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ruddy88 - mikeyNexus

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115 comments

  1. mikeynexus
    mikeynexus
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    Please advise of any errors or omissions. Feature requests will be considered; this mod is still open for development. If you would like to offer programming skills, let us know! We'd love to hear from you.

    If you installed v2.0 of the mod and have updated to v3.2.1 of TES5edit you will need to download the new script or you will continually get an error.

    -mikey
  2. donkykonga
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    I kind of messed up. I didn't run the script with my full load order and merchants are selling stuff from mods that already edit level list (one example winter cloaks). I know I did it wrong but was wondering if I delete the patch esp and then redo it correctly. Would that get rid of items that are already in levelled list?
  3. PureJoker
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    add armor plz!!! :D

    I wanna see enemies equiped armor plz~
    1. ruddy88
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      Read posts plz!!! :D
      This has been covered, wont be happenin
  4. ameami2225
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    Error “is not a valid floating point value.
    What causes this error message?
    1. ruddy88
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      Post the whole error..this sounds like it is expecting a float value in a field (a number with possible decimals), but is getting something else.
      My guess is a null record
    2. ameami2225
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      https://mega.nz/#!muhDmYoB!XvRVBOOl0cKG9CDa4oAfvGJ7qhkzj26gevfuzGj5MZM


      Verification please
    3. ruddy88
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      Well, before you even ran the script your log was showing a tonne of background loader errors regarding unexpected data across pretty much majority of your mods.
      Make sure you're using the latest version of xedit, also make sure yourw running it for LE and not SE, and look up how to check for errors.
      I mean just looking at that I'd say your either using outdated programs, or you've done something that's broken a tonne of mod dependencies (maybe incorrectly merged mods or something?), either way you have a lot of errors showing before my scriot was even run.
      Does your game even load and play?
      This mod is a sort of final step, and should only ever be used once you've ironed out any other issues.
    4. Frostelis
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      I've received this error as well, when trying to generate the esp


      “is not a valid floating point value.


      I do have a ton of merged armor and weapon mods and I basically loaded my whole modlist in tes5edit so it does contain some errors in the background loader, but I managed to make a few tes5edit script patches/esps before with no problems, so I am unsure why this happens.
    5. SayidD
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      Hi, I got this message too, I merged a LOT, I meant a LOT of weapons and armors mods (last years thanks to the database of Eskyrim web). But I dont have background errors.
      This will be a newbie idea to track the problem, as its explained by Mr./Ms. Ruddy88: Create other profile in MO/2, activate the mods to be patched, run the scrypt one mod at a time with the AMEND option, the plugin or merged plugin with the problem/s will pop up.

      Resolve the problem, done =)
  5. BeranabusBarnes
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    Very cool mod, thank you!
  6. lala5614
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    Thank you for this epic mod, this is what I was missing.

    Found it to be a perfect couple with Honed Metal - NPC Crafting, to solve my female-only leveled list clothes problem. (which is to be able to buy/craft them without adding them to my male only leveled list of Enemy NPC)

    So in more details this solved my Female-only dress (clothes and undergarments) problem as those clothes are usually not craftable and should be added by additem menu only, so this way I have all my clothes & Undergarment mods reachable in shops (By using your mod) and all my armor and light armor easily craftable/buyable from any smith (by using Honed Metal mod - and smith/crafting time to 0 so you instantly buy from him/her).
  7. empomeitor
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    Hi, first, thank for this mod, is really helpful, and like quiet a lot.
    I managed somehow, sometime ago to make it run. It works, but the workflow was a little bit messy (totally my fault), so I want to have a cleaner and easier workflow of patching.

    With ModORganizer, I´ve created differents profiles, one for Weapons and other for Armors.
    So, is correct to:
    1- Run SkyAI Patcher with example name "SkyAi Weapons Patch"
    2- Create a merged patch (with Merge Plugins from Mator), including all the weapons mods + SkyAI_BASE_LE + "SkyAi Weapons Patch" (in that load order)
    3 - Make the same with the profile of Armors.
    4 - Activate the created merged patches on "Main Profile"
    5 - Deactive all merged plugins, including SkyAi_BASE_LE from "Main Profile" (if where selected for an unknown reason)
    6 - Finally make a Smashed Patch of all my "Main Profile"

    Is this correct? Is any other better option? Or another solution you may care to share?

