Brandon007 Posted March 21, 2015 Share Posted March 21, 2015 Id like to make a tool sugegstion, if I may :D I recently have made a small mod that adds several weapons and a shield to teh game, but to make enchanted versions of the weapons/shield and adding them to the loot/level lists is soooo much work. So my request/suggestion is, a Script that automatically creates Enchanted Versions of mod specific items and adds them to the Level/Loot lists within that mod? Link to comment Share on other sites More sharing options...
matortheeternal Posted March 22, 2015 Author Share Posted March 22, 2015 Good idea. Added to my todo list. Link to comment Share on other sites More sharing options...
Brandon007 Posted March 22, 2015 Share Posted March 22, 2015 Good idea. Added to my todo list.Thank you very much. I cant wait for the script :D It will help things out alot <3 Link to comment Share on other sites More sharing options...
raulfin Posted March 25, 2015 Share Posted March 25, 2015 Was wondering about a formlist override merge script, (example).I noticed that neither the merge patch nor the bashed patch are addressing formlist overwrites like the above. The reason I'm asking is that in PerMa the magic skill perks (Novice Destruction etc.) grant a random spell from different form lists (the picture is for conjuration apprentice) and with several different magic mods the lists get overwritten and the user has to load the prefered magic mod last. Having an edit script to do that would be much easier than having to manually make a pile of patches for every combination of magic mods. Link to comment Share on other sites More sharing options...
matortheeternal Posted March 25, 2015 Author Share Posted March 25, 2015 Was wondering about a formlist override merge script, (example).I noticed that neither the merge patch nor the bashed patch are addressing formlist overwrites like the above. The reason I'm asking is that in PerMa the magic skill perks (Novice Destruction etc.) grant a random spell from different form lists (the picture is for conjuration apprentice) and with several different magic mods the lists get overwritten and the user has to load the prefered magic mod last. Having an edit script to do that would be much easier than having to manually make a pile of patches for every combination of magic mods. See Mator Smash:AFK Mods ThreadSTEP Forums ThreadBethesda Forums ThreadNexus Mods Thread Link to comment Share on other sites More sharing options...
raulfin Posted March 25, 2015 Share Posted March 25, 2015 Ty, just checked it out and it looks really good! handles the formlists perfectly. The info in the linked Nexus page seems outdated though, points to v0.9.1 with dead links. Link to comment Share on other sites More sharing options...
matortheeternal Posted March 25, 2015 Author Share Posted March 25, 2015 Ty, just checked it out and it looks really good! handles the formlists perfectly. The info in the linked Nexus page seems outdated though, points to v0.9.1 with dead links. Yeah I know, I have to get keith to update it. ;P Link to comment Share on other sites More sharing options...
Blitz54 Posted April 15, 2015 Share Posted April 15, 2015 Suggestion here. I think a database of all the alchemy properties and their common values would be very handy. I myself messed up with the magnitude and length of alchemy properties on my ingredients. Which made for overpowered game breaking potions. I would love to see a script to check all the properties on the ingredients, and make them equal with vanilla Skyrim values. I would gladly gather all the values for the properties, and I would also put them all into the script if a template was provided. I think this would be a very handy tool, as it could fix mods like Bugs 101 which is constantly said to have bad values. Of course this seems like one massive script. So that's why I offer my help. :P Link to comment Share on other sites More sharing options...
whatrevolution Posted April 17, 2015 Share Posted April 17, 2015 (edited) I have an old feature request on Mod Organizer that I think you can help solve. It would involve hooking into the MO Plugin API to get your xEdit processes exposed there for MO to use. Possible uses would include assisting with plugin dependency graphing, helping MO figure out which assets are best to use, and supporting the clean MO style of merged mod life cycle. Specifically, the clear many-to-one relationship illustrated here between a merged mod (which behaves as a patch and partial replacement of assets), where the child merged mod has to be remade every time the parent sources are updated separately in MO. Because MO provides what it does, xEdit Merge should work as an automated or user-guided process, where rebuilding a merged mod is triggered by the event of updating one of its sources. That requires MO to be aware of a special "merged mod" type, and to at least have access to an invocation of xEdit that will batch the job of reproducing the merger (or handing off to the user an xEdit instance preloaded for that). Id like to make a tool sugegstion, if I may :D I recently have made a small mod that adds several weapons and a shield to teh game, but to make enchanted versions of the weapons/shield and adding them to the loot/level lists is soooo much work. So my request/suggestion is, a Script that automatically creates Enchanted Versions of mod specific items and adds them to the Level/Loot lists within that mod? Good idea. Added to my todo list. For this there is a SkyProccer called Lootification. Edited April 17, 2015 by whatrevolution Link to comment Share on other sites More sharing options...
matortheeternal Posted April 20, 2015 Author Share Posted April 20, 2015 (edited) Suggestion here. I think a database of all the alchemy properties and their common values would be very handy. I myself messed up with the magnitude and length of alchemy properties on my ingredients. Which made for overpowered game breaking potions. I would love to see a script to check all the properties on the ingredients, and make them equal with vanilla Skyrim values. I would gladly gather all the values for the properties, and I would also put them all into the script if a template was provided. I think this would be a very handy tool, as it could fix mods like Bugs 101 which is constantly said to have bad values. Of course this seems like one massive script. So that's why I offer my help. :tongue:Perhaps a more appropriately useful script would be one that lets you control all alchemy ingredients values from a single GUI, sort of like the reproccer clone I'm working on for Weapons/Armors. I have an old feature request on Mod Organizer that I think you can help solve. It would involve hooking into the MO Plugin API to get your xEdit processes exposed there for MO to use. Possible uses would include assisting with plugin dependency graphing, helping MO figure out which assets are best to use, and supporting the clean MO style of merged mod life cycle. Specifically, the clear many-to-one relationship illustrated here between a merged mod (which behaves as a patch and partial replacement of assets), where the child merged mod has to be remade every time the parent sources are updated separately in MO. Because MO provides what it does, xEdit Merge should work as an automated or user-guided process, where rebuilding a merged mod is triggered by the event of updating one of its sources. That requires MO to be aware of a special "merged mod" type, and to at least have access to an invocation of xEdit that will batch the job of reproducing the merger (or handing off to the user an xEdit instance preloaded for that). I've been wanting to work on this sort of thing for awhile, messaged Tanin about it awhile ago. I'll see what I can do. I'll have to learn a lot to learn how to hook into MO's API. For this there is a SkyProccer called Lootification.<Mator doesn't like SkyProccer> Edited April 20, 2015 by matortheeternal Link to comment Share on other sites More sharing options...
Recommended Posts