初学者指南 - 使用Creation Kit将Skyrim SE mods上传到Bethesda.net(适用于PC或X

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在3DM Mod站下载上古卷轴5:重置版最新的初学者指南 - 使用Creation Kit将Skyrim SE mods上传到Bethesda.net(适用于PC或X Mod,由patternboy制作。zhangqiaixs在我们的平台上分享了这个免费且高质量的游戏模组,让玩家们可以享受到更加丰富的游戏体验。快来3DM Mod站下载并尝试吧!

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Mod作者: patternboy Mod版本: 1.0 Mod大小: 238 KB 更新时间: 2019-07-07 01:50:33 发布时间: 2019-07-07 01:50:33

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嗨伙计们,我最近制作了我的第一个(也可能只是)Skyrim SE mod,没有更多模糊的星座星星,并将其上传到Nexus。一个简单而有益的过程!


有人喜欢我的mod,并问我是否可以将它移植到XboxOne。我决定尝试一下。它只是一个简单的纹理替代品吗?它能有多难?

接下来是一个为期三天的努力,研究如何使用Creation Kit并将mod上传到Bethesda.net,同时解决为什么会有一些Creation Kit冻结,崩溃和功能失调的mods。我没想到会遇到这么大的困难,但很快就知道CK从一开始就一直在玩耍和/或笨拙,而且从来没有做太多。


我终于让我的mod工作在PC和(我认为)XboxOne上,并且想通过使用Creation Kit 2.0为Skyrim SE创建了一个关于如何从头到尾上传简单纹理替换mod的快速入门教程。对于那些使用Nexusmods的人来说,这通常不是必需的,但学习如何做到这一点是有机会将任何mod移植到XboxOne的唯一方法。


对于已经完成这一过程的人来说,大部分内容都是显而易见的,但这可能对少数人有所帮助。对于更复杂的mod,这仍然是相关的,因为它是如何在没有冻结/崩溃的情况下上传mod的基本基础,这似乎在Creation Kit中无处不在。


通过Steam安装Skyrim SE(这是必要的 - 您的Bethesda.net帐户必须与您的Steam帐户链接,如下所示,否则Creation Kit不允许您上传任何内容)。

创建一个Bethesda.net帐户,然后下载并安装Bethesda启动器。安装完成后,打开Bethesda启动器并找到Creation Kit应用程序并将其安装在Skyrim SE文件夹中(这应该是默认路径,但并不总是这样检查以确保)。

打开您的Steam版Skyrim SE并转到Mods菜单。登录您新创建的Bethesda.net帐户 - 这会将其与您的Steam帐户相关联。然后退出天际开始制作你的mod。

将你的mod的松散内容放入你的Skyrim Data文件夹中,就像它在Skyrim的主要.bsa文件中一样,例如, “纹理\天空\ skyrimgalaxy.dds”。

转到您的Skyrim SE游戏文件夹,然后打开“CreationKit.ini”。然后在[General]下添加以下行:

bAllowMultipleMasterFiles = 1

bAllowMultipleMasterLoads = 1

向下滚动到[存档],然后更改

bUseArchives = 0

bUseArchives = 1

同样在[Archive]中,在启动“SResourceArchiveList2”的行上,将DLC .bsa文件添加到列表的末尾,所以它说:

SResourceArchiveList2 = Skyrim  -  Voices_en0.bsa,Skyrim  -  Textures0.bsa,Skyrim  -  Textures1.bsa,Skyrim  -  Textures2.bsa,Skyrim  -  Textures3.bsa,Skyrim  -  Textures4.bsa,Skyrim  -  Textures5.bsa,Skyrim  -  Textures6.bsa, Skyrim  -  Textures7.bsa,Skyrim  -  Textures8.bsa,Skyrim  -  Patch.bsa,DawnGuard.bsa,HearthFires.bsa,Dragonborn.bsa

将更改保存到.ini。

通过Bethesda Launcher打开Creation Kit,或直接通过Skyrim SE文件夹中的.exe打开。 Creation Kit可能会询问您是否要解压缩'scripts.zip'存档 - 说是,并等待完成。

