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  1. Gorgoth24
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    If you have questions or suggestions visit my Discord

    ANNOUNCEMENT: Please pm me if you'd like to beta test my next mod: One-Click Leveled List Addition

    Script Status:
    0.6.4 - Working. Undeclared Identifier slFiles should be fixed.
    0.4.3 - Working
  2. BlacksburgNick
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    I've got three new questions, Gorgoth:

    1. In vanilla Skyrim, the enchanted versions seem to be derivative of the non-enchanted versions. That is, if you want to change the stats of the base weapon, those changes carry through to all of the enchanted variants. Is that the case here, or would I need to manually edit all of the enchanted versions created by this script? I'm sorry if this is a stupid question, I just haven't had time to check this because I have a newborn and a toddler at home, and the toddler screams at me every single time I go near my PC. Fun Times.

    2. Would it be possible to have a Leveled List selection screen on initial interface screen? In the mod I am building, I want to have a few "Non-Enchanted Variant" Leveled lists so my mod can add the non-enchanted variants of my created weapons to merchants' inventories. What I've been doing is re-building those leveled lists after running this script. To be clear, your mod saves me so much time that I'm totally willing to pay this price to use it, but I figured it might be a quality-of-life improvement for others as well.

    3. Would it be possible to have a way to omit certain enchantments from running, or a selection screen for a finite list of enchants the user would like to see in game? Like #2, this is a quality-of-life style improvement for mod-builders, and isn't critical. It would just be a nice touch if it's relatively easy to implement.

    Keep up the great work, this script is absolutely incredible!!!
    1. Gorgoth24
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      I understand the need to ask questions - these systems can be highly convoluted and a lot of really important info is poorly conveyed and/or hard to find.

      1. Update: It seems ElminsterAU has lied to me. I got the exact opposite answer 10 min later. https://imgur.com/wlaeT8q

      2. I'm having difficulty visualizing what you are describing. Are you specifically referring to how the script replaces the original item with an enchanted list? Or how all the enchanted items are added to a single list? Or an option to add all the records selected, presumably the un-enchanted versions, to a single list?

      3. This is a good idea. The biggest issue, from a UI perspective, is finding a good way to condense the sheer number of enchantments the script sifts through. I'm going to think about this for a while and update this post when I have a working concept in mind. Thanks for the suggestion!
    2. BlacksburgNick
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      Thanks for the response, I'm learning more about leveled lists by talking to you and messing with your script than I've ever learned about them before.

      1. Yep, understood. Thanks for the clarification. I keep a pre-script version of my mod at all times for this very reason.

      2. So basically, I want to retain leveled list that has only my base items, and none of the enchanted versions on it. I use that leveled list for merchant inventory leveled lists. When I run your script, it returns my leveled originally-designed leveled list with the base items replaced by an entry that points to a sublist with a chance for enchanted items and the base item. Maybe I am selecting the wrong options in the beginning? Perhaps I'm mis-interpreting what I am seeing?

      3. Yeah, I figured that would be a gigantic list. If you can pull it off, awesome, if not, it just requires some manual deleting from the leveled lists. A bit tedious, but like I said earlier, it's waaaaaaaay better than making all these enchanted versions manually.
    3. Gorgoth24
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      2. I can think of two ways to go about this:
      A. Add a keyword to your list that will let my script know to ignore it. I'm thinking 'Ignore' for the sake of simplicity.
      B. Collect the lists that would be changed and then present you with a menu that would allow you to pick and choose which lists to include/exclude.

      I'm thinking of adding A to the script and pushing out that update within the next few days. It's quick, easy, and is unlikely to lead to unintended behavior. Update: I decided to go with '++' as the indicator to ignore a leveled list. Bit less of an eyesore than 'Ignore', if a bit more confusing at first glance. Adding ++ anywhere in the name of any leveled list should exclude it from the ReplaceInLeveledListAuto function as of 0.6.3.

      3.


