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_____________________________________________________________________________________________________ VERSION INFO _____________________________________________________________________________________________________ ***NON INSTALLER VERSION AVAILABLE FOR THOSE WHO ARE HAVING INSTALL ISSUE*** IF YOU ARE USING THE NON INSTALLER VERSION PLEASE MAKE SURE YOU HAVE XNA 4.0 REDIST INSTALLED ON YOUR COMPUTER. YOU ALSO NEED .NET 4.0 CLIENT PROFILE OR MAIN FOR THE PROGRAM TO RUN. OTHERWISE THE PROGRAM WILL CRASH. MAKE SURE TO INCLUDE THE CONTENT FOLDER AS WELL. THE INSTALLER VERSION HAVE EVERYTHING THE PROGRAM NEED PACKAGED. Release Version 0.60 Beta 1.7 Added Features: - Quick fix texture assignment. Affected NPCs will not get a discolored head now. *** - Quick fix for crashes with changing eyes color. *** - Custom head parts selectable. Overrides only. *** - Hair Color now editable. *** - Added more head parts selection. *** - Auto-fix common errors in custom hairs and textures path *** - XNA Profile now starts at HiDef for high resolution textures, if your hardware does not support it, Reach Profile will be used instead. *** - Editing Health, Stamina, Magicka above 255 issue fixed. *** - Bones Reconstruction now turned on. - Preview NPC model changes while editing. - NPC Weight is now editable. - NPC Scale is now editable. - Health, Magicka and Stamina is now editable. (Special thanks to people at www.uesp.net) - Much faster and safer NPC mesh construction. - Several bug fixes. Feature not implemented and known issues in Beta: - Problem rendering hair and facial hair with tranparency. (See Technical below) - Face morphing incomplete/not implemented hence: - No morphing of face parts yet. i.e. Nose, lips, eyes types cannot be morphed. - NPC without brows or eyes initally cannot have brows or eyes added. - Facial overlay such as beards, scars, marks have incorrect placement. - Editing of warpaints not implemented. _____________________________________________________________________________________________________ WHAT DOES IT DO? _____________________________________________________________________________________________________ Despite the name, this program is actually a NPC mods generator. Mods generated by this program are modified copies of existing NPC records in the Skyrim game data. NPC record holds data for a multitude of NPC attributes such as A.I. behaviours, skills, hairstyles, eye color, factions, inventory content, spells, abilities and many more. By overriding original records with mods, you can actually make changes to NPCs in game. This program strictly produces mods and do not alter you original Skyrim data in any way. Further details are illustrated below: _____________________________________________________________________________________________________ HOW DOES IT WORK? _____________________________________________________________________________________________________ When playing the Skyrim game, it often requires information of NPCs to do various tasks such as displaying an NPC that just appeared or when the player start a conversation with the NPC. The game will first try to get that data from your save game (loaded when you starts the game) and when it cannot find it, it retrive the info from Skyrim's data files. This is illustrated below: In Game ------> Save Game ------> Skyrim Data This program creates mod files with extension .nif and .esp. When you these files are put in the right place, the game will use info in these files instead of Skyrim Data. In Game ------> Save Game ------> Mod Files ------> Skyrim Data Finally, if the desired info does not exist in the Mod Files, the game will continue to look for it in the Skyrim Data as shown. In case you are wondering, the game must always try to get the data from Save Game first before the Mod Files. (Otherwise all your game progress such as NPC stats increase, new locations, states, equipements etc will always be fixed by the Mod Files and cannot be altered by the player everytime the game loads.) As you can see, the Save Game might hold NPC data the game needs before it can get to the Mod Files. To force the game to retrieve data from the Mod Files, several console commands can be used. (~) Commands: disable, enable, resurrect, player.placeatme, markfordelete, recycle. The general idea is to get the NPC to be erased from the game and force the game to load the NPC anew. Note that NOT ALL NPC information will be refreshed. And sometimes the information loaded will be immediately altered - i.e. when NPCs automatically level up according to your character's level. For more commands and what they do see here: http://mod.gib.me/skyrim/functions.html Or a less complete but more friendly source: http://www.uesp.net/wiki/Skyrim:Console Using Mod Files is a safe way to alter NPC information. It will not break your savegame (mostly) and Skyrim Data will not be changed in ways you might regret. Remember - by default there is no Skyrim Data backup and who wants to backup a > 2 GB file anyways? Consider then when the Mod Files are then removed: In Game ------> Save Game ------> Skyrim Data Will all the data you edited be safety removed? - Not quite. If you save the