Skyrim Special Edition

File information

Last updated

Original upload

Created by

Hishy

Uploaded by

hishutup

Virus scan

Safe to use

40 comments

  1. hishutup
    hishutup
    • premium
    • 169 kudos
    Locked
    Sticky
    Discord
    I totally took nazeen's discord channel hostage and made a room for my scripts and whatnot.
    I tend to lurk there if you wanna chat about xEdit Scripting or other nonsense.

    Here is the invite link
  2. frosty-theaussie
    frosty-theaussie
    • supporter
    • 46 kudos
    This is an awesome idea! I was actually thinking about it the other day. Only change I made for personal use was to add a space between the cell name and the level via:

    //Assemble name
    sName := sName + #32 + #91 + sMin;
    1. hishutup
      hishutup
      • premium
      • 169 kudos
      That works just fine but you don't have to use encoded chars for ' '.
      I used them for sq brackets because I thought square brackets would cause the script to thing its the index of something.

      I tossed around the idea of maybe using something that doesnt give a discreet number but rather a magnitude like a battery gauge or maybe have it run off the player level in some way, but I don't know much about other than briefly looking up how book add the player name into the text. I guess if its just an alias then it could be filled when one look at the door, like one mod... people are strangers.
    2. avigor
      avigor
      • member
      • 2 kudos
      Any chance we could get this stickied? lol adding a whitespace is I'm pretty sure a commonly desired feature.
  3. DaB1ackDud3
    DaB1ackDud3
    • member
    • 0 kudos
    How do you put a space between the name and the level as some here have proclaimed doing?
    1. DaB1ackDud3
      DaB1ackDud3
      • member
      • 0 kudos
      Nevermind. The first comment had the answer but I didn't try actually deleting the original .esp i created and then replacing it after editing the script.
  4. ShalabiRogue
    ShalabiRogue
    • supporter
    • 11 kudos
    This is great!! I too wanted something like this when I first started using MSU way back when but not knowing how to mod or anything I just wrote them all down on my own printed map.

    Do you think there is a way to get the lvls to also show up on the map?

    Thank you for putting this up here for others to use!
    1. hishutup
      hishutup
      • premium
      • 169 kudos
      Yeah but it'll take some creativity to avoid cycling through the records twice
      EDIT: After briefly looking for any direct connection there isnt a reliable one.
      I could assume the names are identical which isnt brilliant. I would just need to keep track of map marker names and forms so that I can apply the edit to records that I already passed.

      I could use the LCTN and grab the MNAM if they exist. If not I'd have to grab the PNAM and see if it has the MNAM.
      Let me see how many would be left out.
    2. ShalabiRogue
      ShalabiRogue
      • supporter
      • 11 kudos
      In response to post #44436420. #44436555 is also a reply to the same post.

       

      The above makes no sense to me...but

      Awesome that you are trying to figure it out! I can be of ZERO assistance except to show my gratitude!
       
      tumblr_nlt4ebGAFC1upolueo1_400.gif
    3. hishutup
      hishutup
      • premium
      • 169 kudos
      god awful code incoming:
      Spoiler:  
      Show

      //Map Markers
      if GetElementEditValues(e, 'XLCN') <> '' then begin
      iTemp := LinksTo(ElementByPath(e, 'XLCN')); //Grab the initial LCTN
      //AddMessage(Name(iTemp));

      while (GetElementEditValues(iTemp, 'PNAM') <> '') OR (GetElementEditValues(iTemp, 'MNAM') <> '') do begin
      //AddMessage(Name(e));
      if GetElementEditValues(iTemp, 'MNAM') <> '' then begin
      //AddMessage('Found One!');
      AddMessage('Found Marker for ' + sName + ' at ' + GetElementEditValues(LinksTo(ElementByPath(iTemp, 'MNAM')), 'Map Marker\FULL'));
      break;
      end else begin
      iTemp := LinksTo(ElementByPath(iTemp, 'MNAM'));
      end;
      end;
      end;


      Here is what I have, not sure if I'll continue this as I am losing interest.
      eh, lets see how the night goes...

      EDIT: there goes my whitespace
      image with editor ids

      EDIT: I pushed it a lil further but its starting to look less brilliant
      Chillwind Depths [32] [42] [38] [36] [36] [38]
      How would I handle this, I may be able to parse it and make it something like [32~42]
    4. ShalabiRogue
      ShalabiRogue
      • supporter
      • 11 kudos
      I am looking at your code in notepad++ and have no idea where to paste the new stuff. Can you point me in the right direction?

      (thank you for taking the time to tailor you mod for me!)
    5. hishutup
      hishutup
      • premium
      • 169 kudos
      oh dont use it as it doesnt work.
      I put it there to make sure I didnt lose it.

      Its not 100% consistent and I'll have to figure out handle the data better.
    6. EverWatch
      EverWatch
      • premium
      • 106 kudos
      Did you ever get back to including the dungeon levels in the map? I'd be very interested in this, and so would a lot of other people!
  5. thetroc
    thetroc
    • supporter
    • 0 kudos
    Never used xEdit before, but got this working on the first try following the instructions in the Description. Thank you very much for this mod as it seems to work great.

    I play with a half speed leveling mod and after leaving Whiterun hold, I found I was running into dungeons with enemies at a much higher level than me. It is really nice to know what to expect and which dungeons to avoid.
  6. TriXXXar
    TriXXXar
    • member
    • 5 kudos
    hi hishutup,
    nice script, one i was not looking for untill i found it,lol. Could it be possible that it would work on the fly ingame, someday? And same goes for all NPCs, it would be cool to add lvl to there Name.
    tracked end endoresed
    1. Drehverschluss
      Drehverschluss
      • member
      • 0 kudos
      Yea i would also like to know the lvl of NPC somehow

      +1
    2. hishutup
      hishutup
      • premium
      • 169 kudos
      We'll attempt to cross that bridge when its available.
    3. SacredNym
      SacredNym
      • member
      • 0 kudos
      moreHUD has this feature.
  7. heaud
    heaud
    • member
    • 3 kudos
    Quite a nifty script to have for Morrowloot Ultimate. I did have to add a whitespace on the part of the script that adds the level to the name as it was bothering me how there was no space in between the final word of the name and the level range of the encounter zone.

    I also recommend for those that run the script to check for conflicts on the created esp file. Don't know how or where this script gets the cell block data from, but there was a few conflicts in which the lighting or ambient sounds were not being used from ELFXEnhancer and instead was using the data from an esp higher up.
    1. ColossusX13
      ColossusX13
      • supporter
      • 26 kudos
      Where exactly did you edit to add the white space?
  8. wasserbienchen
    wasserbienchen
    • supporter
    • 0 kudos
    Used Rebalanced Encounter Zones (https://www.nexusmods.com/skyrimspecialedition/mods/25/?) for a while but always ran into trouble with knowing what level I should be. After a bit of struggling with the tools, I got it to work perfectly. Now I shall start my adventure knowing whether I can handle the brigands inside or not! \o/

    Thank you so much!
  9. opusGlass
    opusGlass
    • premium
    • 1,260 kudos
    I cannot overstate how vital this is for any deleveled playthrough (such as morrowloot ultimate). Great tool mate.
  10. maddbomber83
    maddbomber83
    • premium
    • 50 kudos
    Did not know I needed this... Thank you.
  11. DreadlordZolias
    DreadlordZolias
    • member
    • 0 kudos
    ...am I the only one who had a DBZ thought when they first saw this?