Skyrim Special Edition

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Last updated

Original upload

Created by

Hishy

Uploaded by

hishutup

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Safe to use

About this mod

A small "quick and dirty" xEdit script to put the encounter levels in the CELL Name.

Requirements
Permissions and credits
General Description:
  A Simple "quick and dirty" script to add the encounter zone levels to the cell names so you
  don't get your ass ran over unexpectedly. I like random stuff like this but man, I really 
  hate dying games because its not my fault.

What I assumed:
  I assumed that the FULL record is the name of the cell that you are about to enter when you look at a door.
  I assumed map markers are not affected as they have their own "Map Marker" static with a different name.
  I assume this works... If not I can fix as I'll be doing that anyway :/

What effect I wanted:
  I wanted leveled cells to have the minimum level and the maximum level displayed in some bracket(square in this case)
  when the minimum level is less than the maximum level.
    "The Midden" -> "The Midden[6~30]"

  I wanted deleveled cells to have only the minimum level displayed when the mimimum and maximum levels are identical
     "High Gate Ruins" -> "High Gate Ruins[50]"

  I wanted scaled cells to have the minimum level with a plus in brackets when the maximum level is less than minimum level
    "Kilkreath Temple" -> "Kilkreath Temple[24+]"

What is required of you:
  The only real requirement is that you have some form of mteFunctions and xEdit

How to use:
  Its a script... 
  • Copy file(s) into the "Edit Scripts" folder that is next to xEdit.exe
  • Load up xEdit with ready-to-use load order
  • Right-Click, apply script
  • Find and run the script, its "Hishy_" something
  • Name the patch file
  • Profit?

What I planned:
  I planned on making this for myself because I'm typically selfish when it comes to projects, but I cleaned some stuff up and
  made it a little less fragile.
  I may add some sort of flag for specific traits but I don't really know what I'd add.

Whats not a bug or my problem:
  * Out of order masters - From what I've seen there is no proof that there is any issue with this. Even if there was, as far as the
  plugin is concerned the order doesn't mater in the binary
  * Water flows or other erroneous overrides - This script is designed to deep copy in reverse order (FF->00) so anything that the 
  winning override is forwarded.
    There is one condition that this would be my fault and that is if the winning override(a patch or w/e) had an empty FULL name
    and the next file did have a name with an encounter zone, but had the wrong water flows then I'd be taking the override with 
    the broken water flows. I can come up with a fix which is grab the winning override before copying or when the name is empty
    add it to the processed list.
  * False masters - This is partially intentional to avoid random issues in copying with xEdit. I highly recommend regenerating the file 
  if you change your load order.

Last words:
  You can use this script with probably any game that has encounter zones(oldrim and maybe FO4, not sure about OB/FO3/FNV)
  If you want some help with scripting I may be able to point you in a direction but there are some things that I just have not done
  but that doesn't mean I can't learn something trying to figure it out.
  I did comment my script, I never do this but it may have some "use" info that may be useful.
  I'm not going to walk you through how to use xEdit because google can help you with that.