FiftyTifty Posted December 27, 2013 Share Posted December 27, 2013 Huh. But with the files being in the same folders as vanilla and using the same names, surely it should work nicely? Link to comment Share on other sites More sharing options...
matortheeternal Posted December 27, 2013 Author Share Posted December 27, 2013 Huh. But with the files being in the same folders as vanilla and using the same names, surely it should work nicely? run again with debug := true; at line 74, then send me the message log. Link to comment Share on other sites More sharing options...
matortheeternal Posted December 29, 2013 Author Share Posted December 29, 2013 Armor Mod Builder almost done... one last kink to work out with condition types. Here's the nif tag confirmation window I made, was actually really easy (probably in part because I've done this like 60 times now). http://puu.sh/61YTC.png Link to comment Share on other sites More sharing options...
matortheeternal Posted December 30, 2013 Author Share Posted December 30, 2013 (edited) Armor mod builder done. Now I've started optimizing things and extending usability. One major thing I just did was the creation of the "IndexedPath". You can now use indexed paths in all the scripts for this package whenever prompted for a path. ---- ElementByIP(e, 'Conditions\[0]\CTDA - \Function');will return the "Function" element of the condition at position 0 in the conditions list. You can use multiple indexes in a single call. So you could even go like: ElementByIP(e, '[25]\[6]\[3]')if you wanted... I've also applied this to my own GetElementEditValues, GetElementNativeValues, SetElementEditValues, and SetElementNativeValues functions, which are called geev, genv, seev, and senv, respectively. Pretty handy!It seems the Scripting Toolkit that turulo suggested on page 1 is happening after all... :tongue: -Mator Edited December 30, 2013 by matortheeternal Link to comment Share on other sites More sharing options...
matortheeternal Posted December 31, 2013 Author Share Posted December 31, 2013 (edited) I know this is a quadruple post... but owell. I've finished up the Find and Replace FormID script.http://puu.sh/64VwL.png Only one more script to go, then it'll be time to write an extensive in-depth documentation and make the graphics for the mod page. Whew, almost done!!! edit: decided not to include FNMS in the package. It doesn't seem to fit with the other scripts, as it's more niche focused. I've started working on the mod's description page. It'll be done next year... :P Edited January 1, 2014 by matortheeternal Link to comment Share on other sites More sharing options...
DieKatzchen Posted January 4, 2014 Share Posted January 4, 2014 (edited) I merged a number of armor mods using Merge Plugins and now I want to add several of each item to a container. I already have the container but I don't want to go through and add loot one at a time. Could you make a script that lets me select a number of armors (or potions, or whatever other loot items) and add a specific number of each of them to the container? If it can do it between plugins that would be great. in other words, I make an .esp that just adds an empty barrel in the corner of an inn, then I use the script to add a bunch of loot from another .esp and it adds it as a master. Edited January 4, 2014 by DieKatzchen Link to comment Share on other sites More sharing options...
DieKatzchen Posted January 6, 2014 Share Posted January 6, 2014 I had some time on my hands, so I wrote it myself. Took me a while, since I didn't actually know Pascal and the Tes5Edit functions are badly documented, but have a look.https://github.com/DieKatzchen/BarrelFillerIt doesn't add masters yet. I may add it later, but for now I just do it manually before I run the script. Link to comment Share on other sites More sharing options...
matortheeternal Posted January 7, 2014 Author Share Posted January 7, 2014 (edited) I had some time on my hands, so I wrote it myself. Took me a while, since I didn't actually know Pascal and the Tes5Edit functions are badly documented, but have a look.https://github.com/DieKatzchen/BarrelFillerIt doesn't add masters yet. I may add it later, but for now I just do it manually before I run the script. Nice little script Katzchen/Kitten. I'll have to think a bit as to how it could be improved, but for now I'm just happy to see people still taking interest in TES5Edit scripting! :smile: Edit: A possible future script could be a fully functional armor/weapon/item implementer. Something that would add the selected items to leveled lists, specific container references, etc. as per user input. Ideally it would offer a range of functions from simple single container filling to full-on leveled list implementations. Edited January 7, 2014 by matortheeternal Link to comment Share on other sites More sharing options...
matortheeternal Posted January 14, 2014 Author Share Posted January 14, 2014 Finally released! http://www.nexusmods.com/skyrim/mods/49373 Link to comment Share on other sites More sharing options...
Skateboards Posted January 16, 2014 Share Posted January 16, 2014 Well, I searched the forum for my idea to shoot you, but didn't find it.I'm not entirely sure at the moment, but I'm 90% certain that at the moment TES5Edit can only handle the merging of records in leveled lists.I was wondering if you might be able to write a script that merges all conflicting records into one ESP, pretty much a total replacement for the merge plugins script.At the moment using both a bashed patch and a merged patch together still doesn't cover all conflicts, which is a bit of an issue for those like me who want to use many mods.Anyway, sorry if this idea has already been pitched to you. Skyrim really needs this sort of feature.Going through TES5Edit and merging everything record by record manually is such a pain. Link to comment Share on other sites More sharing options...
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