Skyrim

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Mator

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matortheeternal

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248 comments

  1. PureWinter
    PureWinter
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    The installation instructions are pretty vague and say nothing of SSE so this is a method. There are two xEdits- one is on git hub, the other is specifically for SSE found on the nexus. This works for the nexus xEdit SSE.

    Extract the zip from the above link and put it somwhere that isn't documents, desktop, or downloads, into a folder.
    Extract the MXPF zip. Move only the folder "Edit Scripts" into the folder containing xedit, which already has an 'edit scripts' folder- so the contents of MXPF go into it.

    If you are using Flora Respawn Fix, then the script also goes into this same Edit Scripts folder. :)
    1. Kokuei7
      Kokuei7
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      Thank you, I was completely lost wondering where to start with MXPF for this exact reason.
  2. HadToRegister
    HadToRegister
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    Looks like this doesn't work with Skyrim AE.

    I just kept getting the error 'mteFunctions' on line 2261: Array index out of bounds", then I updated the mteFunctions.pas from github, and now it says  'mteFunctions' on line 2307: Array index out of bounds"
    1. Michalius
      Michalius
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      For those encountering the same problem - the script on github - https://github.com/matortheeternal/mxpf/blob/master/Edit%20Scripts/lib/mteFunctions.pas - got updated 2 months ago (May 2023) with a fix for this issue.
  3. SirTwist
    SirTwist
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    This is an even simpler way to install this thing.
    1) Open where you have SSE edit.
    2) Open this archive.
    3) Find Edit Scripts directory in the archive.
    4) Drag the directory from the archive to your SSE Edit directory.
    5) Overwrite what is needed.
    6) Close archive.
  4. devinleh84
    devinleh84
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    I'm Trying to do this for OddsnEnds and I did what it showed in the video but I get an error 'mteFunctions' on line 2261: Array index out of bounds? This is used for SSE atm as an alternative to additem menu. Any suggestions?
    1. nynoire
      nynoire
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      • 7 kudos
      Bumping this because I'm here for the exact same reason.
  5. kenshiiro28
    kenshiiro28
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    Trying to make one of the scripts here work on weapons for damage Tried a hundred variations of it and nothing seems to be working it returns either an error for line 31 complaining about a semicolon which ofc is not there in the original script or if I remove the keyword filter it simply returns with a complaint that it found no weapon entries in my plugins. None of this makes any sense to me. Please help. This is where I am currently. 

    {
      MXPF - Rebalance Armors
      by matortheeternal
      
      Sample MXPF Script, sets all heavy armor to have 1200% higher 
      Damage.
    }
    unit UserScript;
    uses 'lib\mxpf';
    function Initialize: Integer;
    var
      i: integer;
      damage, newDamage: real;
      rec: IInterface;
    begin
      // set MXPF options and initialize it
      DefaultOptionsMXPF;
      InitializeMXPF;
      
      // select/create a new patch file that will be identified by its author field
      PatchFileByAuthor('TestMXPF');
      SetExclusions(mxBethesdaSkyrimFiles); // excludes bethesda files from record loading
      LoadRecords('WEAP'); // loads all Armor records
      
      // you can filter the loaded records like this
      // it's important that the loop starts at MaxRecordIndex and goes down to 0
      // because we're removing records
      for i := MaxRecordIndex down to 0 do begin
    rec := GetRecord(i);
    // remove records that don't have the WeapMaterialElven keyword
    if not HasKeyword(rec, 'WeapMaterialElven') then
    RemoveRecord(i)
    // remove records with Data - Damage = 0
    else if (genv(rec, 'DATA - Game Data\Damage') = 0) then
    RemoveRecord(i);
      end;
      
      // then copy records to the patch file
      CopyRecordsToPatch;
      
      // and set values on them
      for i := 0 to MaxPatchRecordIndex do begin
    rec := GetPatchRecord(i);
    damage := StrToFloat(geev(rec, 'DATA - Game Data'));
    newDamage := Int(damage * 13.30);
    AddMessage(Format('Changed damage from %0.2f to %0.2f on %s', [damage, newDamage, Name(rec)]));
    seev(rec, 'DATA - Game Data', FloatToStr(newDamage));
      end;
      
      // call PrintMXPFReport for a report on successes and failures
      PrintMXPFReport;
      
      // always call FinalizeMXPF when done
      FinalizeMXPF;
    end;
    end.
    and original now below
    {
      MXPF - Rebalance Armors
      by matortheeternal
      
      Sample MXPF Script, sets all heavy armor to have 25% higher 
      armor rating.
    }
    unit UserScript;
    uses 'lib\mxpf';
    function Initialize: Integer;
    var
      i: integer;
      armorRating, newArmorRating: real;
      rec: IInterface;
    begin
      // set MXPF options and initialize it
      DefaultOptionsMXPF;
      InitializeMXPF;
      
