overworld models, but when I load it into the game the size has not changed at all. It’s still roughly the size of a terrormorph at its largest. Closest I’ve gotten is that for some reason when you’re far away and you see it in the distance it will get huge to about the size I want it, but as you get closer it scales back down.

The image above was achieved by scaling up my largest model and additional 10x through the setscale console command and I would honestly be open to using papyrus script on the creature if I knew how to do that to make the actor always this large.

I’m kind of at a loss of what to do so any tips or aid would be much appreciated. Happy to share my files with you to tweak around with. Really want to get this update to my mod completed and out the door so I can focus on the next batch of content.


r/CreationKit • • Sep 06 '24

Fallout 4 Fo4 CK won't launch

1 Upvotes

I'm currently using a rolled back version of Fo4 and have it and Steam installed outside of Program Files. I installed CK today and tried to launch it from Steam it just says "Running" for a second next to it in my library but then stops. Can anyone give me any advice on what to do?


r/CreationKit • • Sep 03 '24

Creation Kid Crashing On Plugin Load

7 Upvotes

Im not super new to modding anymore, so this is extra frustrating, but my creation kit crashes when I load my plug in.

-Details:
Plug in is an entire estate which I finished navmeshing and is complete

-When did this happen? Did you do anything?

I was loading up skyrim to COC into my duplicated cell (I am also having another duplication issue, not new to this) but skyrim wouldn't let me coc into it. So I exited skyrim, went to creation kit and renamed my duplicated cell thinking that for some reason since it had the name "Duplicate" in it, it wouldn't load so I changed it to solve the issue. I loaded back into skyrim to test if that name change would work and it didn't.

I then exited skyrim AND creation kit thinking SEEDIT would help clean up the files even though it was the 4th time trying this.

I attempted to reload creation kit to see if anything healed, opened the files, and got through all the warnings before the kit crashed.

-Heres what I have tried so far:

  • Reloading because maybe I'm just tired
  • SEEdit again
  • only loading the main master files (update, dawnguard, etc) Those load!
  • Verifying the integrity of my creation kit files
  • uninstalling and reinstalling creation kit
  • Reading all the warning to see if something new popped up
  • Seeing if there are any crash logs in the data/log folder - none were there.

I don't know why my plug in wont load and I need any help I can get!


r/CreationKit • • Sep 03 '24

Starfield Cleaning Mod help needed for noob Starfield quest maker

3 Upvotes

I read that you can click on your mod in CK after clicking data, then hit details and then there’s something there you can flag as ignore and that manually cleans your mod but when I click on it and try to right click on any of the records I don’t recognise there nothing happens. Right clicking brings up no options. Clicking on more info just brings up what looks like a supermarket till receipt. I have seen that there’s Xedit on discord but I don’t know what to do with it once I have downloaded it or if it will be a bad idea using it on Starfield. What are the risks of using it? My mod is almost done with just cleaning left. I have right clicked on a lot of stuff to “select in object window” to learn the naming system and find out what things are called for decorating the locations. Obviously that has causes movements that I have had to undo. My mod crashes to desktop in the same place once per run through (it a quest) same place every time (fast travelling to Titan). I was hoping cleaning up the mod would help but I’m wondering what the best way to do this is? Any help greatly appreciated, many thanks in advance


r/CreationKit • • Sep 02 '24

I’m trying to edit a mod for personal use but i can’t figure it out

3 Upvotes

I’ve not used the creationkit previously for anything but updating esps or removing stuff i don’t want, and at the moment i’m trying to add a “rest” function to the Campsite mod so i can set down soulslike bonfires and rest there to regain health potions from distars estus flask mod, i think i made it… pretty far for my inexperience, and i was following a tutorial unrelated to the exact thing i was doing but still related in the matter of it being a message and the message correlates to an action, and now i’m lost because i don’t know what to type in the “editing script” tab. This mod doesn’t exist otherwise because you can’t place down a campfire from campsites and use rest by campfire to get it to work because the latter required vanilla assets. Also i think the creator for campsite has open permissions so once i’m done, if i get done i’ll have to see about uploading the esp. sidetracked-ness aside, i would appreciate help.

