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Cowpuncher

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capitancow

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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
As most are aware the original Spell List Combiner had a lot of problems running by the time patch 8 showed up. Spartandestroyr attempt at a minor fix corrected some but he has moved on to being a family man and so he didnt have his priorities in life correct, good lad, so I made an attempt to get the mod functioning as intended.


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 use spell names in the list that are different like below but appear in your list as the same thing for instance you will see two Mind Slivers due to this. it wont filter those as the Mind Slivers are referencing different information. I tried to filter it by name but it became difficult so it was deemed a minor issue and ignored from this point on. Overall it resulted in maybe 3 spells that had a duplicate in my cantrips and maybe 3 in level 1 spells. The issue is minor as a lot of them do different things the name you see in your book is the same for both though which is what causes issues. A few are exact replicas but vary as they get higher up in level.

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. 

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.

The first run of the mod for a new game will be long. It scans all lists and goes through every single one the console will update with your progress as it operates. Runs after that for the new game will be quicker as it uses the cache made from the initial run. So dont think it will take like 5 minutes every time and that was my timeframe with about 1700 mods active. Subsequent runs were about 15 seconds.

You will get a list of all spelllists it goes through and finds and then ones it cant use. These are for various reasons either merged spells or format is odd and mod specific. These spells are not removed they just wont be touched so you will still see them just gives you an idea of mods that may or may not need troubleshooting.

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.