game (autosaves included) when Mod Files are active, the new Save Game will still hold some information that is altered by the Mod Files even when they are removed. You might need to refresh the NPC again using the aforementioned console commands. Some information such as factions might need to be manually removed. See 'removefaction', 'removeallfactions' and 'addfaction'. PLEASE be careful when you change NPC factions. To be safe, DO NOT save your game if you are not happy with your mods. Or at least have a previous save to revert to. KEEP IN MIND: I only provide the tools and will not be held responsible for how the tool is applied - YOU ARE. _____________________________________________________________________________________________________ INSTRUCTIONS: _____________________________________________________________________________________________________ Extract and run setup.exe and follow on screen instructions. This editor requires XNA 4.0 framework and .Net framework 4.0. This will be automatically installed if your system does not already have them. You also need Skyrim game installed on your machine. If the program cannot find your Skyrim Data files, it will prompt you for it. If you encounter a 'File In Use' alert, please close any programs that is using Skyrim's data files at the time. This can include other modding tools such as nifskope and FOMM or even the Skyrim game itself. After the data files are released by other applications and data is retrieved, you can re-launch those application again. Making changes to the NPC should be intuitive enough. To load a previously saved .esp file click on the button labeled "Load from File". To load another file, first click "Restore Selection" to switch back to Skyrim Data and then "Load from File" again. To switch the selected NPC's entire head to match another, use the Head selector under the Appearance tab. i.e. making Aela look like Lydia. After the new defaults are loaded, you can make changes to the new head again. To create Mod Files, click on the button labeled 'Create Mod'. This will create a mod file at the folder and filename you designated. If the NPC have a face mesh, a meshes folder containing the .nif file is also created. ----IMPORTANT:--------------------------------------------------------------------------------------- Put these two items into the 'data' folder in your Skyrim installation folder. The .esp file tells Skyrim game what data to expect from the .nif (which contains NPC's face mesh) file. If the .esp's data do not match the .nif data, the resulting NPC will have a browned/discolored head in game. The .esp file can also be conflicted by another .esp file or mods you have already placed in game which cause the data mismatch with the .nif file. For best results separate your NPC's .esp to one for each NPC, preventing and showing conflicts at once. It is also much easier to remove mods for one particular NPC when desired. Note that you can name the .esp file to whatever you like, but the .nif file must not be moved or renamed. TO REMOVE MODS, REMEMBER to remove the .nif file in the meshes folder with the .esp file. The .nif file is named according to the NPC's FormID. i.e. type 'help aela 0' at the console. It will show you that Aela the Huntress have the ID of 0001a696. Therefore the .nif file is 0001a696.nif. Be careful not to remove the whole meshes folders when you havemore than one NPC modded. ----BEFORE YOU START THE GAME:----------------------------------------------------------------------- Use the game launch to register the Mod you just added. Click on 'Data' on the launcher and make sure .esp file is 'ticked'. You only need to do this once for each new .esp. If the 'Data' folder is greyed out. Go to <Your Drive>:\Users\<Your User Name>\Documents\My Games\Skyrim. Inside you will find SkyrimPrefs.ini. Open it make sure there is a line under [Launcher] that says bEnableFileSelection=1 If not, change or add it. If you do not see your NPC changes, see HOW DOES IT WORK? above. _____________________________________________________________________________________________________ FREQUENTLY ASKED QUESTIONS: _____________________________________________________________________________________________________ ----Why is the skills and stats changes I made not reflected in game? (Including Weight)------------- Many reasons. Your savegame overrides some stats data. NPC's auto-leveling might alter the NPC's original data. There might be another script that control the stats in game. Previous commands, such as setav or forceav might force the stats to a different value. Another mod (i.e. body mod) might have overriden the values. See HOW DOES IT WORK? above. Your best bet are setting them manually using console commands. Commands listed here: http://www.uesp.net/wiki/Skyrim:Console ----Why can't I edit Health, Stamina, Magicka? (They are greyed out)--------------------------------- Some NPC stats have odd values (i.e. 123098 Health, -12938 Magicka etc) at the designated Health/Stamina/Magicka fields. They may be using a script to give them their stats. These NPCs have editing disabled to maintain data integrity. See: http://www.uesp.net/wiki/Tes5Mod:Mod_File_Format/NPC ----Why does my NPC start punching instead of using weapons?