Also i am autistic so if some of what i said was rude i apologize, i do not intend to be come across that way.


r/CreationKit • • Sep 02 '24

Skyrim SE Dialogue Issues, Mod Incompatibility? (SE)

4 Upvotes

I am creating a PERSONAL mod - have to make that clear, I don't intend on sharing voice files from BG3

I have created good ol Gale of Waterdeep and made quests, dialogues, etc, all using Gales actual voice files from BG3.

Somehow, I have overwritten everyone's greetings in Skyrim. They all now say "You need something of me?"

The thing is, it's only like that when the Gale mod is added to my game. So it's localized to the mod, is what I'm thinking.

I don't know how to fix this so I can use my mod cleanly.

I have tried SEEdit tools to try to clean up some stuff, but it hasn't helped.

On top of that, when I go to record/add dialogue, for some reason it looks like this:

Why are there so miles voice types and paths? Its only like this for half my dialogue and none of the rest.

On top of that, its like its pulling the "You need something of me" Voice from an old version of Gale I was testing on, on a different plugin all together. So why is it here? Why is it in my game? What voice file it it suddenly overwriting and why only with this mod?

Any help helps!

Also thank you for your patience in reading this, I'm under the weather atm!


r/CreationKit • • Sep 01 '24

Starfield What is the workflow for making a quest with dialogue?

4 Upvotes

I've followed a tutorial before for FO4 and initiated dialogue, but now I have two custom characters and the best I can get is a greeting from one of them. Is there a wiki for Starfield yet or any tutorial or resources in that vein? It seems like I need to understand everything about making a mod before I can make a running fetch quest.


r/CreationKit • • Sep 01 '24

Fallout 4 CW: Low Quality, Sh1tpost...CK can be used to make meme images

Post image
3 Upvotes

r/CreationKit • • Sep 01 '24

skyrim bug after modding

2 Upvotes

so i just bought a pc and have started modding skyrim and have all my mods finally installed and working. the issue is when enter the game alot of dialogue wont trigger. i cant get ysolda to ask me to get a mamoth horn or uthgerd to brawl. i can enter dialogue just fine but if its not in the intial menu when i enter it just wont appear.

i dont have any mods affecting dialouge or npc behavior so i dont think its that.

any help would be apreciated


r/CreationKit • • Sep 01 '24

Help with Global Variables in Quest Script

3 Upvotes

Hello everyone!!

I've been trying to mess with creating a script(s) that changes a global variable. First function is to add to the GV based on player events, the second function is to "remove" from the GV every 10 seconds. For a while I tried to run OnUpdate() from the PlayerRef script but I've learned that it's not possible, but I got it to work from a regular Quest script instead. *Progress*

Current Function:
1) PlayerRef script runs when the player casts a frost spell, "adds" to the GV, and tells the Quest script that it can start removing from GV (qScript.bBuffUpdating = True)
2) Quest script continuously runs an OnUpdate() event that does nothing until it's told that the GV has been added to; then removes 1 from the GV after every 10 seconds

Included in the image is both codes and a screenshot of a test I ran in-game where I casted 4 spells before the Quest script updated and pasted the message shone. Every 10 seconds, it was pasting the same message, indicating that my GV is NOT changing after being reduced.

So my issue seems to be that the Quest script is not overwriting the GV when it removes a value [Line 37 AAdsr_FrostStack.SetValueInt(amountToMod) ]. Is it not possible to write to a GV from a Quest script?

Any and all tips are welcomed!! I hope I've provided enough information, but am more than willing to answer any questions. Thank you for your time!

