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.
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:
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.
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.
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!
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.
//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;
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]
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.
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
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.
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/
40 comments
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
//Assemble name
sName := sName + #32 + #91 + sMin;
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.
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!
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.
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!
//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]
(thank you for taking the time to tailor you mod for me!)
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.
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.
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
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.
Thank you so much!