      This is a menu from the mod I'm currently developing for release (One-Click Leveled List Addition). I'm thinking about hitting two birds with one stone - re-purposing this menu for the option B above and your earlier suggestion about enchant selection. I could separate the information by mod, then generate a big page of checkboxes for each leveled list/enchantment. Additions like this tend to take a lot of time to make so it will likely be a few weeks until I could get new menus into the experimental version. But I'm going to make an attempt at this and see where it goes.
    4. BlacksburgNick
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      Sorry for the delayed reply, had family in town this past weekend.

      Option A does sound pretty straight forward. It's not something a person could "accidentally" do.

      I'm really excited for your All-in-one mod. It would allow a lot if people who are good at textures / meshes to easily make armor / weapon mods without having to go through learning about LL and doing all the enchantments. Mind you, I'm not one of those "great at meshes and textures" people, but I am learning.

      Another way this could be insanely useful is in regards to merging plugins. Say you want to merge every weapon / armor mod that you have, except for the ones with script-based injection or quests. For me, that's 12-15 mods. I could make one massive mod, and inject all of that into the game with your mod. It's solves so many issues simultaneously. I'm excited for your work Gorgoth, you're kicking ass!
    5. Gorgoth24
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      I appreciate your interest in the project; It really motivates me when I see positive feedback.

      I'm on the home stretch with a finalized UI and all the primary features functioning. There's a few odds and ends I'd like to get implemented before I release a beta version but I'm hoping to have a copy available for testing by the end of next week. The mod page will also need a lot of work, as well as the creation of a tutorial video, before the public release but I'm going to start on that as soon as I release a beta version.

      But, as a sneak peak, I've made an imgur album of what I have so far. Thanks for your support!
    6. BlacksburgNick
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      Saw the pictures, that looks incredible!
  3. mingtow
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    The script does not show up in the drop down. what do I need to do?
    1. Gorgoth24
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      Drop the script from the download into your Edit Scripts folder. Usually found in your Skyrim's data directory.
  4. WesUAH
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    An odd behavior, observed in three separate mods:

    I had set the script to dump the new weapons and LVLI edits into the original esp. Drew enchantments from Skyrim.esp, Dragonborn, Wintermyst, and More Interesting Loot. The script generated the enchanted weapons, but the LVLI edits produced the following:

    1. LItemEnchChanceX, where X was the name of the weapon being enchanted, with ten entries: nine of the original weapon, one linking to LItemEnchX. All done in accordance with the baseline script settings.

    2. LItemEnchX, which consisted of 218 entries, all linking to LItemEnchChanceX, thus leading to a circular leveled list error, with no mention of the enchanted weapons, with the last several entries set for Level 65535 (?!).

    It's a bit of a head-scratcher since it... worked... just... fine...

    *goes back to re-check the edits made the other day*

    Son of a gun. It did the same thing the other day. Even in the edits made in a separate esp. Should've look at the LVLI's more closely.

    Any thoughts?
    1. Gorgoth24
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      Disabling 'replace in leveled lists' will prevent the circular leveled list - but it makes more sense to just replace the circular entries with the original item by hand until a fix is out.

      In 0.4 the function that replaces the original item with the %chance list, 'ReplaceInLeveledListAuto', ran before the original item was added to the %chance list. In 0.5 I moved the code that creates the %chance list into its own function and, without getting too technical, this changed the order of operations such that the 'ReplaceInLeveledListAuto' function runs after the original item is added to the %chance list. So, when 'ReplaceInLeveledListAuto' runs, it's replacing the original item with the %chance list inside the %chance list leading to the circular list you're seeing.

      I thought I'd fixed this specific issue in 0.5.1 by adding the condition edid(LLrecord) <> edid(replaceRecord) in the 'ReplaceInLeveledListAuto' function. I'm not quite sure why that fix isn't working (it is, indeed, a head-scratcher) but I'll work on a fix for 0.5.3.
    2. WesUAH
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      Ah, see, I may have said it backwards. Because I'm pretty sure the circular list fix you implemented worked. The chance list, containing nine original weapon entries and one link to the LVLI listing all the enchanted versions, came out as intended.

