matortheeternal Posted January 30, 2015 Author Share Posted January 30, 2015 Wow Mator, I love you. Like really, I love you so much right now. It really works and it works flawlessly, and I couldn't ask for anything better. I really have a library dedicated that I can make a crapton of plugins out of. So awesome! What did you mean though by " It won't handle asset copying though." ? :) You're welcome! Asset copying is a term referring to the copying and renaming of assets which have filenames or paths specific to the name of the ESP that uses them. Such as: facegen data, voice files, MCM translations, etc. My Merge Plugins script handles copying and renaming these assets through several complex processes that have taken a fairly long time to develop properly. This split plugins script does not handle copying these assets. That means unless you name the new Master file the same as the source file (+ some other fixes) you may run into various issues ingame for mods that have these sorts of assets. There are ways you can fix this manually, but they tend to be time-consuming and a pain to take care of. I can update the split plugins script at some future point in time, but it should be able to do some simple things for now. New code is available in the post above, if you haven't already seen it. Let me know if it fixes the problems for you. EDIT: Also, you need to make sure you check all the checkboxes when you save after you're done editing a tree, or you'll have perks on top of other perks. Clicking "Snap to Grid" will also make perks on top of each other. Well, deletion of perks is working, but there's still the "overlay" issue, this is after re-assigning the same two perks from my last test: I am definitely selecting all save options and not using "snap to grid". Well I guess I need to do more testing then. It seemed to be working fine when I was testing earlier today, but I'll do some more testing to see if I can encounter the issue that you are reporting. Link to comment Share on other sites More sharing options...
LittleRaskols Posted January 30, 2015 Share Posted January 30, 2015 (edited) If you need any info from me, let me know. I'd like to help as much as I can. Edit: Practically speaking, though, since I can just delete all the perks I don't intend to use, v1.4 will work for my purposes. I just need to place my new ones where I want them which is a bit time consuming, but eh, it still beats the hell out of the CK interface. Thanks for making the change so quick. Edited January 30, 2015 by LittleRaskols Link to comment Share on other sites More sharing options...
badmoon22 Posted February 15, 2015 Share Posted February 15, 2015 (edited) 1- It would be nice a Script to Edit all possible follower mod and making a patch for them . Edit: Min and Max level and everything else possible. Sorted By Class ... Spell added from Mod ... Perk. and Stats with option to keep them to default. This kind of stuff would be nice I think. 2- An another would be making a script for none-craftable CUSTOM or not custom MOD object LIKE weapons , armor to be craftable that can be nice too if it,s possible. With the possibility to choose which item we need to make it craftable. 3- A script like LOOTIFICATION skyproc patcher that add enchant to weapons and armor and add that to the leveled list with the option to choose which mod will be affected by that .(can take enchant from other mod) 4- A script that made a patch for the crafter with huge mod installed would be a script to have condition for crafting objets something like a Book to have to be able to craft EXAMPLE a One handed weapons that do more damage than 10 . If weapons have less damage than this it will not be shown in the crafted list. Or sorted by ARMOR SET NAME ... Sorry for my bad english .And thank you for reading my suggestion Edited February 16, 2015 by badmoon22 Link to comment Share on other sites More sharing options...
madpaddy Posted February 16, 2015 Share Posted February 16, 2015 I have an idea for a script, one that ive waited for but surprised nobody has made,a script that changes the damage value on weapons.At the moment my weapon mods damage range from 5 to 150, it would be very handy to load all my weapon mods in TES5EDIT and run a script that change the damage values to be within a range and also maybe based on somethings like material.it would mean that all weapons have the damage range you want and that they all fall into a more uniform amount. Link to comment Share on other sites More sharing options...
matortheeternal Posted February 16, 2015 Author Share Posted February 16, 2015 (edited) I have an idea for a script, one that ive waited for but surprised nobody has made,a script that changes the damage value on weapons.At the moment my weapon mods damage range from 5 to 150, it would be very handy to load all my weapon mods in TES5EDIT and run a script that change the damage values to be within a range and also maybe based on somethings like material.it would mean that all weapons have the damage range you want and that they all fall into a more uniform amount. So basically a better Reproccer, not for SkyRe, that's xEdit instead of that other patcher thing that makes me want to barf. Edited February 16, 2015 by matortheeternal Link to comment Share on other sites More sharing options...