      // select/create a new patch file that will be identified by its author field
      PatchFileByAuthor('TestMXPF');
      SetExclusions(mxBethesdaSkyrimFiles); // excludes bethesda files from record loading
      LoadRecords('ARMO'); // loads all Armor records
      
      // you can filter the loaded records like this
      // it's important that the loop starts at MaxRecordIndex and goes down to 0
      // because we're removing records
      for i := MaxRecordIndex downto 0 do begin
    rec := GetRecord(i);
    // remove records that don't have the ArmorLight keyword
    if not HasKeyword(rec, 'ArmorLight') then
    RemoveRecord(i)
    // remove records with DNAM - Armor Rating = 0
    else if (genv(rec, 'DNAM - Armor Rating') = 0) then
    RemoveRecord(i);
      end;
      
      // then copy records to the patch file
      CopyRecordsToPatch;
      
      // and set values on them
      for i := 0 to MaxPatchRecordIndex do begin
    rec := GetPatchRecord(i);
    armorRating := StrToFloat(geev(rec, 'DNAM'));
    newArmorRating := Int(armorRating * 1.25);
    AddMessage(Format('Changed armor rating from %0.2f to %0.2f on %s', [armorRating, newArmorRating, Name(rec)]));
    seev(rec, 'DNAM', FloatToStr(newArmorRating));
      end;
      
      // call PrintMXPFReport for a report on successes and failures
      PrintMXPFReport;
      
      // always call FinalizeMXPF when done
      FinalizeMXPF;
    end;
    end.

  6. MurricaMan
    MurricaMan
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    I got directed here from a Special Edition mod. This says it requires xEdit for Skyrim Classic. Does this work for SSE? If so, to where do I unpack the files from the download? Sorry, I'm new to this...

    Edit: I figured it out, I just need to run the game and see if its working
    1. aragonit
      aragonit
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      • 53 kudos
      yes, it works.
    2. Luridum
      Luridum
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      • 74 kudos
      What did you do?
    3. Socratatus
      Socratatus
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      Yes,please tell us what you did, don't leave us hanging here. the Readme instructions treats us noobs like we should know stuff we don't know.
    4. AstroGazer
      AstroGazer
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      • 18 kudos
      Manually Unzip File, Place the unzipped “Edit Scripts” directory into the SSEEdit.exe directory location, overwrite.
      (You could also watch the vid.)
    5. StefanCP
      StefanCP
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      • 9 kudos
      Thanks, kudos. Video is 23 minutes, while 2 phrases can tell you how to install it. Cheers. In my case I only need it for a patch for FO4 Crafting Framework.
    6. SolidZeroX
      SolidZeroX
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      • 0 kudos
      i like how a year later OP still hasnt respondeded to  "what did you do?".  as i dont know what SSEEDIT.exe is.  is that a modified name for the gamm launcher? sigh.. weight is dumb
    7. DissidentRage
      DissidentRage
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      i like how a year later OP still hasnt respondeded to  "what did you do?".  as i dont know what SSEEDIT.exe is.  is that a modified name for the gamm launcher? sigh.. weight is dumb

      It's a Skyrim SE specific version of xEdit, an application to analyze ESM/ESP/ESL files and resolve conflicts between them. You'll also want to check out LOOT as it not only allows you to sort your mods intelligently, but shows you possible conflicts and dirty edits in multiple files.

      As for what to do, see AstroGazer's post after you've installed it.
  7. Yogfan1
    Yogfan1
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    • 2 kudos
    i wish that this third party edit to an editing software that most users wouldent need, would stop being required for some mods to work even though they could easily just compress bsa files into a bashed patch. but nooooo they have to require the editor which doesnt work on my computer due to the way i have steam set up. (this isnt exactly a problem with this edit, but rather of mods that could get away with bashed patches and decide not to making things infinetly more complicated for steam users of skyrim special edition, im glad you made this but im not glad that people are requiring this edit when they could use standerd forms of modding. 'tldr i understand that this mod is great for modders and for people who actually cant do the bashed patch, but when you can and it requires another program it makes me frustrated. also i cant even get the editor to launch due to steam library issues and install locations being different on different drives etc. i know this is a very specific issue but still.)
  8. sattyre
    sattyre
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    Hey Mator.  I just want to say thanks for all the great utilities.  My game would be just a fraction of what it is without them.  I hope you had as much fun developing them, as I have had using them.

    Really, thanks for everything.
  9. gamerninja2000
    gamerninja2000
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    do i need to use TES5Edit for se if i am already using SSEEdit?
  10. Ubeogesh
    Ubeogesh
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    Looks like there's an error in the example script for armor rebalance?

        // remove records that don't have the ArmorLight keyword
        if not HasKeyword(rec, 'ArmorLight') then
          RemoveRecord(i)

    The script is supposed to buff heavy armors, but it removes everything but ArmorLight-keyworded items?