      What broke is that the list which *should* have contained all of the enchanted versions, only contained links to the chance list. The new enchanted weapons never made it into any of leveled lists at all.
    3. Gorgoth24
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      I'll look into it but, off the top of my head, I don't have a clue what would cause that
    4. WesUAH
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      Yeah, that was more or less my reaction. :D
    5. WesUAH
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      Also, after a bit of experimentation, you were right the first time - the Leveled List Replacer function was replacing all entries in LitemEnchX with a link to LItemEnchChanceX. A test run with the replacer function switched off generated the lists normally.
    6. Gorgoth24
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      Mind seeing if the issue persists in 0.6? There have been quite a few changes, particularly in the function you are having issues with. If the problem persists it will be the main focus of 0.6.1.
    7. WesUAH
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      Issue persists. PM-ing screenshots.
    8. Gorgoth24
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      Should be fixed in 0.6.2. I haven't been able to replicate it on my end so I'm not 100% sure. Lmk if the issue persists.
    9. WesUAH
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      Still exhibiting the same anomalous behavior. Even cleared the Edit Scripts directory, reinstalled baseline xEdit scripts and then only this. Same effect.

      On the other hand, switching off the replace function builds the enchantments and the Chance lists perfectly.

      Ah, well. If you can't replicate it and no one else has reported it, then it's something idiosyncratic on my end. And once the chance list is built, I can replace the entry manually. I'm content to call it good.
    10. Gorgoth24
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      This bug is just getting more bizarre by the day. I actually replicated this bug completely on accident while working on my next mod One-Click Leveled List Addition. I've changed the default edid of both leveled lists to include '++' and the ReplaceInLeveledListAuto function will now ignore any list with '++' in the edid. This solved the problem for me. ?!? I still don't have a clue what is causing this but 0.6.3 should fix the issue.
    11. WesUAH
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      Y'know, I think that did it. :) There are now 451 enchanted versions of the Sword of Power from He-Man, all distributed throughout the leveled lists.

      I'm an 80s kid. I'm oddly happy about this.

      Currently running 0.6.3 on one of the larger weapon mods (https://www.nexusmods.com/skyrim/mods/19068) to make sure nothing breaks after four hours or so. Also did a lot of custom LVLI work on this one, so it'll be interesting to note how well that is retained.

      As an aside, and I'm not treating this as a bug with the script but as an odd interaction, what does the script use to determine the level setting for an enchanted version? The reason I'm asking is that the script is pulling in some of the artifact-level enchantments from More Interesting Loot - which I find kind of cool - and is setting them to not appear in-game until level 65522, or somesuch as that. :D It's easily fixed manually, and I'm pretty sure I can used one of Mator's Automation Tools to tweak those numbers en masse.

      But that's a minor quibble. :) The primary functions - generating the enchanted versions and populating the lists - are worked as intended. Now, to enchant all of the things.

    12. Gorgoth24
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      Great! ...does a he-man blade play the song on a loop for 4 hours every time it hits something? I ask because my younger brother would be ecstatic about the existence of such a mighty weapon.

      The level you are seeing is definitely unintended behavior. Enchantment levels are hard-coded. The vanilla items are split into 6 tiers of strength that show up as you progress - much like the way armor tiers increase. Every mod I've encountered thus far has used tiers for most of their enchantments. There are exceptions and that's where you're seeing the issue. I recognize the level as a max integer value from one of the bit classes which likely means that the level isn't being assigned properly and the script doesn't know what to do with it.

      If you have the time post which specific items you see the issue in (screencaps, a typed name, a naming scheme - whatever you consider easiest) and I'll make sure the code that handle's More Interesting Loot's naming scheme will recognize them in the future. I'll also set a default value for the tier level so that, if this happens again, you'll at least get a reasonable (if incorrect) level value.
  5. BlacksburgNick
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    Hi Gorgoth,

    I tried running version 5.1 and got an error "List Index Out of Bounds (3)." Here is the SSEEdit Log:

    https://pastebin.com/6p0b7Bz5
    1. Gorgoth24
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      Thanks for making me aware of this. If you have the time would you see if the problem persists in 0.5.2?