创建工具包打开并准备就绪后,单击“文件>数据...”并双击列表顶部的所有主要.esm文件:Skyrim.esm,Update.esm,Dawnguard.esm,HearthFires.esm,和Dragonborn.esm。选中所有这些选项后,单击“确定”。当那些加载时会出现几条错误消息 - 单击“Yes to All”直到它完成加载.esm文件。

完成后,它将为您提供约150个警告的列表 - 您可以关闭它,然后单击“文件>保存”以创建空的.esp。将.esp命名为简单的内容,例如对我而言,它是“No Constellations”,然后点击“保存”。

单击“文件”>“登录Bethesda.net ...”并登录。

点击'文件>上传插件并存档到Bethesda.net> PC'。它可能会说“可能没有必要存档。手动将文件添加到存档?”。单击是,将打开存档窗口,该窗口应在顶部的下拉菜单中显示“Windows”。

在常规文件资源管理器中打开您的Skyrim Data文件夹,并在您的mod中找到您想要的每个纹理文件,并将其拖到存档窗口中。如果它结束了很多纹理,一旦你完成了,你可以点击'导出列表...'并保存一个列表,以便下次导入,以防上传失败或你想稍后上传类似的mod。

完成后,您应该在Archive窗口中看到所有纹理文件及其完整路径,即“textures \ sky \ skyrimgalaxy.dds”。完成后,单击“打包文件”。您将看不到它,但Creation Kit现在会自动创建一个与您的Data文件夹中的.esp相匹配的.bsa存档。它将被称为“<Yourmodname  -  Textures.bsa”

然后,您将获得一个菜单,以便在Bethesda.net上创建一个mod。单击“创建新Mod”。如果您愿意,可以在标题和描述中给出,并选择一个类别,但您稍后可以在网站上编辑所有这些内容。单击“创建”,它应该告诉您“上传完成 - 点击此处以完成Bethesda.net上的mod。”点击它,它会带你到你的(未发布的)mod页面。暂时保持此网页处于打开状态,但在确认您的mod工作之前,请不要费心编写说明。

返回Skyrim Data文件夹,将添加到mod中的所有纹理剪切并粘贴到Skyrim文件夹之外的某个位置。如果你不这样做,你的mod似乎会工作,即使它没有(由于你的松散纹理文件仍在那里)!

打开天际并转到Mods菜单 - 它应该自动登录。在mods菜单上,向下滚动一个,它应该在'My Creations'下显示你的(仍然未发布的)mod。单击并下载。它应该自动启用。返回Mods菜单并单击“加载订单”并检查它是否已启用。

退出Mods菜单,加载游戏并测试你的mod。你显然必须找到你的目标纹理通常会知道它是否有效的地方。注意:如果您然后退出主菜单并禁用您的mod并再次加载游戏,您可能看不到更改。这通常需要您重新开始游戏。

一旦你确认你的mod工作,回到你的Bethesda.net mod页面并点击编辑,写一个正确的描述/标题等,添加一些截图或其他任何东西,保存更改并点击'发布'。你的mod现在可以通过Skyrim的Mods菜单上传和下载。

据我所知,您必须按照上述步骤才能通过Creation Kit上传mod。即便如此,它可能会在途中以各种方式崩溃或弄乱你。


可能/可能的问题:


如果您没有链接您的Bethesda.net和Steam帐户,您将无法通过Creation Kit上传任何内容。

如果您使用'文件>创建存档'功能并提前打包.bsa然后尝试上传它,您的Creation Kit可能会冻结/崩溃。在尝试上传到Bethesda.net之前,我从来没有能够在打包.bsa之后成功上传mod。

如果你不遵循步骤5-10,你的mod将无法工作,你会看到.esp每次重启游戏时都会自动禁用Skyrim。


各种其他崩溃/冻结,创作套件中可能会发生故障,但使用上述方法我已经能够一致地上传我的简单纹理替换mod并确认它自己工作。


移植到XboxOne:


我已经读过很多mod,你可以按照上面的相同过程移植到XboxOne,但是在步骤13,选择'XB1'而不是'PC'并确保Archive窗口显示'Xbox One',同时添加你的松散的文件。但是,我还读到纹理需要位于“Data \ XB1 \ Textures \”而不是“Data \ Textures”中。由于我还没有收到关于我的XboxOne端口是否正常工作的确认(只是一些好的评论),我很乐意有人纠正我或确认是否还有其他需要做的事情。我确信其他类型的文件也有类似的变化,我听说许多脚本mod并不像移植到XboxOne那么简单。


