matortheeternal Posted July 6, 2014 Author Share Posted July 6, 2014 matortheeternal, once again - thank you for these awesome tools, specially for merging script and perktreeUI script :O)Sorry for bad english.I have a suggestion:please make a script to show the list of FormIDs/EditorIDs of records which uses the script with file name that user entered. It will be so great to have such script. This sounds pretty doable. I'll see if I can get around to it. Mator, Thanks for all your hard work on this, I've used your merge script and played with a couple of your other scripts... Nice work! I don't know if this has been suggested or not (didn't find it, maybe looked for the wrong keyword), but it would be awesome if you could make a script that makes one NPC look like another. I did this by hand once, and it was a huge pain. I understand it won't be perfect (will need to use CK for tintmask), but it would save the trouble of entering each value by hand for parts and tints. Just a suggestion, thanks again! This can already be done by using QuickChange's Copy function on the subrecords you want to copy from one NPC to selected NPCs. -- In related news, there is a beta of Mator Smash on my Github right now. It's basically like a bashed patch builder, except it functions generally on all record types in all open files. Give it a try if you want. I can't guarantee it works for everything (it certainly won't work for certain record types, like Navmeshes), but it does do some simple things very nicely. Link to comment Share on other sites More sharing options...
gedocs1217 Posted July 6, 2014 Share Posted July 6, 2014 (edited) hello, First of all, I want to say thank you for this compilation, that makes things much easier! On the other hand my suggestion is a simple script apllied for existing armors, that would replace the "heavy" tag with "light" or vice versa. The new armor builder script is awsome, however if I am right, it completely builds a new mod, but not replacing existing references. Finally I would really like to see such scripts for Oblivion, i.e. the idea of implement Automation Tools for TES4edit regards Edit: sorry, I realized that "quick change" already offers this so ignore my suggestion Edited July 6, 2014 by gedocs1217 Link to comment Share on other sites More sharing options...
matortheeternal Posted July 7, 2014 Author Share Posted July 7, 2014 Most of these scripts work in TES4Edit, FNVEdit, and all other versions of Edit that support scripting. The ones that don't are the ones that do Skyrim-specific edits, like the Armor Mod Builder. Link to comment Share on other sites More sharing options...
gedocs1217 Posted July 7, 2014 Share Posted July 7, 2014 Actually yesterday I found that out that. recently I went back to Oblivion and I was amazed that they are working flawlessly. Anyway, how about a script for quick change, that edits by filtering? let me explain: I don't have to go through the selection of 200 NPCs but type in "female", the path I want to edit, for example hair model. Or you could only change the boots in the armor list for example, so they won't have the same armor rating as the cuirrass. This could come handy if you have a lot of instances in your mod. Link to comment Share on other sites More sharing options...
matortheeternal Posted July 8, 2014 Author Share Posted July 8, 2014 Actually yesterday I found that out that. recently I went back to Oblivion and I was amazed that they are working flawlessly. Anyway, how about a script for quick change, that edits by filtering? let me explain: I don't have to go through the selection of 200 NPCs but type in "female", the path I want to edit, for example hair model. Or you could only change the boots in the armor list for example, so they won't have the same armor rating as the cuirrass. This could come handy if you have a lot of instances in your mod. TES5Edit already supports record filtering. Right click -> Apply filter. Then you can select the records that go through the filter and apply the script to them. Link to comment Share on other sites More sharing options...
obdown666 Posted July 17, 2014 Share Posted July 17, 2014 Would it be possible to create a script to apply Weapon and Armor Fixes Keywords. With the new version of WAF I have many records to manually update. Also, just a keyword only simplified version of quick change would be nice I think. Alternatively a script that copies keywords from one mod to another where the formIds are the same. Thanks again for these great tools. Link to comment Share on other sites More sharing options...
matortheeternal Posted July 17, 2014 Author Share Posted July 17, 2014 Would it be possible to create a script to apply Weapon and Armor Fixes Keywords. With the new version of WAF I have many records to manually update. Also, just a keyword only simplified version of quick change would be nice I think. Alternatively a script that copies keywords from one mod to another where the formIds are the same. Thanks again for these great tools. It could be done. I don't have a lot of time these days (just getting this update out took so much longer than it should have), but I will try to get to your request sometime soon. Link to comment Share on other sites More sharing options...
K4KING Posted August 3, 2014 Share Posted August 3, 2014 Oooh~ These looks promising! I'd like to take a moment to say this is very helpful! I have an idea, though it might sound like cheating but for me it's a helpful one. Could there be a script where you get armor and weapons or rather, any item's ref ID, collect them into a single text file to be run as a batch list? Whenever I want to check my armor mods, I tend to use TESVedit to see the current ref IDs of each item and add them in game via console to test and see if they work as intended(e.g. If armor has seams, if weapons are working correctly etc.) This is more helpful with Merged Plugins, since merging armor and weapons changes ref IDs so I could grab them whenever. Link to comment Share on other sites More sharing options...
matortheeternal Posted August 4, 2014 Author Share Posted August 4, 2014 @K4KING:Can't that already by done with QuickDisplay export to csv? I don't really understand exactly what you're looking for, but if by "ref ID" you mean "FormID", then yes, this could be done with QuickDisplay ASSUMING you load your entire load order into TES5Edit before applying the script (so as to get correct load order FormIDs). Link to comment Share on other sites More sharing options...
K4KING Posted August 4, 2014 Share Posted August 4, 2014 (edited) @K4KING:Can't that already by done with QuickDisplay export to csv? I don't really understand exactly what you're looking for, but if by "ref ID" you mean "FormID", then yes, this could be done with QuickDisplay ASSUMING you load your entire load order into TES5Edit before applying the script (so as to get correct load order FormIDs).Sorry i got confused with Form ID, yeah that's what I meant. I'll try again then Thanks! Edit(Hours later): Managed to toy a bit around and grabbed the Form IDs, but I have to edit 1K ish lines to remove some lines to make a batch list. An example is Sovngardesteel gauntlets: ArmorSovngardeSteelGauntlets "Sovngarde Steel Gauntlets" [ARMO:36000D84] Is there a way to grab the FormID without the name or description of an item only(Just numbers)? Or it's just as is? That would be helpful. Like a batchlist creator.(I'm entirely unfamiliar with TESVedit in terms on how to use it fully, I know only how to clean mods, use it for references and trying to compare 2 mods that conflict.) Edited August 4, 2014 by K4KING Link to comment Share on other sites More sharing options...
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