      The error in your pastebin report points to a simple shorthand function. I've been unable to replicate the problem on my end so I replaced the shorthand with the the native xEdit function. If the issue persists the new error message should give me a much better idea of where the root problem is.
    2. BlacksburgNick
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      I'll run it tonight when I get home from work and post back here.
    3. BlacksburgNick
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      This time it went through. The only difference was using version 5.2. I don't know what you did, but it worked?

      Either way, it took 1 hour and 24 minutes to run. I started it at 6:30 EST and it still wasn't finished at 7:30 EST. I check again a little while ago and it was done, but the elapsed time was only listed as 24 minutes. I noticed this on earlier versions as well, it seems like the timer resets at one hour.
    4. BlacksburgNick
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      So it turns out I was wrong. It is NOT working. When I wrote my previous response, I just hit "save" and closed SSEEdit. I didn't bother to open it again. When I opened it today, I said "Hey, that's weird, It didn't save?" So I ran it again. This time It finished and I hit save again. I closed it and reopened it, and AGAIN, none of the changes from the Generator saved. Here is the pastebin:
      https://pastebin.com/zvYufGdL

      Key bit is at the end of the log:
      [25:04] Done: Applying script "Skyrim - Generate Enchanted Versions (0.5.2)", Processed Records: 206, Elapsed Time: 25:04
      [00:00] Saving: Silver Weapons NICKMOD.esp.save.2019_03_16_16_24_30
      [00:00] Error saving Silver Weapons NICKMOD.esp.save.2019_03_16_16_24_30: Assertion failure (P:\TES5Edit\wbImplementation.pas, line 13111)
      [00:00] Errors have occured. At least one file was not saved.

      Another note, that elapsed time isn't accurate. It's more like 1:25:04 (or possibly 2:25:24). I was too busy chasing my toddler to keep a close eye on it :-P
    5. Gorgoth24
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      The elapsed time issue is partly due to how 0.5 works internally and partly due to limitations in the xEdit scripting engine. Given my current understanding of xEdit it's not possible to fix without significantly increasing the process time.

      A wbImplementation error is an error inside xEdit's code. But, given this error is happening when you attempt to save the file, simply running xEdit again as administrator could fix the issue. If it doesn't, please let me know and I'll find a fix.
    6. BlacksburgNick
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      Hi Gorgoth. I ran my mod on version 6.1 with SSEedit set to administrator and got the same error again, failure to save. Here is a pastebin of my SSEEditException Log:

      https://pastebin.com/tP959Jzg
    7. BlacksburgNick
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      Okay, NOW it works. I ran it with version 6.2 and did NOT encounter the error. I also updated from SSEedit 4.0.1 to 4.0.2, so it's possible it was Xedit that needed an update.

  6. Jobobby04
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    Here is a little bug I found in experimental 0.6. https://i.imgur.com/NvUhzOu.gifv

    Also here is the result of using it on an weapon in a CC esl, https://i.imgur.com/70qT8au.png
    it gave me some extra catagories, also you should probably make the file an esl or an espl(esp flagged esl) for when people do that(as long as its small enough).
    1. Gorgoth24
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      Given this is a minor bug I'm going to put it off until after I've had some sleep. Update: This bug should be fixed in 0.6.1

      I haven't messed around with .esl before but I think GP has some videos on it. The real question is whether or not those flags are exposed to the scripting engine. I'll do a bit of research and get back to you.
    2. Gorgoth24
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      After watching the GP video and asking around in xEdit discord it would seem flagging the output as ESL would be a poor fit for this mod. GP says a ESL flagged mod has a hard limit of 2048 new records. Considering a unique record is generated for every object effect the script hits the 2048 limit very, very quickly. It might be useful on extremely small output batches but I'm not convinced the implementation would be worth the effort for such a small use case. Especially when flagging the .esp yourself is so easy.

