Treplos Posted August 31, 2013 Share Posted August 31, 2013 (edited) Sounds terrific!! Don't want to rush you, but I can't wait to try it out :D And if it helps me with my tasks, I will send you some cookies! :cool: Edited August 31, 2013 by Treplos Link to comment Share on other sites More sharing options...
matortheeternal Posted September 9, 2013 Author Share Posted September 9, 2013 (edited) An update on this project: Full Name Manipulation Script (FNMS) -- Completed, tested by TreplosCould use a little more testing (feel free to volunteer), but otherwise it's pretty much done. The script will allow the user to alter the full names of all selected items via several handy functions, thus allowing them the capacity to make their own "renamed items" mod however they want. Replace FormID -- A few errors, otherwise doneThe script currently replaces all references in a file, and cannot function on smaller groups (I think I know how to fix this, and will get to it soon). It also cannot support replacement by EditorID, only FormID. (and this probably won't change until TES5Edit 3.0.31 is released) NPC Generator (NPCG) -- Under developmentThis script is going to be quite huge. Essentially, I'm making a highly customizable script which will allow for the generation of Random NPCs using all available assets (including those from your hair/eye/etc. mods). This is quite a monster to code, and will probably end up involving over a hundred variables. Edited September 9, 2013 by matortheeternal Link to comment Share on other sites More sharing options...
baltasaronmeth Posted September 9, 2013 Share Posted September 9, 2013 I would sure fancy a batch cleaner. I recently cleaned all of my active mods, then a bad tragedy happened to my game folder('s hard disk), so I will not only have to re-install every single mod, but go through the rather boring task of cleaning all the mods in question again. Does something like this exist already? Link to comment Share on other sites More sharing options...
matortheeternal Posted September 9, 2013 Author Share Posted September 9, 2013 What do you do when you clean the mods? I mean, is it something I can automate without writing 10,000+ lines of code? Link to comment Share on other sites More sharing options...
Treplos Posted September 10, 2013 Share Posted September 10, 2013 (edited) An update on this project: Full Name Manipulation Script (FNMS) -- Completed, tested by TreplosCould use a little more testing (feel free to volunteer), but otherwise it's pretty much done. The script will allow the user to alter the full names of all selected items via several handy functions, thus allowing them the capacity to make their own "renamed items" mod however they want. Matortheeternal's script helped me finish my mod and saved me days, even weeks, of tedious, manual work.My finished mod is Rez Sorting Mod and you can find it HERE, with many, many thanks to Matortheeternal's :laugh: PS: Although I finished my mod using v1 of the FNMS script, I did also test the latest v2 (with extra trim feature) and it works too!! What do you do when you clean the mods? I mean, is it something I can automate without writing 10,000+ lines of code? If I am not mistaken, I think he is referring the process of cleaning IMRs and UDRs: - Load the mod that need cleaning in TES5Edit.- Right click the mod.- Apply Filter for cleaning ... (wait).- Remove "Identical to Master" records ... (wait).- Undelete and Disable References ... (wait).- Save changes and Exit. I would sure fancy a batch cleaner. I recently cleaned all of my active mods, then a bad tragedy happened to my game folder('s hard disk), so I will not only have to re-install every single mod, but go through the rather boring task of cleaning all the mods in question again. Does something like this exist already? Have you tried this?Load all the mods you want to clean, "Shift Click" all the list you want to clean (or Ctrl Click them mod by mod), and do the above process. I think it should clean the whole batch. Edited September 10, 2013 by Treplos Link to comment Share on other sites More sharing options...
matortheeternal Posted September 10, 2013 Author Share Posted September 10, 2013 ^Treplos is correct in that it would probably clean the whole batch. I could write a script for it, but I don't think it'd save you much time. I also don't know how UDR actually works. Link to comment Share on other sites More sharing options...
baltasaronmeth Posted September 10, 2013 Share Posted September 10, 2013 ^Treplos is correct in that it would probably clean the whole batch. I could write a script for it, but I don't think it'd save you much time. I also don't know how UDR actually works. Thank you. I was just unsure, because most guides state, that you should exactly select the mods, the dependencies and the implicit dependencies you want to clean. I do not entirely understand the cleaning process, but this is what I do: 1. Select the mod in question, as well as the implicit dependencies manually. I let TES5EDIT select the master files automatically.2. I apply the Filter "identical to master" (like the guide states)3. I apply the Filter for cleaning (right click on the respective mods, mark them all if necessary)4. Remove Identical to Master Records5. Save and quit But, from both of your replies, I reckon I should first learn more about the cleaning process. I have just discovered the other guide, now I think I need to do more than just removing identical records. I think I will return with my request, once I can state more precicely, what I'd like to have. Link to comment Share on other sites More sharing options...
matortheeternal Posted September 11, 2013 Author Share Posted September 11, 2013 Sounds good baltasaronmeth! Link to comment Share on other sites More sharing options...
annalise Posted September 18, 2013 Share Posted September 18, 2013 Hey mator, I'd love to get my hands on your "QuickChange" script. I'd like to be able to do something like select a bunch of NPCs and apply the same weight/hair/faction/etc. to them, seeing as doing it manually is taking foreveeeeer. Any help would be great, thanks! Link to comment Share on other sites More sharing options...
DanielUA Posted September 18, 2013 Share Posted September 18, 2013 (edited) Element replacementWill replace elements with a given value with another given value. E.g. I want to switch all two handed weapons from BothHands to EitherHand. I run the script and its done. Will there be opportunity to select few items and enter new value, or damage/armor rating for them? If yes than I am really looking forward for this mod :smile:My another suggestion would be to add function to multiply certain value. For example I select 30 armor pieces and multiply their value by 10. Well I'm asking this because I am currently working on the prices overhaul mod and so these tools would be very useful. Edited September 18, 2013 by DanielUA Link to comment Share on other sites More sharing options...
Recommended Posts