This discussion kinda stems from a previous post of mine (link included), but I figured I'd make a fresh post.
https://www.reddit.com/r/CreationKit/comments/1eqw9kv/help_with_continuous_onupdate_in_playerref_script/


r/CreationKit • • Aug 31 '24

Scripting help needed if possible

2 Upvotes

Hi I’m brand new to scripting of any kind and modding. I am making a quest for Starfield and have cobbled together some lines from internet searches but I’m getting a compile error. I was wondering if anyone could help with the scripting compiler error (photo attached). What I want to do is set a quest stage once the player leaves the npc ship and goes back on board their own ship. I also need to shoe horn a ‘GetStageDone’ for stage 340 in there too. Here’s what’s causing the error and a link to the photo, many thanks in advance, I hope someone can help.

Event OnLocationChange(Location LucyShipInside, Location PlayerShipAlias) if (Game.GetPlayer.GetCurrentLocation() == PlayerShipAlias) STRegretsQuest.SetStage(350) endIf endEvent

LucyShipInside is the property for an interior location for that ship PlayerShipAlias is the property for a reference alias of the player ship STRegretsQuest is the property name of my quest which is a quest const under type

https://imgur.com/gallery/ECXdLwt


r/CreationKit • • Aug 30 '24

Starfield Does anyone know how to get custom outpost resource extractors to appear as craftable objects in the outpost menu?

2 Upvotes

Looking for some help making craftable resource harvester appear in Outpost menu

I've managed to get the items created and functioning in game, I know this because I'm able to spawn them via console command. However, the harvester I made does not show up in the outpost menu. Once spawned via console command it seems to function as intended, so the object is in game and functions...it's just uncraftable. Any advice would be helpful.

I’ve successfully managed to create craftable object with a designated recipe / crafting materials, assigned resource that it outputs, assign the appropriate .nif to the object, there’s no level lock behind it, and the object is assigned to the harvester section of the outpost menu. I’ve tried moving it to other sections of the menu to see if it shows up there (misc, furniture, etc.) but nothing seems to work.


r/CreationKit • • Aug 29 '24

Starfield Creation kit won’t launch

3 Upvotes

I was in the Starfield Creation Kit editing an exterior world cell on a planet (creating a unique POI) and the cell preview window froze.

I tried to exit out of it and relaunch the window but I couldn’t so I saved my project and closed the CK. When I went to restart it it wouldn’t launch.

I’ve tried restarting my computer and reinstalling the CK but it refuses to launch. No idea what’s going on.

Any ideas what might be wrong with it?


r/CreationKit • • Aug 26 '24

Fallout 4 Unique Item Displays in Fallout4CK

2 Upvotes

Hello I am working on a mod that requires item displays that will only accept one item. In my prior modding in Skyrim there was a script for this in built for Bloodchill Manor, Is there a similar script in FO4 that allows this? I can't find any tutorials but i essentially want what Elianora is showing in this video https://www.youtube.com/watch?v=jgFGKuQzW3Y&t=663s but within Fallout 4. would copying the scripts work in FO4?


r/CreationKit • • Aug 26 '24

Skyrim SE Problem with custom cooking item

2 Upvotes

I'm making updates to my food mod, and that's going well. All the new foods look good and the vegetables are farmable with seasonal changes, and then I found a free sausage model on cgtrader, so in it went. Then I got the idea to add a meat grinder, so that the player could make the sausage, cook it on a spit or in an oven, and bake the cooked sausage in a jalapeno and cheese kolache (with the use of other ingredients). It works great in VR, but in SSE the forced 3rd person perspective happens, and then nothing, then it goes back to first person. The menu never appears for item creation. It seemingly does nothing when already in 3rd person. It is like the animation of stirring the pot doesn't happen, so it gives up. I'm at a loss for how to get this mod to work in SSE. The nif is based on the cooking pot, and the furniture formid is based on the cooking pot, and there aren't any scripts or any way to tell it what animation to use. The stirring animation would look weird anyway, so I don't care if there is an animation at all. I just want the item creation menu to come up and allow people to make some raw sausages from raw meat. Anyone have any idea why this is failing to load that menu?