matortheeternal Posted October 2, 2013 Author Share Posted October 2, 2013 FMO looks awesome, but I just want to ask a few things, if you do not mind :pirate:: What I understood so far is that FMO sorts existing Forge lists, so for example, if you have an Iron category, it sorts items within Iron to create series/sets of matching Iron armor, thus making sorting a lot manageable. - But can FMO actually create the main category, like Iron in this case? Main categories are hardcoded into Skyrim. When I started my project to improve the forge's user interface, I did want to make more "main categories", but no one I talked to could give me a straight answer as to how to do that. So no, FMO cannot do that, and I have no idea how to do it. - And can it work with the Smelter and Tanning Rack? I investigated this for a time, and then decided it wasn't worth it. In other words: this sorting method doesn't apply well to the smelter/the tanning rack. Honestly, I'm sick and tired of people asking for smelter/tanning rack support. What I am trying to figure out is this: I have a mod (actually 3) that allow breaking items into their crafting components. If you go to the Smelter and Tanning Rack, you will see new recipes to breakdown almost all your stuff into Ingots and Leather, plus other items like Linen and Paper Rolls. >> However, all these recipes are lumped into 1 category: Misc. So, I was wondering if it was possible for FMO (maybe with adjustments) to re-sort those recipes in the Smelter and Tanning Rack into their proper categories, like Iron, Steel, Glass, Ebony, etc? This doesn't fall under FMO's mandate. FMO is only concerned with dealing with recipe clutter at the forge. Resorting recipes into proper keywords is something that mod authors can do on their own time. If this cannot be done within the scope of FMO, then consider this as another script request :D A script already exists which can do this. Use QuickChange, select the recipes you want to add a specific material keyword to, and go. You should be able to re-sort your items into keywords which you find appropriate quickly and easily. Link to comment Share on other sites More sharing options...
Treplos Posted October 2, 2013 Share Posted October 2, 2013 I've actually never worked with recipes before. If I add a keyword to a recipe, say the keyword Iron (using your QuickChange script), that recipe will appear under the category Iron the next time I see it in the forge or smelter? Do keywords govern all furniture, like forge, smelter and tanning rack? I will try to read up on it though. Thanks again for your feedback.And sorry if you had many previous requests for forge/tanning rack support. It was just a question. I had no idea. Link to comment Share on other sites More sharing options...
matortheeternal Posted October 2, 2013 Author Share Posted October 2, 2013 I've actually never worked with recipes before. If I add a keyword to a recipe, say the keyword Iron (using your QuickChange script), that recipe will appear under the category Iron the next time I see it in the forge or smelter? Do keywords govern all furniture, like forge, smelter and tanning rack? That is correct. Certain keywords associate items with GameSetting values. ArmorMaterialIron and WeaponMaterialIron associate items with the Iron game setting (sIron [GMST:00109365]). The same goes for steel, leather, hide, etc. And sorry if you had many previous requests for forge/tanning rack support. It was just a question. I had no idea. It's alrite. Just try to read the nexus comments/mod description more thoroughly next time, maybe. Link to comment Share on other sites More sharing options...
DanielUA Posted October 5, 2013 Share Posted October 5, 2013 "Restore value" function works great, thanks! :)I hope I will finally release final version of my mod this weekend :) Link to comment Share on other sites More sharing options...
DanielUA Posted October 5, 2013 Share Posted October 5, 2013 UPDATE."Restore" function works perfectly with armors but doesn't work with weapons. For me values of those enchanted weapons are changed to 0. Link to comment Share on other sites More sharing options...