    Thanks in advance, and again, thanks for the mod.
    1. ruddy88
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      Make your merged patch first, WITH the skyAI BASE file.
      Then run the script.
      Dont use different profiles for weapons/armor etc, just run the patch on your full load order then pick and choose which esps to include in the patch.
    2. empomeitor
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      Wow, that was insanely fast. Thanks, I'll do that.
      So
      1 - Merge plugins (Mator)
      2 - Skyai patch (Ruddy)
      3 - Smash patch (Mator)

      Thanks!

      P.S: A shame I couldn't keep it modularized!
    3. ruddy88
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      the best possible method is:

      Merge Plugins.
      SkyAI_BASE
      MatorSmash.
      SkyAI_Patch

      SkyAI's base file edits vanilla levelled lists, so if you run your SMASH after SkyAI_BASE is installed then you will ensure its changes are mixed with any changes from other mods.
      The patch can be run at any time afterwards, it just adds items to the nested levelled lists added by SkyAI BASE.
    4. empomeitor
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      Thank you for your time.
      Finally i've:
      Smashed the desired plugins
      Merged the desired plugins with SKYAI_BASE.esp and the smashed file
      Run script from SkyAI
      Smashed all my list
    5. V3rius90
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      I sorted my mods at 2 stacks. I only want to distribute from those 2 Stacks but not even all of them. Then I did
      Smash
      SkyAI Patch
      Merge
      So i have 2 Merged Mods with the Smash and the SkyAI Patch (So 2 SkyAI Patches) While the SKY_AI_BASE is above these.
      Why SkyAI Patch before the Merge? So that i can disable/not patch the ones i don't want. I then make the another Smash above all my mods.


      In Short:
      My mod Order is:
      SKY_AI_BASE
      Merge 1 -> (Consists of Smash Patch and SKY_AI Patch)
      Merge 2-> (Consists of Smash Patch and SKY_AI Patch)
      Smash Patch

      Does this work? In a short test i didn't found anything but the random nature kicks in here (Coupled with some mods like Scarcity) so im not sure.
      It feels like it should work as long as the patches doesn't overwrite another.
    6. ruddy88
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      I'm not 100% sure it will work entirely.
      The reason being is that levelled lists can only store 255 items. Skyai gets around this by creating multiple nested level lists.
      The problem is that your first patch is going to fill up list 1 first, then list 2, etc.
      The second patch is going to do the same thing.
      When you then smash those two together you're going to have more than 255 items in each list.
      I'm not 100% sure how matirsmash deals with this, whether it clears existing items when it breaches the limit to add more, or just stops adding items, or if it forces more than 255 anyway (in which case I would have no idea how the game would then handle it).
      In any case, I wouldnt think it would cause problems in game but I dont think you'll see every item. This is all speculation though.

      EDIT:
      Scratch that, If you've run the two patches on seperate item types (first armor then weapons) then yes it should work fine.
      Running multiple patches wont work if running each patch on same categories
      (Eg, patch 1 has weapons, patch 2 has weapons), but having different patches for different categories will be absolutely fine.
  8. kylediaz263
    kylediaz263
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    Hi,

    I love what this mod is about but will there be any chances that it will distribute armors in later update?
    1. ruddy88
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      Short answer: no.
      Read comments for a longer explanation
  9. BellaDovah
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    This looks like an absolute god-send! Amazing work.

    But, is it as updated as the SE Version? I noticed that the description here says 'some loot lists' but the SE Version seems more complete since it says 'now also includes loot lists'. I really hope the LE version is been kept as up-to-date as the SE version.
    1. ruddy88
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      the V2 of my SE version came about after Mikey ported this to LE.
      All features of SE V2 are in this LE version EXCEPT for some minor tweaks in 2.4.
      These are:
      * Added an option to include TEMPLATE weapons and armors. Usually you wouldn't want this, it was a feature request that was easy to implement but you aren't missing much here.
      * Tweaked the "check levelled list" option.
      Again, nothing game changing, just modified the code a little to be more intuitive.