      My exposure to the topic has been brief so feel free to correct me
    3. Jobobby04
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      That's no problem, I just have no clue how mods handle having esl masters when they are not esl or espl themselves.
  7. WesUAH
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    Was having the same issue as BlacksburgNick below, running 0.5.1 on the following mod:

    https://www.nexusmods.com/skyrim/mods/71031

    Currently running 0.5.2 on the same mod, because if you're going to stress-test something, be serious about it. :D

    In any case, 0.5.1 puttered out after about 20 minutes. Currently, 0.5.2 has been running smoothly for... 66 minutes. Adding enchantments from Skyrim, Dragonborn, Wintermyst, and More Interesting Loot.

    See prior comment about stress testing.

    Will advise upon completion/failure.
    1. Gorgoth24
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      Big batches is what 0.5 was made for! I can only imagine the amount of time that'd take in 0.4. Hopefully the results are positive.

      If it's running for that long without an error it must be something highly specific. As mentioned in my response to BlackburgNick's post 0.5.2 will generate a (hopefully) more helpful error message if the issue persists.
    2. WesUAH
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      Had to finish it overnight, so can't report an exact runtime. Somewhere between four and five hours, most likely. A second run just now, on the two shields included in the mod, took 8.5 minutes.

      The weapons run was not exactly one-to-one with 0.5.1; due to typo, the script dumped the new weapons and the LVLI edits into a new esp, rather than work them into the existing esp as I had intended. However, I managed not to repeat that mistake with the armor run, so those edits were made to the original esp, and worked just fine. Still, will need to re-run script on another large weapons mod later today.

      Only issue I could see was that the script skipped the following leveled lists: LItemArmorShieldHeavyBest, LItemArmorShieldHeavyBlacksmith, LItemArmorShieldHeavyReward, LItemArmorShieldHeavySpecial, the ArmorShieldLight versions of those lists, and LItemBanditShield. More of a "huh" moment, than a pressing issue, as the omissions were easily fixed with manual edits. But it might be worth looking into.

      Due to the shear number of weapons in this mod, I had originally created separate sublists for each weapon type, and then distributed those throughout the weapon LVLIs. Those sublists were all edited successfully.

      No circular leveled lists created. Will need to try it again with multiple mods editing the same LVLI entries.

      Enchantments created for 83 total items, 81 weapons and 2 shields, sorting between 1902 enchantments from four esps. And no major issues encountered.

      Initial test run with 0.5.2 successful.

      And I'm not sure whether or not to thank you for that, mutter imprecations, because now I'm going to have to rebuild at least two of my Arms and Armor merges. :D

      Ah, well. Extra distro for the Wintermyst and MIL enchantments? Worth it. So, I reckon I'll say thanks for this very useful script. :)
    3. Gorgoth24
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      I can see minor typos on multi-hour runs being exceedingly frustrating. I'll add a confirmation box for non-default output plugins which should help. EDIT: I added the confirmation box specifically before a new plugin is created. This should make it real obvious there was a typo and give you the option to cancel.

      In 0.5.2 I added a new condition in the ReplaceInLeveledListAuto function that prevented it from adding to leveled lists with a higher load order than itself. It's not just the original list that needs to be loaded before the output plugin - the final edit to that list in your load order would also need to occur in a plugin loaded before your output plugin. I recognize those as vanilla lists so the issue may be a patch of some kind at the end of your load order making minor edits to those lists.

      Perhaps the script should edit any original list loaded prior to the output plugin with an [ERROR] message displaying the EditorID of the problematic Leveled List with instructions of how to resolve the conflict if you want to? It would be as simple as drag-and-drop at that point.

      And, hey, at least you can set it up in 5 mins and let it run while you're asleep. You can literally accomplish what it would take an xEdit wizard a week to do with your eyes closed.
    4. vjk5007
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      "Big batches is what 0.5 was made for! I can only imagine the amount of time that'd take in 0.4. Hopefully the results are positive."

