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MatthiosArcanus

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  1. MatthiosArcanus
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    So version 2 is live!
    And I just have to give a huge shout-out to Kelsenellenelvian for their help testing V2, and the optional patchers.

    Seriously, without them, I doubt V2 would be as awesome as it is now.


    In theory, literally everything you throw at it will be at least analyzed by The Great Equalizer. It's a lot smarter than V1 though, so it may decide that what you throw at it is fine. =-)
    If you want more details, please see the readme.
    (I seriously can't hit that point enough. I put over an hour into that thing to make sure it has all important info in it.)


    The biggest thing, though, is that V2 will be the final version of The Great Equalizer. I consider TGE to now be feature-complete. It definitely meets and exceeds my expectations for what I wanted it to be.
    Furthermore, in all honesty, I'm drained, and just need to put this project behind me. I won't be around for too much longer now since V2 is released, hopefully long enough to take care of immediate bugs, though, but no promises.


    In closing, I just want to say thank you to everyone that has commented and suggested things along the way.
    I also want to thank everyone who has been silent, who have just downloaded and enjoyed TGE, even in its rudimentary first version.
    I've made mods before, but these past few months of mod-making have been the most rewarding for me.
    Just knowing that there are those that appreciate my work means a hell of a lot.

    So again, thank you everyone. =-)


    Well, until we meet again, happy equalizing, and take care!
    -MatthiosArcanus
  2. MatthiosArcanus
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    I feel the need to mention some things.

    First off, after almost 2 months of TGE V2 being live, I cannot, in any way, promise support at this point in time. I'm caught up in other endeavors and honestly I don't have any motivation to work on TGE in any way.

    I'm certain there are lingering issues with TGE V2, as well as issues that are less technical and more about balance and accuracy.
    At some point, I could come back and make V3. Do not take that as a certainty though, it's just a possibility. There have been issues pointed out to me in recent times that make me a little uneasy, shall we say, so if I ever do come back to work on TGE, it'll be due to that reason alone.

    TGE is my sort of crowning achievement when it comes to my mod creation "career."
    It started out so simple and blew up into something more than I could have ever imagined. To know there are thousands that have seen my work, and hundreds of users, it amazes me.
    I'm deeply grateful for all the comments that have been left here, either in support of TGE, or to ask for support, even to point out its flaws.
    TGE, even in its still flawed form, is what it is because of those.
    It is nothing short of amazing that in such a vast modding community such as Skyrim's that I could have even a small footprint in the sand.

    Again, there may come a time when I come back and work once again on TGE and make it that much better. This mod is the first one I've made that I feel truly committed to, and want to see it become the best I can possibly make it.
    There is also the ongoing work of Mator on a new tool called zEdit that has the potential to push TGE even further.
    Also, the Special Edition of Skyrim, something I have, until very recently, refused to work with in any form.
    The reasons are varied and really are my own to tend to, but I have revisited SE and am considering a playthrough.
    Whether this will lead to more modding, or just a fun experience, or amount to nothing at all remains to be seen.

    But I say all that to say this: TGE is not dead. Consider it more in a hibernation state, a sort of purgatory where its fate remains to be seen. Like with all things in my life, I refuse to say with certainty what will happen in the future. It makes no sense to declare the future before it arrives.
    So maybe.
    Maybe at some point I will come back and TGE will truly shine.
    But for now, consider it a flickering beacon in the night, yet to decide if it will die out, or burst into flames.
    We will see. =-)

    Well, that's enough from me.
    Goodbye and take care everyone. =-)
  3. Sthaagg
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    For users which use Skyrim SSE and face a problem with Bruma (or other mod) and can't exclude them.

    Follow these steps :

    Edit file The Great Equalizer - Main.pas (the one in the sub-folder).
    Search for all instance of "Relationship Dialogue Overhaul.esp"'#44 and add '"BSAssets.esm"'#44'"BSHeartland.esm"'#44 after it (for bruma replace name by your mod), end of the line must be #44)
    Save the script
    Open SSEdit as usual, and run the patcher.


    Save, launch SSEdit as usual, and run the patcher.
  4. ElSopa
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    Any chance of a SSE version...? I loved this mod back in the day
    1. MatthiosArcanus
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      Hey there!


      Honestly, I've gone back and forth, these past few years, wondering if I should revisit and recreate this mod, even asking the community a while back, what they thought of that. Sad to say, I just don't have the motivation to do it.

      The best I could maybe manage, and this is no promise or anything, is make a patch to address problems that arise when this is used with SSE.
      Though that does require knowing what those problems are.
      My understanding has been that this more or less works as intended with SSE (with perhaps the exception of exclusions, as mentioned by Sthaagg).

      Nevertheless, I would love to hear current experiences/problems using this mod in conjunction with SSE!
      If my life ever settles down, I can use that feedback to maybe revisit this in some form or another.

      It still amazes me that people have interest in this mod, after all this time. Quite humbling, honestly.
      Tell you what, I'll make a bug report specifically for feedback, and you, or anyone, can contribute to it as y'all see fit to do so.


      Thanks, and I hope this helps!
  5. Aboda7m
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    can i use this on one esp only instead of whole modslist? 
    1. MatthiosArcanus
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      Hey there!

      As far as I recall, you should be able to, although I can't promise it working. Give it a try, then let me know how it goes. =-)
  6. hotshothill
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    EDIT(and solution): I did not install MXPF files.