      All of the actual level list integration is the same.
    2. BellaDovah
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      Oh that's brilliant, thank you so much for your quick informative reply!
      Another question if you don't mind, sorry if I'm being dumb, but do automatic randomly enchanted versions appear in levelled lists or must an enchanted version already have been created in the mod for this to happen?
    3. ruddy88
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      It depends on how the mod treats the enchanted version.

      In vanilla, a pre enchanted weapon or item will have its own weapon or armor record.
      However, there is a field in those records called TNAM - Template, that points back to the base weapon or armor.
      Due to SkyAI having limits on item counts, I actually added in a filter to NOT include any items that used a TNAM. That way there was less chance of having the lists fill up too quickly, or creating a massive bias to one weapon.
      To clarify, imagine you had 10 different weapons from various mods, then 1 mod went and added 60 versions of the same weapon with different enchantments. When the leveled lists go to populate, they would have 70 items to choose from, 60 of them would be that one weapon. So you would more often then not keep seeing that same weapon over and over and have very little chance of seeing any of those other 10 unique weapons.
      So for this reason, I filtered out TNAM weapons and armors and only included based versions.

      This is also that one feature I mentioned I added in v2.4. Someone had requested I took that filter out so that template weapons were added in, so it is now an option on the dialogue form, but is only on the SE 2.0 version of SkyAI.
      I dont believe Mikey has carried that change over at all as of yet (or if he intends to).

      Now, if a mod instead creates brand new unique records for enchanted weapon and armors and DOESNT use the TNAM - Template field, then SkyAI will still include them. As far as the script thinks, they ARE unique items.

      Also note, this ONLY applies to mods that already include enchanted versions.
      This is the same as the vanilla game (every pre-enchanted item you see isn't random, it has been made in the game and is listed as a new record).
      There is no "random" enchantment function. An enchanted weapon has to either be pre made in the game records, or e enchanted by the player in game.

      I have tried to think of ways to efficiently create a script for automatically creating enchanted versions but logistically it is a bit of a nightmare (as they'd also then need to be distributed so it would need something like SkyAI but on steroids).

    4. BellaDovah
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      Thank you so much for putting so much time and effort into your reply and your brilliant mod. I really appreciate it and you have been very helpful. Thanks for making it so clear, I understand perfectly so I know what to play around with now!
  10. eye0nme
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    Hi

    Can I put the SkyAI_patch outside of the merge plugin?

    Thanks
    1. mikeynexus
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      Yes. Merging is just how I use it.
    2. eye0nme
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      Thanks for the answer, and for this wonderful mod also.

      Edit: I 've tried putting the patch out of the merged plugin, but it says I "break the dependencies". Look like merging the patch and the merged plugin is a must.
  11. tujestem
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    if i have installed only female armors, they only shows on female npcs?

    i ask because some mods like this, try to apply female armors to males...it was horrible :V
    1. Pelopida
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      This is the exact reason why i never use mods like this one. Or lootification, or Loot Lists, or whatever. They all have THIS one problem, and there are no mods currently that aren't affected by this. If the game tries to apply a female-only armor to a male npc, he will be naked. Same problem with male-only armors.
    2. ruddy88
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      This adds items to loot chests and vendors.
      As for enemy distribution only weapons are distributed so that's not an issue here.
    3. tujestem
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      so sad :/ but thanks for reply :)
    4. ruddy88
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      why is it sad?
      I just said it won't be an issue lol
    5. tujestem
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      i mean that is sad because mod do not distribute armors to female/male only

      it would be nice to see the enemy in a different armor, not vanilla or immersive armors
    6. ruddy88
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      there is a very in depth explanation as to why this isn't viable further in the comments, on top of the issue with female/male only mods (mod authors SHOULD include both genders even if the off gender just uses farm clothes or something but unfortunately many still leave the off gender all together blank)
    7. tujestem
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      thanks for explanation, now i understand how it works :p maybe i do it for yourself if have some time
    8. Mookeylama
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      i have a few mods that distribute lotsa armor parts to leveled list npcs and occasionally got the naked npc. i'd ljotted down their inv and saw that some parts didn't have an off gender entry at all, so i added farm clothes if it was clothing, leather if armor. haven't tested much but i was hoping that would do what u mention here, so glad you all talked about it