----------------------------------------- Thanks to thediddy: Do not delete the standard weapon the NPC's inventory. ----How do you fix the neck seam that appeared after some editing?----------------------------------- Thanks to ColBatguano: 1. Get the weight value of the NPC whose Head you are using. 2. Set the altered NPC's weight to the value using console: setnpcweight. 3. Save and reload the game. ----Why dont the NPC casts higher level spells I gave her?------------------------------------------- Thanks to samsingletree: The NPC need higher skills level. You might need to set the skill level using console. Put those spells higher up in the list too. ----What does weight do?----------------------------------------------------------------------------- Weight affects the NPC's appearance in girth / bust sizes. The more weight, the larger ... ----After I set the NPC's scale to 50, he disappeared!?---------------------------------------------- Look up, way up. ----How do I enable an NPC to be a spouse or follower?----------------------------------------------- There are two conditions to be met. First add the NPC to the Marriage / Follower faction. Second, this might not be needed, click on the NPC in console and type: player.setrelationshiprank 3 (or 4 if you reallt want to be sure) 4 is usually auto-set after marriage. The relationship rank is alter changed by the save game so this editor cannot change it, also the location of that initial value is unknown for now. ----How do I change the NPC's fighting style to exactly what I want?--------------------------------- I cannot give you the correct answer. The best approach is to observe the settings of another NPC whose fighting style you want to emulate. i.e. Mercer Fey has been mentions in the comments for people who want to dual-wield. ----Why don't the NPC use the weapon/magic I gave him/her?------------------------------------------- Know that usually it is better to a more generic weapon to an NPC with enemies fighting style. Thats because the programmed A.I. do not expect the NPC to have that 'unique special bow' and is not programmed to equiped it. Stick to using Hirelings/Housecarl 's AI /Combat Style because they are programmed to expect the player to give them better weapons. For magic they need Magicka to cast spells, not forget stamina too for special moves. Won't work if they run out too. Finally please ask around and experiment. NO CUSTOM AI OR COMBAT STYLE EDITOR YET! ----Why is some features I want not added?----------------------------------------------------------- Some location for those values are as yet known. See: http://www.uesp.net/wiki/Tes5Mod:Mod_File_Format/NPC Or the data is saved in the save game which this program do not cover. Or let me know if I missed anything. ----What does Energy do?----------------------------------------------------------------------------- In previous Elder Scroll games, it was the frequency of how often the NPC check for a reaction. Setting this value high to many NPCs will decrease CPU performance because the NPCs will now 'think' more often. ----Why isnt the NPC equiping the armor I gave him/her? / How to change outfit?---------------------- NPC other than Hirelings and Housecarls usually wear what is selected at Default Outfit at the Info tab. ----Why are .net framework 4.0 and XNA 4.0 needed?--------------------------------------------------- .Net framework is used to make time to deploy this program much faster than any other winforms platform API out there. Know that large part of this program are window forms objects. 4.0 is used because I need it to run XNA 4.0 which powers the model preview. Again the reason is speed and productivity. Remember that I made this program in 3 weeks with starting with no knowledge of Bethesda's NPC record format and no idea of 3D and shaders programming. All this with a job and leisure time to spare. _____________________________________________________________________________________________________ TECHNICAL STUFF: _____________________________________________________________________________________________________ I need help from people with good XNA and HLSL shaders knowledge. There are current rendering problems with NPC's translucent hair and beards. If you think you can help, please contact me, foretrenty @ skyrimnexus.com I shader I wrote is a 2 pass shader that takes textures, bump, and specular maps. First pass renders solids, second pass renders transparents. Culling is set to CW because, Skyrim meshes are made in left-handed coordinates where XNA is in right-handed coordinates. Also, I want to especially thank the people at www.uesp.net who documents an incredible amount of Bethesda's file format. No small part of the data used in making this program comes from them. Great job guys! Please help and contribute if you find out / know more about Bethesda's file format here: http://www.uesp.net/wiki/Tes5Mod:Mod_File_Format _____________________________________________________________________________________________________ All bug reports, suggestions, comments welcomed at: http://www.skyrimnexus.com/downloads/file.php?id=4554 foretrenty @ skyrimnexus.com
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