About Skyrim Inworld Installation
Added 2023-05-06 13:05:42 +0000 UTC
Hey Patrons,
First of all, thank you very much for the newcomers. I appreciate your support!
I know some of you came here for Skyrim mod, but as I stated it there, it's just a source code and not a playable mod. However, if you are crazy enough and have minimal experience in modding, you can try to run it on your local. I will give some basic instructions for those who want to run it. I will give instructions on how to setup everything but if you feel like you can just try out debug version (untested, possibly buggy) then go to third point.
Before begin to anything you need these mods to be installed on your game.
Hard Requirements
You need to install some hard mod requirements to make this run properly as a mod. You will need the following:
- UIExtensions
- Skyrim Script Extender
- Address Library for SKSE Plugins
- SkyUI
- iWant Widgets
- Inworld Account - Free or Paid
1. C++ Part
You need to compile a ".dll" file from the source code. For that, you need proper env setup with Visual Studio, etc. Check SkyrimScripting's requirements section here https://github.com/SkyrimScripting/SKSE_Template_HelloWorld.
You can just get this template try to run it, if you are able to run it, you can then replace it with the source code and try to build and see if you are getting any errors etc. If you follow that and press build, it will generate a debug InworldSkyrim.dll, and this should go to your Data\SKSE\Plugins folder (create if it does not exist).
2. Papyrus Part
Papyrus is a bit tricky because it's the native scripting language of Skyrim and cannot be altered outside of Skyrim tools (aside from some open-source compilers). For this to work, you require Creative Kit to be installed. There are plenty of resources out there on how to do that, so I won't go into detail for that. Basically, once you are able to open Creative Kit, you need to create a mod. Ideally, call it InworldUIHelper because this is what I used as the name, but the name doesn't matter much.
Now you need to create a "quest" and attach our script. Again, the name doesn't matter because the system doesn't communicate with the quest name directly but rather uses a system of event push. Create a quest as an "other" quest and select it to be activated at game start.
Now, for creating and attaching the script, you need the sources of SkyUI and iWant widgets, and you also need the entire scripts folder that comes with Creative Kit. Unpack all these to data/scripts - it should have a Source folder and a bunch of .pex files. When you download iWant Widgets, it should provide the sources as well. And SkyUI sources can be found online as well.
Once you set up all of these, go to your quest and create or attach a script. If you are using Creative Kit and this is your first time adding the script, just create a new script InworldConversation and copy-paste the code I added and save it. It will automatically compile it, and you shouldn't see any errors (hopefully). If you are seeing errors like source, psc couldn't be found, it means it couldn't find the source. Make sure that you set up everything right.
3. NodeJS Part
This part is unavoidable. You need to install Node.js on your computer, along with npm. If npm is not installed, install it as well. Then, go to the client folder and edit the .env.example file. Rename it to .env and change all the required parts. Check my previous video to know where to put what (https://www.youtube.com/watch?v=kEnh9YsoZAw).
Once you've set up everything, open a terminal in the client folder and type npm install to download the required packages. Then, type npm start to start the process. Let it stay open as, for the first initialization, it will take time to generate all the characters. Once it's done, it will notify you that all characters are ready to use. You can also go to the Inworld portal to see the characters created there.
That's all, you can now start the game and talk with characters mentioned in the JSON there.
If you are unable to try the first two parts, I'm attaching the SkyrimData.zip, just unzip this, it will include a mod .ESP and .dll. (You still need to download all the requirements!) and run the Node.js part, and you are set.
VERY IMPORTANT NOTE: None of these have been tested. There is no guarantee that they will work with other mods or even with your version/edition of Skyrim. I only tested this with Skyrim AE version 1.6.640. Gamepass Skyrim, for example, doesn't work at all because SKSE isn't supported, and so on.
This is the main reason why I didn't bother making it playable; it's a huge pain. Especially for complex mods like this, it's a nightmare to chase down each user to understand what the problem is.
If you are totally rookie about these things and never installed Visual Studio in your life before, please don't try this, you would be sad and waste your time.