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Right now I am trying to figure out if creating NEW triggers will be allowed. I have found ZERO online sources that explain what an external asset is, except for one or two comments on this Forum, and obviously I am still fairly lost. I want to make sure that everything I am doing will work properly before I even try to port it to Playstation for testing.
HOW TO SKYRIM MODS ON PS4 MOD
I am trying to create a mod for the PS4 since that is where I play Skyrim, and I have been struggling to figure out what constitutes an external asset. This thread is a little old but it can't hurt to try I guess: If the file path is correct, it will work without external resources."Įdited by ErianDragonborn, 10 April 2017 - 08:03 PM. It can be My Documents folder or desktop. It is necessary to move temporarily to somewhere else that is not Skyrim Special Edition / Data folder. File, you need to open the Texture.bsa file once.Įven if Texture of the internal resource is used, Creation Kit handles files in the Data/Texture tab as external files, so temporarily move all files in Data/Texture when uploading as PS4 mod It is necessary to do. However, since the Creation Kit can not read the bsa. I am composing Texture Set by combining Skyrim's existing Texture. And they can be created newly in the Creation Kit. Texture Set can be used as Alternate Texture of Item Data. If you created a new 1st Person Model, specify it. Then change 1st Person Model Object in the Item / Weapon / tab. If you want to change the color of the weapon, the 3rd person model of that weapon and 1st person model of WorldObjects / Static / Weapons /. Cuirass of Whiterun and Dawnster is doing Altenate Texture to the model of Armor \ StormCloaks \ CuirassM_1.nif. To make sure of this you should refer to Item / ArmorAddon / StormcloakCuirass /. Texture Set and Altenate Texture are existing CK systems, which are actually used in the game. I can use this function to change the color of weapons and armor. This is primarily Pack of files such as Diffuse Map, Normal Map, Environment Mask. "The Creation Kit has a feature called Texture Set. This workaround comes from cyan49, over on, who was nice enough to share it with me. Spell effects are an example of this.Įntirely new textures are no possibility on PS4, but there is something you can do. Restrictions: This can only be done for things that accept conditions. Then, change the candlelight spell so that the duration of the spell depends on which item is present in the players inventory. You can add 3 (weightless) items to a chest. In some cases, you can work around it by adding a configure chest with configure items somewhere in Skyrim.įor example: say you want to change the duration of the candlelight spell to either 1 min, 2 min, or 5 min.
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We can't add scripts to make mods configurable with a menu This will also require you to package it, and that is impossible (thanks to Lisselli). Can I edit existing scripts and use those? I will try this weekend, unless someone comes with an answer before then. One can't add custom scripts, but are scripts that are attached to a quest also forbidden? Quests pretty much always use a script for starting a scene, for advancing through the stages etc. This means that you have to use your modspace wisely.
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As far as I'm aware, that means no new textures, no new meshes, no new scripts.Īlso, the mod number limit has gone down to 100. The cause of a big part of the trouble is that PS4 doesn't allow external assets. Perhaps other modauthors can help think of workarounds for PS4 problems? I don't own a PS4, but I'd still like to make as many of my mods PS4-friendly as I can and I now want to know exactly what the restrictions are, and what possible workarounds are. As you probably know, making mods for PS4 is not easy.