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DanielUA

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Everything posted by DanielUA

  1. Armors replaced: 3 of fur armors (all versions except that with sleeves) Hide armor Studded armor Leather armor Scaled Armor Scaled Horn Armor Iron Armor Banded Iron Armor
  2. Hello everyone! Just a few days ago I saw a mod Warmth - Light Armor Replacer which is a compilation of replacers for default armors made by a great modder FranklinZunge. I liked and endorsed that mod but I wanted something different. I wanted vanilla armors to be with sleeves and fur, but without chainmail - because I feel that Hide, Studded, Iron armors must be really simple, basic and cheep, and chainmail would make them expensive and more powerful. That's why I made another compilation of FranklinZunge's armors to be used as replacers. This compilation uses his armors from different mods (mostly from Brigandage ), all of these armors feel really simple, cheap and warm. I have his permission and I will release this compilation on Nexus in a few days but I want to upload nice screenshots of these armors - and I cannot do this because I have a five-year-old laptop which is too weak to use all these ENB, UNP, HD textures etc. So if you like the idea of my mod and want help me with those screenshots - please post in this topic and I give you a link of the compilation file.
  3. Hello! I have a mod that overhauls Skyrim prices. I want to make compatibility patches for mods like Immersive Armors, Immersive Weapons, Jaysus swords etc. That would be just small esp files with changed stats that will still depend on the original mods. (similar to the Requiem compatibility patches) The question is - do i need to bother authors with permission requests to do those patches or I can simply do them as long as they still require original files?
  4. Frostfall has such feature. Use option called "Inspect equipment" or something like this
  5. mator, thank you!!! I'm really happy to finally have and use this script. Makes everything so much easier. And immediately a bugreport :) Everything worked perfect for me when I tried to copy DATA\Weight from Skyrim.esm to my esp. But when I tried to copy it from another esp (Weapon and Armor fixes Remade) I had mistake: "List index out of bounds (3)."
  6. Download, unpack to any directory and look for the "Scripts" folder.
  7. Scripts are kept as loose files or in bsa archive. They have extension .pex. These are already compiled files written in Papyrus language. If you want to edit them you need to have source files (with extension .psc). Sometimes these files are provided by author with .pex files... So you should unpack the EOS file and look at its contents
  8. Yes, exactly. You simply look at the changed records and so you see what you will need to change. :smile:
  9. 1. Look at these two mods in Tes5edit http://skyrim.nexusmods.com/mods/16231/? http://skyrim.nexusmods.com/mods/2762/? 2 and 3. You will need to change merchant's chests. You will find their names if you open Economy of Skyrim in Tes5edit 4. The most difficult part. I think it is changed via scripts. So you will have to look at Economy of Skyrim scripts (which are quite buggy...) 5. you will need to change global value "roomcost" or something like that. Just type 'room' in CK and you will find it.
  10. It was a copy-paste mistake. Solved it. Done Sorry but I don't understand how. 'f' is IwbFile so 'copyfile' must be IwbFile too. Am I wrong? Done And about troubleshooting. Looks like the only problem is with "Process" function. I don't get even "Start matching names" message. Here is my code now unit userscript; var s1, slPath: string; i: integer; f, ovrec, copyfile: IInterface; function Initialize: integer; begin // initialize your stuff here // use InputBox to accept user input for filename, then use a loop to find that file and store it in a variable. I do this in several of my scripts. // use a looping InputBox until the input is empty to add paths the user wants to copy things from to a stringlist: slPaths s1 := InputBox('File','Enter the name of the file containing the record you want to copy an element from, including the file extension','Skyrim.esm'); for i := 0 to FileCount - 1 do begin f:= FileByIndex(i); AddMessage('Checking file '+GetFileName(f)); if SameText(s1, GetFileName(f)) then begin copyfile := f; AddMessage('File is '+GetFileName(copyfile)); Break; end; end; slPath := InputBox('Path', 'Enter path you want to copy', ''); AddMessage('Path is '+slPath); //here i have not array of pathes but only one. That's what i need end; function Process(e: IInterface): integer; begin AddMessage('Start Process function'); for i := 0 to OverrideCount(e) - 1 do begin AddMessage('Start matching names'); if GetFileName(GetFile(OverrideByIndex(e, i))) = GetFileName(copyfile) then begin AddMessage('Names match'); ovrec := OverrideByIndex(e, i); AddMessage('ovrec assigned: '+GetElementEditValues(ovrec, 'EDID')); Break; end; end; wbCopyElementToRecord(e, ElementByPath(ovrec, slPath), True, True); //changeg first boolean to False because it is referred as "aAsNew"... And what i need is to replace old record (weight or price), not to add something new. //doesn't work both with True of False anyway end; end. I hope I don't bore you too much matortheeternal I'm just really limited with my time, and this script is all I need to continue development of my mod (which I'm still intending to continue). So I just have to hope that you consider helping me with it... And of course I'll understand if you don't want to bother with it.
