So, a zillion years after getting Skyrim, I suddenly realised what & why I need this, it is amazing, I think I'll just smash together all my armor and weapon mods and see what this spits out. also, will look into seeing if it can add modded in magical effects... Awesome work. thanks! (Oh, and this is after using similar things to create wacky legendary versions of stuff in FO4, my lack of intelligence is sometimes astounding)
Geet following error when trying to make the Custom leveled list "Load order fileID [00] can not be mapped to fileID for file "Custom leveled list.esp"
Yes, it's on github: https://github.com/AngryAndConflict/skyrim-utils Skyrim - Make Breakdown.pas I was lazy enough... and have spamed the nexus already... to post it here...
Can you make version for armor too? this tool very useful but when i try to edit armor then it not working... so anychance for you make another version for armor sir?
Just did. Works with weapons/armors/wigs/bikinis/eyepatches... bandanas... ARMO/WEAP records, in description and changes info about it, but generaly it just works.
P/s: just download v0.5 3 feb and try and idk why it not working, like weapon tab i still can edit like normal but armor tab i click to line i want to edit but nothing happen
Sorry, my English ain't that good... I've downloaded 0.5 - working no problem 0.6 - all seems right... armor/weapons all generated and can be changed, SSEEdit finds no errors and game is launching...
what mod - plugin are you trying to edit? the only reason records can stop responding is that xEdit is not allowing users to edit Beths master file (but scripts can do many things, like edit records even if user is still locked to accept editing warning), if you are selecting items there... you should not do that... xEdit may freak out...
So if you want to generate "vannila" items with enchantments, firstly select that weapon/armor records, right click "Copy as override into..." and select plugin you want to edit, or make new one,... that go to that plugin and select these overrides, run a script on them, after that overrides can be deleted.
Sorry for making trouble, think i know why i cant edit stat and solve that problem so all good now sorry for my english not good, ty again for great mod you created.
Unfortunatly it is not doable, cause enchantments are used for many different things, and I don't know how to really detect propper enchantments without hardcoding them inside script. And 31 are just more as example, there much more than 31 in vanilla, even for weapon.
So if you want to to add/delete new object effects to/from the script. You will have to do as I wrote in FAQ: Open script in your text/code what ever editor, pres Ctrl + F and type '=Adding'. Above you'll see all the enchantments and comments, right after 'FireEffects' is a commented version for needed arguments, so you can alter them. Basically it is just one line: addToLeveledList(enchLevelList, createEnchantedVersion(selectedRecord, '<FormID of Object Effect Record>', '<suffix for EditorID>', <Amount of Enchantment>, <level condition for enchanted weapon used in LeveledList> // EnchWeaponMagickaDamage01 - comment, just the name of Object Effect, I don't like the crypto code, but I can't make it work over way... yet
And, as allways in modding world, if you want to generate enchantmented weapons inside plugin A, with enchantments of plugin B. Plugin A should require plugin B as master.
Well, it is compatible with any mod... or you're asking about generating items with Summermyst enchantments? Script was started for making things like creating Summermyst much easier than spending innormous amount of time in buggy CK making same edits over and over, I'm hoping Enai Siaion have some scripts for that. I like that mod as all mods by Enai Siaion... and it is not just big collection of magic effects, it has complex math, destribution planing and such stuff... so if you want to open Summermyst plugin, run a script on mod like Immersive Weapons and then play with superbly enchanted Skyrim, you can do that, destributing and balancing are on you, I've made this script easy to read and use, and you can write aditional generation entries once, and every time Summermyst or other mod will be updated -> just run it and play.
And me, well, I've separated both my scripts and made lib they share, my next goal is to find time to make new update with "Make craftable", so artists who makes superb mods, I like and use, could relax at least for a little bit.
yes, I want to open Summermyst plugin, run a script on mod like Immersive Weapons and then play with superbly enchanted Skyrim ) will WryeBash distribute these items via levels lists?
hmm... I was not using Wrye Bash for a long time, but as I remember, it can only combine rewrites of LeveledLists in order to make compatibility patch... some java procer for old Skyrim was doing something like that but only in a way of some overhaul balance mod... but java is against my religion, so I was not using such tools and can't say for sure
48 comments
also, will look into seeing if it can add modded in magical effects...
Awesome work. thanks!
(Oh, and this is after using similar things to create wacky legendary versions of stuff in FO4, my lack of intelligence is sometimes astounding)
"Load order fileID [00] can not be mapped to fileID for file "Custom leveled list.esp"
Put a long list of items for a mod and have a script compile a load of breakdowns.
Skyrim - Make Breakdown.pas
I was lazy enough... and have spamed the nexus already... to post it here...
P/s: just download v0.5 3 feb and try and idk why it not working, like weapon tab i still can edit like normal but armor tab i click to line i want to edit but nothing happen
I've downloaded 0.5 - working no problem
0.6 - all seems right...
armor/weapons all generated and can be changed, SSEEdit finds no errors and game is launching...
what mod - plugin are you trying to edit?
the only reason records can stop responding is that xEdit is not allowing users to edit Beths master file (but scripts can do many things, like edit records even if user is still locked to accept editing warning), if you are selecting items there... you should not do that... xEdit may freak out...
So if you want to generate "vannila" items with enchantments, firstly select that weapon/armor records, right click "Copy as override into..." and select plugin you want to edit, or make new one,... that go to that plugin and select these overrides, run a script on them, after that overrides can be deleted.
And 31 are just more as example, there much more than 31 in vanilla, even for weapon.
So if you want to to add/delete new object effects to/from the script. You will have to do as I wrote in FAQ:
Open script in your text/code what ever editor, pres Ctrl + F and type '=Adding'. Above you'll see all the enchantments and comments, right after 'FireEffects' is a commented version for needed arguments, so you can alter them. Basically it is just one line:
addToLeveledList(enchLevelList, createEnchantedVersion(selectedRecord, '<FormID of Object Effect Record>', '<suffix for EditorID>', <Amount of Enchantment>, <level condition for enchanted weapon used in LeveledList>
// EnchWeaponMagickaDamage01 - comment, just the name of Object Effect, I don't like the crypto code, but I can't make it work over way... yet
And, as allways in modding world, if you want to generate enchantmented weapons inside plugin A, with enchantments of plugin B. Plugin A should require plugin B as master.
Can you make it compatible?
This is the reason I cam here lol
Script was started for making things like creating Summermyst much easier than spending innormous amount of time in buggy CK making same edits over and over, I'm hoping Enai Siaion have some scripts for that.
I like that mod as all mods by Enai Siaion... and it is not just big collection of magic effects, it has complex math, destribution planing and such stuff... so if you want to open Summermyst plugin, run a script on mod like Immersive Weapons and then play with superbly enchanted Skyrim, you can do that, destributing and balancing are on you, I've made this script easy to read and use, and you can write aditional generation entries once, and every time Summermyst or other mod will be updated -> just run it and play.
And me, well, I've separated both my scripts and made lib they share, my next goal is to find time to make new update with "Make craftable", so artists who makes superb mods, I like and use, could relax at least for a little bit.
will WryeBash distribute these items via levels lists?
You're making some cool stuff man!
I was looking for something like this... maybe since Oblivion...
how does it work with bashed patch?