Treplos Posted October 6, 2013 Share Posted October 6, 2013 (edited) Hi Mator, I have a question to see if a script request is feasible. I am working on 2 mods, Mod1 and Mod2. I was wondering if there is a way to make it easier to copy certain records from Mod1 to Mod2. For example, when I open both mods in TES5Edit: - I open any section, like Ammunition, Armor, Weapons, etc.- I look at items that exist in both mods, for example: Armor > Ragged Robes, which they both share.- I copy from Mod1 to Mod2 the following elements: (1) keyword count, (2) keywords, (3) data, including Value and Weight, (4) armor rating. (5) Conditions.- I repeat that for all armor items, then all weapons, etc. Basically, I would like to be able to copy these elements from one mod to another, across whole sections, and of course for items that exist in both mods. If at all possible, maybe we can have a configurable list of all elements in a record, and we can tick the ones we would like to copy from 1 mod to another? Edited October 6, 2013 by Treplos Link to comment Share on other sites More sharing options...
matortheeternal Posted October 6, 2013 Author Share Posted October 6, 2013 UPDATE."Restore" function works perfectly with armors but doesn't work with weapons. For me values of those enchanted weapons are changed to 0. I will evaluate why this is occurring and provide you with the updated script... Hi Mator, I have a question to see if a script request is feasible. I am working on 2 mods, Mod1 and Mod2. I was wondering if there is a way to make it easier to copy certain records from Mod1 to Mod2. For example, when I open both mods in TES5Edit: - I open any section, like Ammunition, Armor, Weapons, etc.- I look at items that exist in both mods, for example: Armor > Ragged Robes, which they both share.- I copy from Mod1 to Mod2 the following elements: (1) keyword count, (2) keywords, (3) data, including Value and Weight, (4) armor rating. (5) Conditions.- I repeat that for all armor items, then all weapons, etc. Basically, I would like to be able to copy these elements from one mod to another, across whole sections, and of course for items that exist in both mods. If at all possible, maybe we can have a configurable list of all elements in a record, and we can tick the ones we would like to copy from 1 mod to another? This is certainly possible, but it might take some thinking. I can incorporate it as a new function in the QuickChange script. Link to comment Share on other sites More sharing options...
Treplos Posted October 6, 2013 Share Posted October 6, 2013 (edited) Excellent!!I will wait for you before proceeding with manual updates which could take 2 centuries :D And speaking of QuickChange script, for the life of me, I could not get it to work. I tried to add a new "Condition" to a list of items, but everything I tried failed lol I tried the following: - Name of Function: AddElement- Name of Function (again): I click cancel. I assume this would let you add several functions at once?- Path: I tried "Condition", "Conditions", "Conditions\Condition".- Value: I tried leaving empty or putting a random value. What am I doing wrong? :sad: PS: your Github has a QC version 1.2 that did not work (it gave an error right away). I scrolled here through several pages to get the v1.2.1 which works. Edited October 6, 2013 by Treplos Link to comment Share on other sites More sharing options...
matortheeternal Posted October 6, 2013 Author Share Posted October 6, 2013 (edited) Excellent!!I will wait for you before proceeding with manual updates which could take 2 centuries :D And speaking of QuickChange script, for the life of me, I could not get it to work. I tried to add a new "Condition" to a list of items, but everything I tried failed lol I tried the following: - Name of Function: AddElement- Name of Function (again): I click cancel. I assume this would let you add several functions at once?- Path: I tried "Condition", "Conditions", "Conditions\Condition".- Value: I tried leaving empty or putting a random value. What am I doing wrong? :sad: PS: your Github has a QC version 1.2 that did not work (it gave an error right away). I scrolled here through several pages to get the v1.2.1 which works. I got this to work via the following: Name of Function: AddElementName of Function: Leave blank and click OK or click cancelPath: ConditionsValue: Leave blank This doesn't add a condition with values yet. I'm still working on elements with multiple values. QuickChange v1.3:-Restore function works for Weapons now. [link] Edited October 6, 2013 by matortheeternal Link to comment Share on other sites More sharing options...
Treplos Posted October 6, 2013 Share Posted October 6, 2013 (edited) I tried QS v1.3 and I got this error right away: exception message : 'unit' expected but '<' found. Edited October 6, 2013 by Treplos Link to comment Share on other sites More sharing options...
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