Mod's been ported to SSE. Most recent update was to add support for zEdit patching. if you're on LE, this is strictly superior to xEdit patching. it's more complicated on the SE version. This mod was updated for an update to my scrollwriting mod, which should be updated Soon (TM).
Tried to do the dynamic patching, but keep getting this message :MXPF Error: You need to assign mxPatchFile using PatchFileByAuthor or PatchFileByName before calling AddMastersToPatch.
Can anyone tell me what the hell that actually means and what I need to do? The description made it sound easier then it actually is.
EDIT:Ok, I think I found how to actually run the script, but now I just keep getting an error saying "Exception in unit mteFunctions line 1623: Found a NULL reference, expected: GLOB" As someone who's barely starting to figure out how to use TES5Edit, can anyone explain to me what the hell I might be doing wrong?
Yes the esp is loaded and checked, and I can actually destroy vanilla books ingame using the spell, although I had to give myself the ability through console since it didn't show up in the Powers list otherwise. It's just trying to get it to work for mod books that's giving me a headache. Might just have to give up on that front though, at least until I figure out TES5Edit a little better.
When I first downloaded I didn't start with the power in my powers list but I found it in the console fairly easy. Here's how you can too if you have a similar bug!
Hit the "~" key and enter: Player.addspell xx005e8b Into the console replacing the "xx" with your load order for the mod. If you're unsure about it you can also enter: Help "Destroy Book" to find the exact code, you're looking for the spell not effect.
Hopefully, this helps if the power isn't there. I am unsure if this is a glitch to the load order or if some lines weren't added correctly, but this is a very easy solution. The mod is really useful and simple.
Is it just me but am I the only one that can't seem to find the power? I don't have it in my power list. I have the patch and the regular esp loaded as well. Could anybody tell me what could be the problem??
EDIT: I've pushed them lower on the load order and it still doesn't seem to work. Ive even removed the patch I made and just have it where I can destroy regular vanilla books but still don't have the power even though the popup comes up. I have no idea. Any help, please??
I will try to force start the quest in-game and see if it works, in my case the popup didnt even showed up. Is that merchant good/lore-friendly? there's not even a image in the mod page.
Edit: Reinstalled the mod, rebuilded the patch, and nothing. It's sad cause i really wanted to use this mods.
I, unfortunately, have to confirm this. There is no such power added. Started a new game, with Campfire, applied the xEdit script, pulled the book import plugin as last loaded. See no power at all? I'll add it via console. You could apply a hotkey for doing this maybe?
Edit: Ahh, I see why this is happening. You use a simple instance of OnInit(). Which has the potential to get completely ignored on a new game start, with a heavily modded game. You should add a OnPlayerLoadGame() event as well, so it does get loaded after the game loads first time.
Also, you could just add a simple wait(10), so that the script process gets delayed and makes sure to evade all the script rumble going on with a new started heavy mod game.
Edit2: You also want to make sure your init quest isn't set to "run once". This will effectively prevent the power getting added in a heavily modded game.
Btw. great mod, downloaded, installed, endorsed...
So it turns out that yes, I do value the sanctity of books over my own life. I ripped up some clothes and spent time making a fire with linen wraps instead of paper because I completely forgot I could Destroy Books. I probably wouldn't have done it anyway. But at least now I will remember for next time! I think.
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Most recent update was to add support for zEdit patching. if you're on LE, this is strictly superior to xEdit patching. it's more complicated on the SE version.
This mod was updated for an update to my scrollwriting mod, which should be updated Soon (TM).
Can anyone tell me what the hell that actually means and what I need to do? The description made it sound easier then it actually is.
EDIT:Ok, I think I found how to actually run the script, but now I just keep getting an error saying "Exception in unit mteFunctions line 1623: Found a NULL reference, expected: GLOB" As someone who's barely starting to figure out how to use TES5Edit, can anyone explain to me what the hell I might be doing wrong?
EDIT: I asked my experienced friend, here's his reply:
I tried #3 and it worked for me.
Hit the "~" key and enter:
Player.addspell xx005e8b
Into the console replacing the "xx" with your load order for the mod.
If you're unsure about it you can also enter:
Help "Destroy Book"
to find the exact code, you're looking for the spell not effect.
Hopefully, this helps if the power isn't there. I am unsure if this is a glitch to the load order or if some lines weren't added correctly, but this is a very easy solution.
The mod is really useful and simple.
EDIT: zEdit patch worked for me.
EDIT: I've pushed them lower on the load order and it still doesn't seem to work. Ive even removed the patch I made and just have it where I can destroy regular vanilla books but still don't have the power even though the popup comes up. I have no idea. Any help, please??
Looking at TES5Edit there's no conflicts, maybe the plugin is not "starting" in-game.
The link if you want it: http://www.nexusmods.com/skyrim/mods/68680/?
Nothing special but gets the job done.
Edit: Reinstalled the mod, rebuilded the patch, and nothing. It's sad cause i really wanted to use this mods.
Edit: Ahh, I see why this is happening. You use a simple instance of OnInit(). Which has the potential to get completely ignored on a new game start, with a heavily modded game. You should add a OnPlayerLoadGame() event as well, so it does get loaded after the game loads first time.
Also, you could just add a simple wait(10), so that the script process gets delayed and makes sure to evade all the script rumble going on with a new started heavy mod game.
Edit2: You also want to make sure your init quest isn't set to "run once". This will effectively prevent the power getting added in a heavily modded game.
Btw. great mod, downloaded, installed, endorsed...
So, I temporary fix it by install it mid game - -"
Great mod, very helpful!
Loved it.
Peace xD