This cant be ported in a row into SE. SE use much other structures and contain lot of enhancments over leveledlists, mods without the disadvantages of the leveldlists, plus the general and direct modifications on thoses can break irreverssibly your game, see others mods for enhance the triggers and magical effects ,they crash very easily, they use only leveledlists or someting else, because leveldlists are not well understood and may be dangerous, unsure about recursivity limits of the parsing and others types of exclusions apparently unssuported. On SE the principle is the same, lock an item preferably on a humanoïd(sorry for all the daggers, gold and rings) and get a chance to be sure its happening accordingly to a nearest chance with all effects and as well as possible the computed and cumulated effects are visible, as i dont use outfits it could be broken by any others mods depending their authority, the best chance to lock an item on NPC as well as a PC, is to use the grimy tools to bring the popup UI or shortcut to give order to wear a simple piece of armor , preferably weapons and rings, rings can be more numerous but less stackable(max) and less used/powerfull. To answer you specially you should reconsider too this mod list not yet in the presentation page, i recommand you: Grimy utilities(see how to order a NPC to gear any piece maybe are in their inventories, or use others mods, theses functions stop to be used constantly after a moment, so effects too,but problem could be solved easily by forcing very huge amount of lvl lists imbricated from the very start, before the first node or later, for get higher/max chances of usage of this item by npcs, i could add this option in next version in 2021 ...sorry no much time, all is about a finality and compatibility lists essentially) -The problem of the items charges and definitively lets them all full by default, and be sure others npcs ll produce effects always visible, and fully with the preset) Infinite weapons charge -I don't know if that works with NPC but i found others promicious mods like this last rewritten All Geared Up Derivative 2020 All Geared Up Derivative 2020 and his fix that ll works for (untested)SE AND LE https://www.nexusmods.com/skyrimspecialedition/mods/38151?tab=description About grimy mod(more recent), what i found recently on grimy forum about SSE: 6) ((DO NOT USE GRIMY PLUGIN)) ( Dienes tools Papyrus utilities and UIE extensions replace the Grimy Plugin.) It happend to use all three because of different mods Note I had to put this LATE in my Load order to get it to work I have it just below skytweak and my BashPatch. For converting Skytweak Dirty Weasel Has a great Conversion video on Skytweak on Youtube
I have a question about java, i have several installation on my system as gui in wodw show it, i would know which one is prefered or theses that does not works well, i do not own version 6, is this a problem ?
I like how the mod show the magic immersion with others mods that does that very well, do you think its possible you made futurs fix for ideas about others types of objects or other over modded items that generated are not recognized by enchanted arsenal or any effects added ? can we have more effects or configured leveled lists by creatures types ?
So i should configure any types of npcs on differents locations more plus recognize them equal assign specials stuff chances and/or replace some piece or outfits or stuff on specific npc with blacklist location ? I am not sure i can do that but i can propose you to configure only items during the patcher execution after the scanning and before the apply of leveled lists, i can propose theses ideas: I switch on/off certains items by listing them all from mods with the id I add blacklists words for not include replacement on some items with keywords detection I add whitelists keywords for place items in a first set of leveled lists and include all others in a second one with equals chances to the numbers of items in the parent set. I can't do anything for change the effects, as said there is a lot of them and its enough but i can provide in the list a representative abstract of all enchantmenets of items to let you recognize more easily what you desire blacklist. I need first how to make gui modification, i am not ready for many weeks...
It's done, i added several filter options and configuration per item from mods with blacklist, whitelist and nolist. Start the java jar included to see and read main message.
What does this do, I don't understand the description and the pictures show a lot of magic but they're very chaotic?
So I understand this mod distributes magic items from other mods into the world (As distributes them throw the leveled list) Will this allow enemies to use those spells and things added into the world?
This will change how the game is looking definitively and how you want change it or personnalize it anytime, due to any content that can be used with mods, for exemple i installed a lot of them during multiple players and installation of skyrim but never found them, many reasons, after years i wanted retrieve theses magics items they weren't found anywhere, thats why the mod pretend to scale a miniumum types of weapons depending on locations(due to weapons types used by types of creatures) but not depend on type of weapons on types of creatures in types of locations, the matter can change for exemple just for use and show the magic inside.
