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  1. a_blind_man
    a_blind_man
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    A common issue a lot of people seem to have with this toolbox is misunderstanding the scope of the script (.pex) file. In a papyrus script you can manually specify forms as private variables through papyrus before being compiled, or you can set them as public variables which can be set through the CK interface after compilation and saved into your .esp file.

    The point of this toolbox is to provide people with a script that requires no writing of code on their behalf. The script contains blank variables that can be set in the CK, and a set of instructions which injects your chosen item into your chosen Leveled List. The variables you choose are stored only inside your .esp file, and the script remains unchanged. Unless you have edited the source file (.psc) and recompiled it, the script file that people need to distribute with their mod (.pex) will be identical to the one in the downloads here.

    Note: If you have edited the source file, make sure you rename the file before compiling!!
  2. L1nk42
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    I want to make an armor level list for a specific armor, but I'm using the mod Horizon, I have the patch for the armor to play nicely with Horizon.
    My question is do I add the level list to the original armor mod or the patch?
  3. ghostfc3s
    ghostfc3s
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    Would you be able to use this process to inject a new perk into NPCs?
  4. Hackbrah
    Hackbrah
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    Added a backpack mod to the armor leveled list. Too many people were appearing with just the backpack and no other clothes, but it seems like there's no way to get rid of the "injection", even after deleting the script. Seems like you have to go in a save before you installed it if you want to get rid of the items.
  5. Caiena
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    Dear Author, your description of the scripts, leaves a lot of unclear.

    Theoretical Example.

     

    Data:

    In the presence of three different mods with Weapons. Respectively, 3 Author. These mods are periodically updated and cannot be edited.

    Mod_01.esp

    Mod_02.esp

    Mod_03.esp

     

    In the Game we have 3 Weapons:

    Weapon_01

    Weapon_02

    Weapon_03

     

    Task:

    You must edit the Level lists using the WeaponLLInject Script.

    The WeaponLLInject script is located in the Game folder.

    What actions should be taken?

    (For example, let The game Level List be called-LL_LevelList)

     

    1. Create a Patch to Mod_01-Mod_Patch_01.esp

    2. In Mod_Patch_01 create ModQuest_01

    3. Select WeaponLLInject

    4. Select Weapon_01 (WeaponName)

    5. Choose PlayerLevel

    6. Specified games LL_LevelList

    7. Save Mod_Patch_01.esp

     

    Next action:

    1. Create a Patch to Mod_02-Mod_Patch_02.esp

    2. In Mod_Patch_02 create ModQuest_02

    3. Select WeaponLLInject

    4. Select Weapon_02 (WeaponName)

    5. Choose PlayerLevel

    6. Specified games LL_LevelList

    7. Save Mod_Patch_02.esp

     

    Next action:

    1. Create a Patch to Mod_03-Mod_Patch_03.esp

    2. In Mod_Patch_03 create ModQuest_03

    3. Select WeaponLLInject

    4. Select Weapon_03 (WeaponName)

    5. Choose PlayerLevel

    6. Specified games LL_LevelList

    7. Save Mod_Patch_03.esp

     

    As a result, we have:

    1. 3 original weapon files.

    (These are Copyrighted works that cannot be edited):

    Mod_01.esp

    Mod_02.esp

    Mod_03.esp

     

    2. 3 Patches to each Weapon fashion:

    Mod_Patch_01.esp (Master File-Mod_01.esp)

    Mod_Patch_02.esp (Master File-Mod_02.esp)

    Mod_Patch_03.esp (Master File-Mod_03.esp)

     

    The algorithm is described correctly? Or I misunderstand something?

    As far as I know, Creation Kit works with master Files in the form of ESM. And that could be a problem.

    1. xaosbob
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      You explained it well, but in short, no, that is not how it works. When using a mod for personal use, you are free to do what you want to with it--just don't distribute it unless the mod's author specifically tells you it's okay.

      You are not making a patch for each weapon mod you have, you are editing each mod itself, with that mod's .esp set to Active File when you load it. This is completely okay for your own use, so don't worry. And the Creation Kit does create and use master files (.esm), but it mainly uses them as the foundation of building plugin files (.esp). That is what it was made for, so you are able to modify or make your own .esp files as much as you like.

      Other than those points, it looks to me like you have the sequence down pretty well. Now all you need to do is give it a try!

      Side note: If I am wrong, please people, correct me.
  6. bloxyman
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    Can someone tell me how to add weapons to custom factions, like America Rising's Enclave?
  7. PaddyGarcia
    PaddyGarcia
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    I would like use a script to inject a hundred+ items into a few dozen LLists. In varying quantities. With some items added into some lists, and other items added into other lists.

    This toolbox is great for one item but not so great for a hundred. Any ideas?
    I don't know much about scripts btw.
    1. baichi23
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      Use LLLLInjector. Use your own LL and inject it to whatever LL (raiders LL, settlers LL) you want. I've made about 10-12 different outfits in my own LL and used the LLLLInjector once to install them all.
    2. pandaman129543
      pandaman129543
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      delete me
  8. Hackbrah
    Hackbrah
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    Would I have to create a folder called "Scripts" in whatever armor mod I'm trying to use and then only put the file "ArmorLLInject.pex" in it for it to work? I'm using modorganizer2.
    1. pandaman129543
      pandaman129543
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      just installed whatever script you choose like how you install any other mod in MO2, it should show up
  9. JMor1
    JMor1
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    Question time. If I'm creating a weapon injection, how does the inject handle weapon attachments?
    1. Splaetos
      Splaetos
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      Object Templates, same as all weapons. If you just add a weapon, you get the default(I believe? I am not positive how the game picks a template if you just add it directly). If you add a LL with a template or a list of templates, however, you would get whatever that list sorts out. The non-custom lists for weapons are all LLI, which often contain more lists.

      For Example.
      LLI_Gunner_SemiAuto contains lists including: LL_ShortRifle_SemiAuto which contains a weapon AssaultRifle and a keyword if_tmp_RifleShort_SemiAuto which references the object template containing that keyword.

      Further customization may happen if the template has a modcollection omod (a list of possible mods) attached to a slot instead of a regular omod.

      Please, someone correct me if I am wrong anywhere here. LL flow charts have been a long logical headache for me, but I think my understanding is progressing.

      -Edit-> The game definitely does not use the default template when you add a weapon directly (ie console). I have epics turned off in my games so it's hard to tell, but I think it picks randomly from available templates?
    2. pandaman129543
      pandaman129543
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      its spawns the weapon with random attachment.
  10. warheadz
    warheadz
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    Is there any mod example which using the LLLLInjector provided from here? i reallly need at least one example for seeing some proved / working injection of leveled list to leveled list, it also for comparison for my own injector script.
    1. baichi23
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      I've made my own LL using different mods here on nexus and injected that into the raiders LL. Now my raiders are wearing different outfit mods.
    2. pandaman129543
      pandaman129543
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      you make a leveled list and then use the LLLLI to inject that leveled list into other leveled list. pm me if you need more help
  11. pandaman129543
    pandaman129543
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    amazing mod. If anyone has question on how to use this pm me and ill help you
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