FireFlickerFlak Posted August 31, 2014 Share Posted August 31, 2014 Two Questions: 1. I am considering deleting the spell list from most actors as part of a mod that makes magic rare. Does this sound like a good idea, bad idea or somewhere in between regarding the performance of the mod? Basically I am wondering if anyone with more knowledge than me can think of a reason I might regret this choice down the road. 2. I am having trouble with the batch replace feature. With wildcard replace I enter "EncBandit01Mag" in the 'Search for' box hoping that it will return all magic bandits at tier 01. I then enter "EncBandit03Melee1HNordM" in the 'Replace with' box. I do not select any of the three check boxes before pressing OK because I want this done to the whole world. When I hit OK, only one result is returned replacing EncBandit01MagicDarkElf. If I then reduce the search for box down to the 0, i get five results, which is better, but nowhere near as many as I should be getting for replacing every Bandit encounter in Skyrim. I run this as soon as I start a new project with Skyrim, update and both DLCs loaded. Do I need to someone select all the bandits before running this search or something? Link to comment Share on other sites More sharing options...
Mattiewagg Posted August 31, 2014 Author Share Posted August 31, 2014 Two Questions: 1. I am considering deleting the spell list from most actors as part of a mod that makes magic rare. Does this sound like a good idea, bad idea or somewhere in between regarding the performance of the mod? Basically I am wondering if anyone with more knowledge than me can think of a reason I might regret this choice down the road. 2. I am having trouble with the batch replace feature. With wildcard replace I enter "EncBandit01Mag" in the 'Search for' box hoping that it will return all magic bandits at tier 01. I then enter "EncBandit03Melee1HNordM" in the 'Replace with' box. I do not select any of the three check boxes before pressing OK because I want this done to the whole world. When I hit OK, only one result is returned replacing EncBandit01MagicDarkElf. If I then reduce the search for box down to the 0, i get five results, which is better, but nowhere near as many as I should be getting for replacing every Bandit encounter in Skyrim. I run this as soon as I start a new project with Skyrim, update and both DLCs loaded. Do I need to someone select all the bandits before running this search or something? 1) Bad idea. That would directly edit a lot of NPCs, resulting in bad conflicts. Not sure how to remove spell lists via script or dynamically. Maybe a SkyProccer? 2) Not sure. Maybe try with one of the dun base actors? Or just try Ctrl + F in the cell view window and checking in this worldspace. Link to comment Share on other sites More sharing options...
FireFlickerFlak Posted August 31, 2014 Share Posted August 31, 2014 Two Questions:... 1) Bad idea. That would directly edit a lot of NPCs, resulting in bad conflicts. Not sure how to remove spell lists via script or dynamically. Maybe a SkyProccer? 2) Not sure. Maybe try with one of the dun base actors? Or just try Ctrl + F in the cell view window and checking in this worldspace. 1) Ok, thanks, scratching that idea. I thought maybe bash patching would make this not as big of a deal, but yeah, I'm not surprised, felt like a messy way to do it.2) Ohh, you need to do the Ctrl f in the cell window?! Thanks! Link to comment Share on other sites More sharing options...
Mattiewagg Posted August 31, 2014 Author Share Posted August 31, 2014 Two Questions:... 1) Bad idea. That would directly edit a lot of NPCs, resulting in bad conflicts. Not sure how to remove spell lists via script or dynamically. Maybe a SkyProccer? 2) Not sure. Maybe try with one of the dun base actors? Or just try Ctrl + F in the cell view window and checking in this worldspace. 1) Ok, thanks, scratching that idea. I thought maybe bash patching would make this not as big of a deal, but yeah, I'm not surprised, felt like a messy way to do it.2) Ohh, you need to do the Ctrl f in the cell window?! Thanks!2) not necessarily, it's just worked better for me personally in the past Link to comment Share on other sites More sharing options...
FireFlickerFlak Posted September 1, 2014 Share Posted September 1, 2014 Two Questions:... 1) Bad idea. That would directly edit a lot of NPCs, resulting in bad conflicts. Not sure how to remove spell lists via script or dynamically. Maybe a SkyProccer? 2) Not sure. Maybe try with one of the dun base actors? Or just try Ctrl + F in the cell view window and checking in this worldspace. 1) Ok, thanks, scratching that idea. I thought maybe bash patching would make this not as big of a deal, but yeah, I'm not surprised, felt like a messy way to do it.2) Ohh, you need to do the Ctrl f in the cell window?! Thanks!2) not necessarily, it's just worked better for me personally in the past Hmm, I am getting the same results in the cell window. I am looking at the dun actors and they seem very specific. Can you help me to understand why it might be better to replace these? I am having trouble figuring out which one to select since they mostly seem to be individual NPCs. dunAngiREF has 148 users but that seems to be for archers. Very few have a count higher than 3 and the greatest I see among Nord actors is 10. Link to comment Share on other sites More sharing options...
mitchellkrever Posted September 1, 2014 Share Posted September 1, 2014 (edited) Is it better to mod skyrim with a store bought copy or a steam version?Also Is the legendary edition compatible with most mods? Edited September 1, 2014 by mitchellkrever Link to comment Share on other sites More sharing options...
Mattiewagg Posted September 1, 2014 Author Share Posted September 1, 2014 Is it better to mod skyrim with a store bought copy or a steam version?Also Is the legendary edition compatible with most mods?As long as it's not pirated (as long as you have to go through steam, one way or another) it will work just fine. Link to comment Share on other sites More sharing options...
Mattiewagg Posted September 1, 2014 Author Share Posted September 1, 2014 Is it possible to remove the "this item cannot be equipped message" for one specific misc item without affecting others and causing no conflicts? Link to comment Share on other sites More sharing options...
lofgren Posted September 1, 2014 Share Posted September 1, 2014 Man I silenced that message so long ago I forgot it even existed. Well the obvious thing to do would be to use SetGameSettingString() to set the message to an empty string under certain conditions and restore it afterward. You would have to test to see if you can put it in an OnEquip event, or if the message would already be triggered before the string was set. Frankly I would just do away with the message entirely since it's actually a lie. Any item can be equipped. It just doesn't actually do anything when you equip it. Link to comment Share on other sites More sharing options...
Mattiewagg Posted September 1, 2014 Author Share Posted September 1, 2014 Man I silenced that message so long ago I forgot it even existed. Well the obvious thing to do would be to use SetGameSettingString() to set the message to an empty string under certain conditions and restore it afterward. You would have to test to see if you can put it in an OnEquip event, or if the message would already be triggered before the string was set. Frankly I would just do away with the message entirely since it's actually a lie. Any item can be equipped. It just doesn't actually do anything when you equip it.I just don't want to cause any conflicts (however unlikely) just over a small, annoying message. To appy the SetGameSettingString, wouldn't I need to open and close the menu very quickly before it registers, thus likely taking longer than the message would allow? Link to comment Share on other sites More sharing options...
Recommended Posts