  11. I made this for my mod Debug.Notification(PlayerFirewoodCount - PlayerFirewoodCount10x + " Firewood left") In your case it will be Debug.Notification("You have " + lumber + " wood") Cheers!
  12. I worked with it a little. unit userscript; var s1, slPath: string; i: integer; f, copyfile, ovrec: IInterface; function Initialize: integer; begin // initialize your stuff here // use InputBox to accept user input for filename, then use a loop to find that file and store it in a variable. I do this in several of my scripts. // use a looping InputBox until the input is empty to add paths the user wants to copy things from to a stringlist: slPaths s1 := InputBox('File','Enter the name of the file containing the record you want to copy an element from, including the file extension','Skyrim.esm'); for i := 0 to FileCount - 1 do begin f:= FileByIndex(i); if SameText(s1, GetFileName(f)) then begin copyfile := f; Break; end; end; slPath := InputBox('Path', 'Enter path you want to copy', ''); //here i have not array of pathes but only one. That's what i need end; function Process(e: IInterface): integer; begin for i := 0 to OverrideCount(e) - 1 do begin if Name(GetFile(OverrideByIndex(e, i))) = Name(copyfile) then then begin ovrec := OverrideByIndex(e, i); Break; end; end; wbCopyElementToRecord(e, ElementByPath(ovrec, slPath), False, True); //changeg first boolean to False because it is referred as "aAsNew"... And what i need is to replace old record (weight or price), not to add something new. //doesn't work both with True of False anyway end; end. Doesn't change anything. I cannot find any mistakes. Could you please fix it?
  13. I see you guys are working on cool medieval guard armors. Check this mod as possible temporary solution for next release. Far more medieval than default :) http://skyrim.nexusmods.com/mods/25963/?
  14. Mator, really thank for your help... And of course for the work you already did. I will try to finish this script. Just a bit later :)
  15. Unfortunately I'm unable to write script "Copy from all records". I totally forgot Pascal syntax I studied at school and there is very little documentation about Tes5edit scripts except this single page http://www.creationkit.com/TES5Edit_Scripting_Functions So... I give up. Perhaps someone here may do this for me because it doesn't look difficult for someone who has some experience. Here is the algorithm I wanted to implement. 1)Ask user about path of the element which must be changed for every record; 2)Ask user about name of the file from which they must be copied. 3)A string "Celement" gets value of the needed element we want to copy (from the record with same FormID/EditorID, but from the other file). 4)Set edit value of the element we have to the "Celement" Something like that.
  16. A little offtopic. What is IwbMainRecord and IwbContainer?
  17. Doesn't work for me... Here is what I have. File TMPW.esp which changes weights and values for ALL armors File Weapons & Armor Fixes_Remade.esp which changes some weights and values of armors. So I want to copy all weights from Skyrim.esm (if they are untouched by Weapons & Armor Fixes_Remade.esp) and all changed weights from Weapons & Armor Fixes_Remade.esp. What I did: 1)Set Weapons & Armor Fixes_Remade.esp as master for TMPW.esp in Wrye Smash 2)Used Remove function to remove DATA\Weight from TMPW.esp. Works fine 3)Selected all armors in Weapons & Armor Fixes_Remade.esp and pressed "Copy as override into", then chose TMPW.esp DATA\Weight were not copied. Than I tried to copy weights from Skyrim.esm. Doesn't work too.
  18. Sorry, I explained my request not very clearly. What I really need is to copy and overwrite conflicting values. So... Mator, thanks for your tutorial, really. I just didn't realize well how Tes5edit copies values but now I do. So, speaking about what I need... I think I'll be able to do what I need with just your tutorial and "Remove" function
  19. Hey mator. Thanks to your scripts I was able to finish my mod. I gave you credits you deserve :) There is one more request I'd like to make. It is about your "Copy" function. Could you add an option to copy values from different elements? For example I have mod A changing prices of armors and other mod B changing weights of them. So I want to copy all weights from mod B to mod A. Is it possible?
  20. Well... Another question similar to my previous http://forums.nexusmods.com/index.php?/topic/1152511-consequences-of-changing-base-cost-of-magic-effect/ I have found that if I change both Enchantment Cost and Base Cost I'll be able to change price of enchanted apparel. Will changement of enchantment cost have any other consequences? Thanks!
  21. Is it a real problem to disable weather mods manually? I believe the only needed thing is automated notification when game month changes.
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