matortheeternal Posted February 4, 2014 Author Share Posted February 4, 2014 If not previously suggested (I didn't read them all), I think a Quest generator with parameters specified by the modder would be great. I really suck at quests. So how exactly would this work? Like can you give me some sort of outline of what the user parameters would be and how they would be set? The new Perk UI is amazing - way better than the one in the CK - but it doesn't quite work as advertised. (Not for me, at least.) When I save the offset positions, it doesn't keep the perks right where I left them; they always end up on some other part of the grid. Just so everyone else knows: I resolved this in the most recent update (v1.3) of AutomationTools thanks to some debugging help from joe. :) Link to comment Share on other sites More sharing options...
EnigmaniteK Posted February 28, 2014 Share Posted February 28, 2014 I like the tools so far, nice work.How long til we get that "list powertool" script or whatever it was called? manual entry in formlists is getting a bit painful (literally, it makes my hand cramp)I'm also glad to hear tes5edit is making list counts be set automatically in .32, I had to write scripts to do that part as it was!also looking forward to a script to add CCOR conditions to recipes to mods, hehe. another thing that gets painful by hand when you have a lot of armor and weapon mods >.> Link to comment Share on other sites More sharing options...
matortheeternal Posted March 6, 2014 Author Share Posted March 6, 2014 @EnigmaniteK: I didn't realize that was on my list. Guess I'll have to add it. Care to elaborate on the features you'd like to see? --- So, if you guys want, you can try out some of the latest beta scripts before they're released in AT. I'd like them to get some user testing and feedback before release. https://github.com/matortheeternal/TES5EditScripts/tree/master/trunk/Edit%20Scripts Break it Down, CCOR Compatibility Script, mteFunctions, NPC Transmogrifier, and the Re-Evaluator are all there. Link to comment Share on other sites More sharing options...
matortheeternal Posted March 6, 2014 Author Share Posted March 6, 2014 (edited) @EnigmaniteK:Formlist manager 0.1 beta functional. That was FAST! https://github.com/matortheeternal/TES5EditScripts/tree/master/trunk/Edit%20ScriptsFeatures:Export or Import selected FormList records. The formlists are exported as txt files into your Edit Scripts folder. Grab the updated mteFunctions.pas file and FormList Manager.pas by saving the raw file (open each of those files in a new tab, then right click on the raw button and save link as). -Mator Edited March 6, 2014 by matortheeternal Link to comment Share on other sites More sharing options...
electricdoor Posted March 8, 2014 Share Posted March 8, 2014 I'm SURE this either already exists somewhere or I'm just REALLY lazy compared to the rest of the community, but I thought this would be a great place to ask.Also, as a disclaimer, I don't have an insanely firm grasp on TES5Edit yet, which will probably show in the terminology I use here. Sorry if it gets confusing.Simply put, I'm looking for a tool similar to TES5Edit's "Merged Patch" in which I can choose which mods and records within those mods merge and which don't.An example problem is with mods like Diverse Muscle Tones. It replaces a single record on a gajillion NPCs; NPCs which are also referenced by a bunch of other mods I use with a bunch of other masters. If I create a merged patch, it merges the data from all of these mods and their masters. No problem, I'll just remove the GRUP headers for anything non-NPC. BUT THEN I have to worry about, say, Bring Out Your Dead scripts being removed from these NPCs in favor of the USKP ones because the last mod to reference them used the USKP variants, or worse, the death scripts are removed entirely, which is a strange, random habit of this TES5Edit function. Toss in armor mods that try to give NPCs weapons (or change them to "Fox Race" and strip them of abilities like ARMONIZER weirdly does in a few cases) that I don't want, and yeah... In the end, no matter what, I have to go back and hand-edit fifty or so NPCs. I don't want to have to do that.This same sort of situation happens with weapon/armor mods (like Unique Uniques) and happens in the RCRN/ELFX combo, which (despite what both authors say) have a ton of ITM overwrite elements (not entire records, just a few elements within them) between them that the merged patch does nothing about, while RCRN tries to (probably harmlessly, but still annoyingly) change "Water Level" to 0 on about half of its cell records. I can go on...Basically, I'd like a patcher that I can checkbox mods D, U, and X in, select the GRUP to patch, then checkbox known element types within that GRUP (i.e. VMAD and PKIDs, but leave SNAM and ACBS alone, because I don't want anything added to the last mod that references them) to merge/patch. I'm cool with running the script once per GRUP, but it would obviously be awesome if I could set up each GRUP I want individually in one go. I also (and this is probably a completely different idea) would like to be able to say which mod overwrites the others for a given element, and not go purely based on load order.I know this is the kind of thing SkyProc does, but that's for specialty mods. I can't code... like, at all. Not even Papyrus stuff. If I could I'd spend my time developing something like this. It's really a lot of work to set up a good, compatible, stable Skyrim setup with over 200 ESPs. I've been at my current setup for two weeks now, including (but not limited to in the least) finding mods, doing compatibility and stability research, and testing each thing I change. Haven't even really played it yet beyond "coc whiterun, run around, clear the nearby cave, qqq, check Papayrus logs, fix stuff, repeat." A script like this could cut the time I've spent in half by automating just about everything I do in TES5Edit. Link to comment Share on other sites More sharing options...
matortheeternal Posted March 9, 2014 Author Share Posted March 9, 2014 @electric door:Basically what you're asking for is a bashed patch. It's on my list. Will get to it sometime soon. Link to comment Share on other sites More sharing options...
EnigmaniteK Posted March 11, 2014 Share Posted March 11, 2014 sorry for my late response, I've been busy here of late. college and all that. I'll try testing your formlist manager plugin when i have the time (might be a few weeks, sadly), but the main functions I was after was import/export of formlists, and the ability to select a list of entries in the editor and export their formids to a list. -> I have that automatic alchemy sorting / item sorting mod, cco, rnd, and plenty else; I want an easier way besides manual entry to enter in the various ingredients and miscellaneous crafting/jewelry into the sorting lists. it gets painful when there's 100+ entries to add. VERY painful. Link to comment Share on other sites More sharing options...
SpaceGerbil Posted April 8, 2014 Share Posted April 8, 2014 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. Does this script still exist anywhere? Would really make my life easier if I could get my hands on it? Link to comment Share on other sites More sharing options...
matortheeternal Posted April 9, 2014 Author Share Posted April 9, 2014 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. Does this script still exist anywhere? Would really make my life easier if I could get my hands on it? https://github.com/matortheeternal/TES5EditScripts/blob/master/trunk/Edit%20Scripts/AT%20-%20Full%20Name%20Manipulation%20Script%20v1.0.pas Link to comment Share on other sites More sharing options...
trilioth Posted April 14, 2014 Share Posted April 14, 2014 (edited) I'd like to be able to generate a form list of a specified form type sharing the same keywords or possibly other properties. Edit: Combining form lists would be nice too. I see mention of a form list manager, but I don't understand how to access it or use it. I used github to grab the latest files. Edit: If I could simply get that first feature along with an import/export into readable text I could do whatever else I wanted outside of TESVEdit and import. Edited April 14, 2014 by trilioth Link to comment Share on other sites More sharing options...
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