      So that would explain why Immersive Armors has been going for two days straight now...

      Well, too far to turn back now.
    5. vjk5007
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      Not that anyone asked, but it took the 0.4 version 3 full days to go through Immersive Armors in one go, adding only Vanilla enchantments. That said, it worked!

      I did Immersive Weapons with 0.5 next. Started it early Saturday morning, went on some St. Patty's shinnanigans all day and came back to the patch completed at around 8. Working great!
  8. vjk5007
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    Question: Should the output esp be included in a Bashed Patch or omitted?
    1. Gorgoth24
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      Included.

      I'd recommend disabling your bashed patch before running the script, though. In 0.5.2 the script won't make edits to any list edited in a plugin loaded after the output plugin - so any lists edited by a bashed patch would not have the original item replaced with ChanceLevelList. I plan to change this functionality in the next version to better support bashed/smash patches and non-default output plugins.
    2. vjk5007
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      Oh crap. So for my first go around here, I ONLY activated the mod with the gear to enchant. So Bashed wasn't active, but neither was anything else, really.

      Was that incorrect?
    3. Gorgoth24
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      It depends on what you're intending to do. The script will only generate enchantments for loaded plugins so, without Summermyst/Wintermyst/etc. loaded, you may not be generating all the enchantments you want. You don't have to start over though - the script is smart enough to add new enchantments to the same list if you simply run it again with the plugins loaded (if it is behaving correctly).

      Similarly, the script will replace all instances of the input item, e.g. 'Iron Sword', with the percent chance list, e.g. every leveled list with
      'Iron Sword' in it would have 'Iron Sword' replaced with 'LItemEnchWeapChanceIronSword'. But it can only do this in plugins that are both loaded AND loaded before your output plugin.

      If your intention is only to add vanilla enchantments to a mod and integrate those enchantments into the vanilla leveled lists then you've done it correctly. If you wanted to generate items all the enchantments in your load order and integrate them into all the leveled lists in your load order you've done it incorrectly.

      Does that make sense?
    4. vjk5007
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      Yes it does. And in fact, my intention WAS to only add Vanilla enchants so your response perfectly resolves my questions. Thank you for your explanation!
  9. BlacksburgNick
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    Hi Gorgoth, I have a few questions / recommendations:

    1. It takes me a little over two hours to run this script using version 4.3. When I do so, I am trying to generate Enchantments for 30 weapons I created and spread them out over 6 leveled lists. Keep in mind, when I did this, I was only using the official Skyrim and DLC content along with my weapons mod. My computer is a beast (Delidded / 5ghz OC 7700k, 32gb ram). Is this to be expected?

    2. How hard would it be to update / change the UI so it asks you to verify ahead of time which weapons / armor you want to enchant? Given the length of time needed to run the script, It would be of interest to me to leave off any Glass+ weapons and armor pieces since I wouldn't be personally adding those to leveled lists as all. This would be helpful for people designing / building mods that are compatible with Morrowloot Ultimate / Omega / YASH, etc.

    3. This might be outside of the scope of the mod, but would it be possible to give recommended leveled lists to ultimately add these items to? For instance, using Vanilla Leveled lists, it would be nice to have options that say "Add this to blacksmith's inventories" or "add these to bandit leveled lists." Is any of that possible?

    Thanks!
    1. Gorgoth24
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      1. Yes. In 0.4 the processing time per enchantment (my computer) was ~5min per record 5 * 30 = 150 min. The newest experimental version {0.5} now processes records as a batch and would take an estimated 4 + (0.5 * 30) = 19 minutes to process 30 weapons.

      2. It would depend on how you identify the item. But, if I'm reading this correctly, you are misunderstanding how the script adds to leveled lists. It doesn't process every leveled list in xEdit - it looks through every leveled list referencing the original item and replaces the original with the %Chance list. This takes ~5-10seconds on average and isn't what was impacting processing time so heavily in 0.4.