The modifications are not made upon the same items, they were just of same types to not bring experience and immersion excepted for daggers and rings, rings can give strange powers and need player to find how force npc to gear them as they can hold more than one at same time. Daggers give possibilities to see more magic front of you, after you disarm an ennmy by shout , weapon or shield, he will try to use a second weapon or not even draug but i am not sure if they absolutly need no weapons to launch more magic because sometimes they do not change for another weapons when no in hand, so that a balance anyway, force dagger will never force them to not use magic as they should.
Yes the magic can be chaotic for certains players espacialy items that add their own sort of magic out of them, personnaly i was able to play fine, no chaotic problems and the must never ctd unlike esp files...
SO YES it randomize magic everywhere(blacklist/whitelist/switch/infos are coming soon) :)
11 comments
SE use much other structures and contain lot of enhancments over leveledlists, mods without the disadvantages of the leveldlists, plus the general and direct modifications on thoses can break irreverssibly your game, see others mods for enhance the triggers and magical effects ,they crash very easily, they use only leveledlists or someting else, because leveldlists are not well understood and may be dangerous, unsure about recursivity limits of the parsing and others types of exclusions apparently unssuported.
On SE the principle is the same, lock an item preferably on a humanoïd(sorry for all the daggers, gold and rings) and get a chance to be sure its happening accordingly to a nearest chance with all effects and as well as possible the computed and cumulated effects are visible, as i dont use outfits it could be broken by any others mods depending their authority, the best chance to lock an item on NPC as well as a PC, is to use the grimy tools to bring the popup UI or shortcut to give order to wear a simple piece of armor , preferably weapons and rings, rings can be more numerous but less stackable(max) and less used/powerfull.
To answer you specially you should reconsider too this mod list not yet in the presentation page, i recommand you:
Grimy utilities(see how to order a NPC to gear any piece maybe are in their inventories, or use others mods, theses functions stop to be used constantly after a moment, so effects too,but problem could be solved easily by forcing very huge amount of lvl lists imbricated from the very start, before the first node or later, for get higher/max chances of usage of this item by npcs, i could add this option in next version in 2021 ...sorry no much time, all is about a finality and compatibility lists essentially)
-The problem of the items charges and definitively lets them all full by default, and be sure others npcs ll produce effects always visible, and fully with the preset)
Infinite weapons charge
-I don't know if that works with NPC but i found others promicious mods like this last rewritten All Geared Up Derivative 2020
All Geared Up Derivative 2020
and his fix that ll works for (untested)SE AND LE https://www.nexusmods.com/skyrimspecialedition/mods/38151?tab=description
About grimy mod(more recent), what i found recently on grimy forum about SSE:
6) ((DO NOT USE GRIMY PLUGIN)) ( Dienes tools Papyrus utilities and UIE
extensions replace the Grimy Plugin.) It happend to use all three because of different mods
Note I had to put this LATE in my Load order to get it to work I have it just below skytweak and my BashPatch.
For converting Skytweak Dirty Weasel Has a great Conversion video on Skytweak on Youtube
I am not sure i can do that but i can propose you to configure only items during the patcher execution after the scanning and before the apply of leveled lists, i can propose theses ideas:
I switch on/off certains items by listing them all from mods with the id
I add blacklists words for not include replacement on some items with keywords detection
I add whitelists keywords for place items in a first set of leveled lists and include all others in a second one with equals chances to the numbers of items in the parent set.
I can't do anything for change the effects, as said there is a lot of them and its enough but i can provide in the list a representative abstract of all enchantmenets of items to let you recognize more easily what you desire blacklist.
I need first how to make gui modification, i am not ready for many weeks...
Start the java jar included to see and read main message.
So I understand this mod distributes magic items from other mods into the world (As distributes them throw the leveled list)
Will this allow enemies to use those spells and things added into the world?
The modifications are not made upon the same items, they were just of same types to not bring experience and immersion excepted for daggers and rings, rings can give strange powers and need player to find how force npc to gear them as they can hold more than one at same time.
Daggers give possibilities to see more magic front of you, after you disarm an ennmy by shout , weapon or shield, he will try to use a second weapon or not even draug but i am not sure if they absolutly need no weapons to launch more magic because sometimes they do not change for another weapons when no in hand, so that a balance anyway, force dagger will never force them to not use magic as they should.
Yes the magic can be chaotic for certains players espacialy items that add their own sort of magic out of them, personnaly i was able to play fine, no chaotic problems and the must never ctd unlike esp files...
SO YES it randomize magic everywhere(blacklist/whitelist/switch/infos are coming soon) :)