    I can't seem to find the patch file. i simply dragged and dropped the contents of The Great Equalizer ".pas and TGE folder (did not pull contents from folder)" and ran the script on everything. i dont see a patch file anywhere. thanks
  7. Watergoalie
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    Hey! Was wondering if the older version was available that edited records based on the vanilla values. I'm trying to use this in conjunction with another script that auto distributes items to leveled lists based on their damage and tier. This reduces the damage too much and is messing up my distribution. 
    1. MatthiosArcanus
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      Hey there,

      Thankfully, I was able to find an older version, 1.1, that looks to be based on vanilla values. I've uploaded it, and it should now be available in the files tab.
      Hope that helps!

      PS: I won't be able to offer any support for this version, way too much water under the bridge since I worked on this. Apologies for that.
  8. TwoSecond
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    This is absolutely fantastic, thank you for releasing this! 
    1. MatthiosArcanus
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      Hey there, I'm glad that you've found this useful!
  9. MatthiosArcanus
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    Hey everyone!

    Got a bit of news concerning the future of TGE.
    For more information, please refer to this post
  10. mant2si
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    Hi MatthiosArcanus, thanks for the great script, as someone already pointed it always crash on new weapon keyword, plus sometimes it causes weird changes for creatures and bosses weapons.

    First issues could be easily fixed by wrapping weapon processing in a big try-catch block, and simply skip bad records (don't forget to explicitly reset boolean variables)
    The second issue could be solved by comparing old and new values if their delta higher than 20, then the script shouldn't normalize weapon values, plus don't forget to skip records with zero and 1 point of damage

    I tested your script on SSEEdit
    1. MatthiosArcanus
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      Hey there. =-D

      To be honest, I would consider this tool obsolete at this point.
      It certainly works in a fair few situations and does what I set out to accomplish.
      However, it's far from perfect, and isn't at all as accurate as it needs to be.

      TGE needs a complete rewrite, and possibly moved to Mator's zEdit.
      XEdit's scripting language was (and possibly still is) limited, and from what I remember, Mator built zEdit's scripting on top of a much more flexible language, so zEdit would be my first choice for a rewrite.
      Nothing against xEdit, it's just that from a practical standpoint, TGE is outside what can be reasonably done with it.

      Nevertheless, unfortunately, I don't have any desire to tackle such a project.
      If there is enough demand for it, I would reconsider, but as it is, my understanding is that TGE has very few current users.

      Regardless, I do appreciate your input. =-)
  11. elzee
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    I want to exclude some records so I added "exclusions.Add('xxxxx')" into the "The Great Equalizer.pas"
    But it doesn't work.
    The manual says"<RECORD NAME HERE>". But what is record name? Is that EDID? FormID? Or really the weapon's name? Well. None of them works.
    1. MatthiosArcanus
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      Hey there!

      Sorry you're having trouble getting this working.
      Best I can recall, the editor ID should be what you need.

      What sort of errors are you getting when you try that?
  12. sanosukex
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    noticed this crashes on any weapons that add new keywords.. so like I have one that adds WeapTypeRapier and WeapTypeWhip.. i can just skip those mods but they are in large packs so trying to find a workaround if anyone has any ideas

    log gives me EStringListError with List index out of bounds (-1)
    1. MatthiosArcanus
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      Hey there Sanosukex,

      Which mod are you trying to work with?
      When I made this, I tested dozens of mods, so either it's a more obscure pack, or a newer one.

      Thanks!
    2. sanosukex
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      was a merge of a couple weapons but i noticed whenever it hit something flagged Rapier it would crash so like https://www.nexusmods.com/skyrim/mods/94521 it also doesn't like https://www.nexusmods.com/skyrim/mods/89708 either
    3. sanosukex
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      Colorful magic is another one it gets hung up on
    4. MatthiosArcanus
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      Thanks for the info!

      Colorful Magic, from what I can tell, probably could just be blacklisted.
      Looking at its page, it reminds me of EnaiSaion's spell pack (been a long time since I played Skyrim, so the name escapes me.)

      The other two though, they could be a bit complicated. They're both newer than this mod, and from what you've said, seem to add keywords that are non-standard.
      CL's Rapier would be fairly straightforward, technically could make a supplementary program that would change that weapon's keywords to something more standard, like a sword or something similar.
      Animated Armory, though, looks like it would be more difficult due to the larger number of weapons added. Still theoretically possible to create the aforementioned program though, but I would be hesitant right now to do so. It could really alter the balance of the mod.

      This may not the answer you're looking for, but I would suggest blacklisting these three mods for now.

      Do you know how popular these mods are?
      If so, it may be worth it for me to come back and see if I can get some sort of fix in place for them.

      EDIT: I should also note I'm not entirely sure how well TGE handles merged mods, definitely try them separate and see how that goes.
    5. sanosukex
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      neither is insanely popular or anything.. animated armory weapons are particularly strong which was main reason i wanted to include them but honestly i can just manually edit the values not a big deal
    6. MatthiosArcanus
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      Apologies I can't be of much help.
      Let me know if anything else comes up. =-)
  13. MosAnted
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    OMG this is exactly what I was looking for! Thanks!
    1. MatthiosArcanus
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      Hey, no problem, glad you found this! Hope it works well for you. =-)
  14. Denunci
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    Hello,

    I'm trying to run this script on SSE, but I keep getting the error:
    'unit' expected but 'h' found

    Anyone know what this is?
    1. MatthiosArcanus
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      Hey there!

      I'll be honest, I've never seen that before. Have you added custom exclusions or otherwise altered the scripts?
    2. Mindgames265
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      check the very first part of the script in the text box, I had the same issues but mine was he. I looked and I had just he randomly at the start of the script.