这需要一段时间来写,但我真的认为我应该。我知道我的很多问题可能都归咎于新手的错误,但我也同意许多其他人认为贝塞斯达不应该制作这种难以打包/上传的模式,其中有一个半生不熟的Creation Kit似乎崩溃了一半的时间和有这么多'隐藏'的规则。 Modders在跳过这些篮球的过程中的努力最终使Bethesda受益,他们应该让社区更容易 - 而不是更难。


您可以在评论中更正或添加上述任何内容。

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Hi guys, I recently made my first (and probably only) Skyrim SE mod, No More Blurry Constellation Stars, and uploaded it on Nexus. A simple and rewarding process!

Someone liked my mod and asked if I would be able to port it to XboxOne. I decided I would try. It's just a simple texture replacer right? How hard could it be?
What followed was a three-day struggle with working out how to use the Creation Kit and upload mods to Bethesda.net while working out why a number of Creation Kit freezes, crashes and dysfunctional mods were the result. I didn't expect this much difficulty but quickly learned that CK has been buggy and/or awkward to use from the beginning, and not much is ever done about it.

I finally got my mod working on PC and (I think) XboxOne, and figured I'd make a quick beginner's tutorial on how to upload a simple texture replacer mod, from start to finish, for Skyrim SE using Creation Kit 2.0. For those using Nexusmods this is usually not necessary, but learning how to do it is the only way to have a chance of porting any mod to XboxOne.

Much of this will be obvious to anyone who has gone through this process already but it may help a few people. For more complex mods, this will still be relevant as it's the basic foundation of how to get a mod uploaded without freezes/crashes which seem to be ubiquitous in the Creation Kit.

Install Skyrim SE via Steam (this is necessary - your Bethesda.net account must be linked with your Steam account as below, otherwise Creation Kit just won't let you upload anything).

Make a Bethesda.net account, then download and install the Bethesda launcher. Once installed, open the Bethesda launcher and find the Creation Kit app and install it in your Skyrim SE folder (this should be the default path but isn't always so check to make sure).

Open your Steam version of Skyrim SE and go to the Mods menu. Log into your newly created Bethesda.net account - this will link it with your Steam account. Then quit Skyrim to begin making your mod.

Put the loose contents of your mod into your Skyrim Data folder, inside their full folder structure as it is in Skyrim's main .bsa files, e.g. "Textures\Sky\skyrimgalaxy.dds".

Go to your Skyrim SE game folder, and open "CreationKit.ini". Then add the following lines under [General]:

bAllowMultipleMasterFiles=1
bAllowMultipleMasterLoads=1

Scroll down to [Archive], and change

bUseArchives=0

to


bUseArchives=1

Also in [Archive], on the line that starts "SResourceArchiveList2", add the DLC .bsa files to the end of the list, so it says:

SResourceArchiveList2=Skyrim - Voices_en0.bsa, Skyrim - Textures0.bsa, Skyrim - Textures1.bsa, Skyrim - Textures2.bsa, Skyrim - Textures3.bsa, Skyrim - Textures4.bsa, Skyrim - Textures5.bsa, Skyrim - Textures6.bsa, Skyrim - Textures7.bsa, Skyrim - Textures8.bsa, Skyrim - Patch.bsa, DawnGuard.bsa, HearthFires.bsa, Dragonborn.bsa

Save your changes to the .ini.

Open the Creation Kit via the Bethesda Launcher or directly via the .exe in your Skyrim SE folder. Creation Kit may ask if you want to unpack the 'scripts.zip' archive - say yes and wait for that to finish.

Once you have Creation Kit open and ready, click 'File > Data...' and double click all the main .esm files at the top of the list: Skyrim.esm, Update.esm, Dawnguard.esm, HearthFires.esm, and Dragonborn.esm. Once all of those are checked, click OK. While those load there will be several error messages - click "Yes to All" until it's finished loading the .esm files.

