About this mod
Revamping of the original Spell List Combiner. Authors have since not touched it in a while and it had a lot of problems. I feel I've changed enough to give my self credit with honorable mentions of original code from 3XC4L1B3R and Spartandestroyr for a bit of a fix after the original had issues.
- Permissions and credits
This was with the attempts of ChatGPT (god help this thing) which made me want to pull my hair out and ClaudeAi which was actually pretty damn good as long as you keep hold of its reins. Once it started adding code to wipe out humanity I felt I needed to step in. Anyways as far as I can tell it scans your mod lists gives you a Cache for spells, SpellHelper with all of the names it looks at, and uuidHelper which generates a list of just spell uuids. These are mostly for troubleshooting.
Console Commands included:
!slcHelp - generates all console comamnds and tips for you on how to work with them
!uuidHelper - txt file of all uuids in your spell list
!SpellHelper - txt file of all spell names it sees
!lsjMaker - makes an lsj of mods you feed it. Personally I never use it so didnt test it. If you want to hit it up good luck.
!ReloadConfig - generates a fresh config file. one will appear on first run anyways.
!RebuildCache - compeltely rebuilds the cache.lsj. wont help you mid game as its already using one but on next start it will correct issues or make you aware of issues.
Aside from that it generates your spell list and removes duplicates. BE AWARE SOME AUTHORS make spells with different names and uuids that have the same name appear in the list and will not get removed.
Like the following
Line 6018: Target_MindSliver
Line 12106: Projectile_AstrasSpellbook_MindSliver
I could maybe make something to deal with it but several spells rely on similar names I had like 15 infestation spells all different so it was risky. You want to deal with it then take a whack at it but for now i had maybve 6 cantrips of my 96 duplicated so it was minor.
For any complaints. Write a message but i rarely read them. If its big enough I need to deal with something I can deal with it.
Will now identify which spelllists are not working. They still appear in game though they wont be part of the spelllistcombiner sorting. When you add new spell mods delete the cache file to rerun an in depth reforming. If cache isnt deleted it just does a brief check so it doesnt bog down wait times every run. The 5th image shows it in action. Ambition cleric mod and mystras popped up. Doesn't mean they won't work as mods just means spell list combiner wont sort them or check for duplicates for them. You can still use the spells and see them just fine. Usually it happens when the spelllist.lsx is in a weird format or merged as I haven't gotten around to dealing with a merged list yet.
Uses script extender so order doesnt REALLY matter but I put it pretty far at the bottom near compatibility framework just because it starts it up after other mods have been detected.