      In 0.4 the script looked through every item referencing every Object Effect in every supported plugin using a combination of EditorID, Keywords, and the Item's Name in order to determine if the enchantment should be applied to the input item. It did this for every single input record. In 0.5 it now collects a single list of signatures/BOD2 slots, builds a common index of which Object Effects go with which signatures/BOD2 slots, and then references all input items against that index. This drastically reduces processing time.

      If that doesn't answer your question go ahead and give me a rough example of what your suggestion would look like. Like, a drop down to exclude items above a certain armor tier or...?

      3. This mod is more or less a component of a larger mod. The larger mod will take an input record and automatically detect its tier (iron, steel, etc.) and add it to leveled lists, including mod-added ones, in a single click. The mod will also contain options to generate enchanted versions, generate tempering/breakdown/crafting recipes, add sets of armor as a complete outfit, etc. Keep an eye out for it!
    2. BlacksburgNick
      BlacksburgNick
      • premium
      • 3 kudos
      1. Well, I know I'll be trying that when I get home from work tonight lol. I'll take 0.5 for a spin.

      2. Gotcha. I think being able to exclude record / Leveled lists generation by material type could be a useful addition in a later state. It would definitely allow more flexibility and control for mod-builders. This also has a "meta" benefit of forcing budding mod-builders to consider whether or not they gave the proper material tags to their creations. For instance, I was recently messing around with a popular weapons mod and found incorrect material properties all over the place, like glass-stats on a weapon with iron material type.

      3. Yeah, I would love to get my hands on that. If you create that, you will be a god among Skyrim Modders. That would be absolutely amazing. People could create new item mods sooooo much more easily. With something like that, I highly recommend allowing people to verify which material tiers they want to populate for the aforementioned Morrowloot / YASH / Requiem / OMEGA users out there. For instance, I could create a "No Glass+ Version" of my mod and a "normal" version of mod by simply running such a script twice. God I would love this feature!!!!

      Overall, I'm thrilled about what you are doing here. Keep up the good work man, I really appreciate it!

      Edit: I gave you a shoutout over at the Skyrim Modding Subreddit. More people should know about your work here, it's really awesome.
  10. DarkRudra
    DarkRudra
    • member
    • 19 kudos
    Great work! I look forward to using this in my next build, it may allow me to fully replace Dynamic Enchantment and reduce my in-game script load.

    I have a feature idea: how about allowing tiers of items based on Enchantment Strength? For a basic example, it might create Sword of Flame I, Sword of Flame II, etc with each numeral representing a percentage of the full Enchantment Strength. You could even alter the level requirements for the different tiers, allowing more powerful enchantments to appear at higher levels.

    I'd love to see support for Lost Enchantments and More Interesting Loot. They already do some leveled list distribution, but seeing their enchantments on mod added items rather than just the vanilla stuff they add would be really cool.
    1. Gorgoth24
      Gorgoth24
      • supporter
      • 45 kudos
      In what way would these tiers differ from the vanilla system? Vanilla skyrim (as well as most enchantment mods) operate on a tier system where each enchantment has tiers 01 - 06. Strong enchantments show up later in the leveled lists. I plan to add an 'Advanced' button in 0.5 that would allow you to configure what levels these enchantments show up at but it's not yet ready for release.

      I added Lost Enchantments.esp to the list of supported mods in 0.4.3 experimental. Unfortunately More Interesting Loot doesn't use the vanilla naming scheme and I'll have to figure out his system at a later date. But I'll let you know when I add support for it.

      Edit: As of 0.5 I've added More Interesting Loot support
  11. h4rja
    h4rja
    • member
    • 0 kudos
    how to use this file?
    1. Gorgoth24
      Gorgoth24
      • supporter
      • 45 kudos
      {REMOVED} Answered the wrong post
    2. Gorgoth24
      Gorgoth24
      • supporter
      • 45 kudos
      I'm a bit late on the reply (it's been a busy Christmas break) but, to answer your question, have you tried setting your SSEedit.exe as administrator?

      The video is fixed. But I don't think it will help with your issue.