Once done it will give you a list of ~150 warnings - you can close that, then click 'File > Save' to create an empty .esp. Name the .esp something simple, e.g. for me it was "No Constellations", and click 'Save'.

Click 'File > Login to Bethesda.net...' and log in.

Click 'File > Upload Plugin and Archive to Bethesda.net > PC'. It will likely say "An archive might not be necessary. Add files to archive by hand?". Click yes and an Archive window will open which should say 'Windows' in the dropdown menu at the top.

Open your Skyrim Data folder in regular File Explorer, and find each individual texture file you want in your mod, and drag it into the Archive window. If it ends up being a lot of textures, once you're done you can click 'Export List...' and save a list to import next time, in case the upload fails or you want to upload a similar mod later.

Once done you should see all your texture files in the Archive window, along with their full paths, i.e. "textures\sky\skyrimgalaxy.dds". Once you do, click 'Pack files'. You won't see it, but Creation Kit now automatically creates a .bsa archive that matches your .esp in your Data folder. It'll be called "<Yourmodname - Textures.bsa"

You are then given a menu to create a mod on Bethesda.net. Click 'Create New Mod'. Give it at title and a description if you like, and choose a category, but you'll be able to edit all of this later on the website. Click create, and it should tell you 'Upload Complete - click here to finalize the mod on Bethesda.net.' Click that and it'll take you to your (unpublished) mod page. Keep this webpage open for now but don't bother writing a description before confirming your mod works.

Go back to your Skyrim Data folder, and cut and paste all the textures you added to your mod to somewhere outside of the Skyrim folder. If you don't do this, your mod will appear to work even if it doesn't (due to your loose texture files still being there)!

Open Skyrim and go to the Mods menu - it should log you in automatically. On the mods menu, scroll down one and it should show your (still unpublished) mod under 'My Creations'. Click it and download it. It should enable automatically. Go back into the Mods menu and click 'Load order' and check that it's enabled.

Exit the Mods menu, load a game and test your mod. You'll obviously have to find the place your target texture usually appears to know if it worked. Note: If you then exit to the main menu and disable your mod and load the game again, you may not see the changes. That often requires you to restart the game.

Once you've confirmed your mod works, go back to your Bethesda.net mod page and click Edit, write a proper description/title etc., add some screenshots or whatever else, save the changes and click 'Publish'. Your mod is now up and downloadable by others through Skyrim's Mods Menu.

As far as I know, you must follow the above steps to even have a chance of uploading a mod through Creation Kit. Even then, it may crash or mess you around in various ways on the way there.

Possible/probable issues:

If you don't link your Bethesda.net and Steam accounts, you won't be able to upload anything via Creation Kit.

If you use the 'File > Create Archive' function and pack your .bsa in advance and then try to upload it, your Creation Kit may freeze/crash. I've never once been able to successfully upload a mod after packing a .bsa before trying to upload to Bethesda.net.

If you don't follow steps 5-10, your mod simply won't work, and you'll see that the .esp automatically disables in Skyrim every time you restart the game.


Various other crashes/freezes, glitches can happen in Creation Kit, but using the above method I've been able to consistently upload my simple texture replacer mod and confirm that it works myself.

Porting to XboxOne:

I've read that for many mods, you can simply follow the same process above to port to XboxOne, but on step 13, choose 'XB1' instead of 'PC' and make sure the Archive window says 'Xbox One' while adding your loose files. However, I've also read that textures need to be located in "Data\XB1\Textures\" rather than "Data\Textures\". Since I haven't yet received confirmation of whether my XboxOne port works (just a few good reviews), I'd be happy for someone to correct me or confirm if there's anything else that needs doing. I'm sure there are similar variations with other types of file as well, and I've heard that many script mods aren't as simple to port to XboxOne.

This has taken a while to write, but I really thought I should. I know a lot of my issues were probably down to rookie mistakes, but I also agree with many others that Bethesda shouldn't make mods this difficult to pack/upload, with a half-baked Creation Kit that seems to crash half the time and have so many 'hidden' rules. Modders' efforts while jumping through these hoops ultimately profits Bethesda, and they should make it easier for the community - not harder.

Feel free to correct or add to any of the above in the comments.


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