madpaddy Posted February 16, 2015 Share Posted February 16, 2015 I have an idea for a script, one that ive waited for but surprised nobody has made,a script that changes the damage value on weapons.At the moment my weapon mods damage range from 5 to 150, it would be very handy to load all my weapon mods in TES5EDIT and run a script that change the damage values to be within a range and also maybe based on somethings like material.it would mean that all weapons have the damage range you want and that they all fall into a more uniform amount. So basically a better Reproccer, not for SkyRe, that's xEdit instead of that other patcher thing that makes me want to barf. Thats the one :) ;). Link to comment Share on other sites More sharing options...
djkovrik Posted February 27, 2015 Share Posted February 27, 2015 Hello everybody!In order to make PatchusMaxumus (SkyProc-patcher from Perkus Maximus) work with Russian version of the game it was neccessary to encode all patcher XMLs from utf8 to windows-1251. It is worked but all EDIDs in resulted patch have broken encoding because EDID based on item's name (screenshot here).So, my question is: does TES5Edit scripting engine have encoding functions which can help to fix such kind of issues? Or maybe it is better to create new EDID, but I don't know 100% sure way how to create unique ID for each record (affected record types: AMMO, ARMO, COBJ, ENCH, PROJ, SCRL, WEAP). I would appreciate any ideas and suggestions, thanks :smile: Link to comment Share on other sites More sharing options...
matortheeternal Posted March 1, 2015 Author Share Posted March 1, 2015 (edited) Hello everybody!In order to make PatchusMaxumus (SkyProc-patcher from Perkus Maximus) work with Russian version of the game it was neccessary to encode all patcher XMLs from utf8 to windows-1251. It is worked but all EDIDs in resulted patch have broken encoding because EDID based on item's name (screenshot here).So, my question is: does TES5Edit scripting engine have encoding functions which can help to fix such kind of issues? Or maybe it is better to create new EDID, but I don't know 100% sure way how to create unique ID for each record (affected record types: AMMO, ARMO, COBJ, ENCH, PROJ, SCRL, WEAP). I would appreciate any ideas and suggestions, thanks :smile: I think your EDIDs are broken probably because of UTF8 characters that are larger than 1 byte. That's what it looks like to me based on the garbled stuff you have in your EDIDs. My recommendation would be to not set the EDIDs to have UTF8 characters in them... then you wouldn't have this problem in the first place. I don't know if there's a good solution for you to change these record names using a script directly in xEdit, however, you can export the EDIDs to a csv document, edit them there, and then import them back onto the records using AT - QuickDisplay. Regards,-Mator Edited March 1, 2015 by matortheeternal Link to comment Share on other sites More sharing options...
lmstearn Posted March 19, 2015 Share Posted March 19, 2015 Hi Mator. I'm sure this must have been asked before somewhere- would a script duplicating a scene be of any use in debugging one? Ideally we prefer new and empty IDs created for "DATA - TOPIC" in each Action record with a non empty TOPIC referring to newly created empty records in "Dialog Topic". They would all have the "default" record header values. Link to comment Share on other sites More sharing options...
matortheeternal Posted March 19, 2015 Author Share Posted March 19, 2015 (edited) Hi Mator.I'm sure this must have been asked before somewhere- would a script duplicating a scene be of any use in debugging one?Ideally we prefer new and empty IDs created for "DATA - TOPIC" in each Action record with a non empty TOPIC referring to newly created empty records in "Dialog Topic". They would all have the "default" record header values. I'm not sure... I don't even know what that'd involve. I don't know anything about scenes and the information you've provided is too little for me to know what you want to have done or if it'd be useful. Edited March 19, 2015 by matortheeternal Link to comment Share on other sites More sharing options...
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