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LordWabbit2

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  1. What's equally amazing is there are two f***ng pages "explaining" how to fix it, with the majority of the posts being condescending "It's just like Skyrim!" garbage with the WRONG OR INCOMPLETE information!
  2. THIS FIXED IT FOR ME - I didn't know which view/file it was, I just moved all the files into another directory and it stopped crashing. Someone else said they reinstalled everything and for him the problem went away, that would also have removed these xml layout files.
  3. Well that was easier than I thought, took a while to figure out Pascal again, it's been a long time since I coded with that. There is already a script to add keywords in SEEdit, it adds keywords to weapons though, so a bit of tweaking is required. Then all you need to do is select the armor you want to change (you can shift click to select more than one) and then apply script. At the top you need to edit this line to add the formid of the keyword you want to add. slKeywords.Add('0006BBE8');The only other change is the filter on signature if Signature(e) <> 'WEAP' thenneeds to change to if Signature(e) <> 'ARMO' thenAlthough the filter is only needed if you apply the script to an entire esm instead of just selecting the items you want. I have included the script in case you don't have it in your SEEdit for some reason. { This script will add keywords to the keywords list of selected armor. Almost no practical use, just a demo. } unit UserScript; var slKeywords: TStringList; function Initialize: integer; begin // keywords to add slKeywords := TStringList.Create; slKeywords.Add('0006BBE8'); // ArmorClothing [KYWD:0006BBE8] //slKeywords.Add('0008F958'); // VendorItemWeapon // instead can also load keywords from a text file (one keyword per line) // ProgramPath - path were xEdit exe file is // DataPath - path to game's Data folder // slKeywords.LoadFromFile(ProgramPath + 'keywords.txt'); end; function Process(e: IInterface): integer; var kwda, k: IInterface; i, j: integer; exists: boolean; begin Result := 0; // apply only to weapons if Signature(e) <> 'ARMO' then Exit; // get existing keywords list or add a new kwda := ElementBySignature(e, 'KWDA'); if not Assigned(kwda) then kwda := Add(e, 'KWDA', True); // no keywords subrecord (it must exist) - terminate script if not Assigned(kwda) then begin AddMessage('No keywords subrecord in ' + Name(e)); Result := 1; Exit; end; // iterate through additional keywords for i := 0 to slKeywords.Count - 1 do begin // check if our keyword already exists exists := false; for j := 0 to ElementCount(kwda) - 1 do if IntToHex(GetNativeValue(ElementByIndex(kwda, j)), 8) = slKeywords[i] then begin exists := true; Break; end; // skip the rest of code in loop if keyword exists if exists then Continue; // CK likes to save empty KWDA with only a single NULL form, use it if so if (ElementCount(kwda) = 1) and (GetNativeValue(ElementByIndex(kwda, 0)) = 0) then SetEditValue(ElementByIndex(kwda, 0), slKeywords[i]) else begin // add a new keyword at the end of list // container, index, element, aOnlySK k := ElementAssign(kwda, HighInteger, nil, False); if not Assigned(k) then begin AddMessage('Can''t add keyword to ' + Name(e)); Exit; end; SetEditValue(k, slKeywords[i]); end; end; // update KSIZ keywords count if not ElementExists(e, 'KSIZ') then Add(e, 'KSIZ', True); SetElementNativeValues(e, 'KSIZ', ElementCount(kwda)); AddMessage('Processed: ' + Name(e)); end; function Finalize: integer; begin slKeywords.Free; end; end. Despite the original authors comment about it not having any practical purposes it turns out it did, at least for me.
  4. Keywords can't be added via script, they can only be added via CK and they are immutable. There is a workaround where you can create a form list with your keyword and then use script to add the form list, not sure if that would work in your situation. I am also looking for a way to add a keyword (or two) two a whole slew of Armor items, to do it manually is... well, not gonna happen, I want to play Skyrim not Creation Kit. You can add a Keyword via SSEEdit which would be faster than using the CK (even with the CK optimisations) but it's still means doing each item one at a time. I'm looking for a way to script it in SSEEdit, will post an update if I find a solution.
  5. I have the exact same error - out of frustration I deleted my entire skyrim folder and downloaded it again from steam. Started putting my fav mods back in (a pain, but less painful now that I know what works with what) the mod I was wanting to change I put back in (have not changed it yet - is the original from the website) and I get the above error where it complains about a file being missing and shows the properties window with no properties loaded.
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