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ME DANGNAMMIT

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FiftyTifty

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234 comments

  1. FiftyTifty
    FiftyTifty
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    Sticky
    Figured I might as well upload the new version that supports USLEEP.

    For those who are curious, I added comments to the scripts for those novices that want ta learn how it works.


    So if you, or anybody close to you, has benefited from my, what some may perhaps describe as, a toil, and labour, of love-enriched Pascal, surely, verily, you could consider sparing me some coinage.


    So, like, give me my millions already. I'LL MAKE MILLIONS!
  2. DokgoDairo
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    Is there any way to skip entries contained in 2 mods at the same time? For example, if I select Skyrim.esm and Dawnguard.esm, the Dawnguard edits some records of entries in the Skyrim one, then the script duplicates both of them instead of just the one winning the conflict.

    Edit: Seems to be solved by cleaning ITMs.
  3. hoangdai94
    hoangdai94
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    💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖💖
  4. Elizinator
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    i know this is a hell of a longshot, given the age of this mod, but im hoping i can get some assistance here,

    basically, when i run the script on the dungeon mods in my load order, the script just . . . skips a bunch of cells. Stillborn cave for one, the temple of Xrib (though it did NOT skip the Xrib Antechamber added by LotD), Yngvild, Hob's Fall. Frankly every vanilla zone i tried in that region. It only misses the vanilla cells; nothing mod-added. 
    1. FiftyTifty
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      I have no doubt that this script is a badly written mess lmao. But I think I added a check to make sure that no spawns modified by other mods get duplicated. To avoid any weirdness by playing it safe.
    2. Elizinator
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      so what i've done is use this: https://www.nexusmods.com/skyrimspecialedition/mods/2470?tab=files
      and then generate an additional .esp with this script containing nothing but dwemer/falmer and mod-added dungeons. fingers crossed, but it looks like it works so far

      edit: slight snag. looks like all vanilla areas modified by LOTD are double-doubled. i guess those'll just be extra exciting.
    3. Elizinator
      Elizinator
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      ok, here is a question. is there any sane way to duplicate mod-added NPCs? It is possible to export the list of NPC FormIDs and just copy that into the list this script uses . . . but that duplicates everything doesnt it? Including unique NPCs. cant imagine that NOT getting extremely jank. I'm fine with it duplicating generic bosses, but double Zakhriisos is pretty silly.

      also, if the same npc record is added to the formid list twice, will it get duplicated twice?
  5. Reveurr
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    Notice

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    1. cowrun
      cowrun
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      Sorry for writing so much in the future, but how did you generate all those lines?
  6. deleted88622563
    deleted88622563
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    it's been 2 years i used this mod and came back here ^^ .. i just wanna say thank you for create this mod . this mod makes my cave and dungeons so populated :D .. 
    once again thank you so much FiftyTifty *^_^*

    Note :
    i already endorsed since i downloaded 2 years ago . 
  7. Gofta392
    Gofta392
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    Just in case for those who want to increase dwemer and falmer spawns: it is VERY easy. All you gotta do is to download notepad++ and use it to open the Duplicate Refs.pas file in Edit scripts folder. After you open it scroll down until you see DoFalmer: =false and DoDwemer :=false lines. Change those 'false' into 'true' and there you go, you are ready to get butchered by denizens of dwemer tunnels.
    1. ShinobuOrion
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      I have done this with notepad and what do I do with the new AAA FyTy - Duplicate Refs.pas file? Do I need to copy it to Data folder?
    2. FiftyTifty
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      copy to "c:/homework/pamela anderson"
    3. ShinobuOrion
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    4. deleted3139665
      deleted3139665
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      If you want to add falmer and dwemer spawns you have to do this:
      1-open this file with notepad ""AAA FyTy - Duplicate Refs.pas ""
      2-Search ""DoFalmer"" ""DoDwemer"" and change false to true
      3-Search ""DoTheBigList"" and change false to true
      4-Save the file and now is working.
    5. philanderadriaan
      philanderadriaan
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      I just need to save the file and that's all? I tried doing this but it doesn't seem to be multiplying the Falmer to me. I tried editing directly at the data and also tried editing on the zip before installing and both times didn't work.
  8. Whitified
    Whitified
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    Does this mod have anything similar to the ASIS Experimental Patch? (disables increased spawns for spawns, prevents spawn-looping)
  9. HoboGodAlpha
    HoboGodAlpha
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    For those who can't figure out how to modify the spawns, just load the .esp in Tes5edit, and apply the duplicate refs script. Also make sure to get the mteFunctions.pas.
  10. jquinn914
    jquinn914
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    If there's "if" loops, how is this scriptless?
    1. FiftyTifty
      FiftyTifty
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      script make game go wooo

      but not game script make game woo no . make game go fwoom because no whoom in game, use script in not-game to make game!!!!!!
    2. sylaces
      sylaces
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      quality shitpost
  11. kakaknight
    kakaknight
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    I tried this mod today, it offers a better spawning system than ASIS (not as good as SoT though, but that one added thousands of scripts), this is quite good.

    But..... I think the compatibility of this mod is awful, to manually add NPC's FormID is unacceptable, it need a patcher to do it automatically, really.