Hey, just a heads up, I think BOS 3.1+ broke the swaps in at least a few places, like the intro torture room. Version 3.0.3 is working, so I'm assuming this changelog entry is the culprit:
Swapping leveled items on references with encounter zones is disabled (this is to prevent crashes)
I don't know if you just want to leave it like that, but it's not only ignoring the swap, it seems to be disabling the ref altogether. Do you think that's a BOS issue or is it because of the way Amazing Lockpicks changes the lockpicks? I don't know what the solution would be besides hunting down every encounter zone ref and manually choosing the new lockpick. Or to not use LL for the swap at all. Or use the new ref exclusion rules? None of it is a massive deal obviously, but figured I'd put it out there in case it's just me.
Sorry for the late reply, I downloaded Base Object Swapper 3.2.0 and confirmed that the two lockpicks references in the Helgen tutorial were disabled by the encounter zone change in version 3.1.
I'm working on updating the _SWAP.ini files by changing the first line from:[Forms] to:[Forms | -HelgenLocation] That excludes the two lockpicks from being disabled in the tutorial.
I tried swapping the two individual item references with the leveled list, but that caused the item references to still just disappear so just excluding the encounter zones is the way to go.
Regarding any other potential encounter zones, it looks like any Location can be used as an Encounter Zone to any Interior Cell, or item reference even.
If I can't find a list with all cells with encounter zones, I'll need to parse all existing cells and add any with lockpicks and encounter zones to the forms exclusion. The end result should just be a few more default lockpicks lying around instead which seems fine.
I'll try to push 1.05 1.06 with the excluded encounter zones soon.
It became apparent very quickly that Encounter Zones are so common that excluding all of them wasn't viable because there'd hardly be any lockpicks lying around outside of Encounter Zones. Basically the support for Base Object Swapper would've been nearly disabled. Furthermore, it wouldn't have scaled properly to mods that use Encounter Zones, such as Wyrmstooth.
I just replaced the Leveled Lists, EudaLItemLockPick100 or EudaLItemLockpickRadianceBOS, Base Object Swapper was swapping to with the Editor IDs for the unique lockpicks instead. The only difference now, without a Leveled List, is that the lockpick randomly chosen won't be based on player level.
Added a few options to choose what type of lockpicks Base Object Swapper will randomly choose depending on whether you want gem or soul gem lockpicks to not appear even if you have Amazing Lockpicks - Radiance.
Thank you for all the information and suggestions you provided. I was using an older version of Base Object Swapper, and even if I had updated and ever eventually noticed that the lockpicks were missing, I still would not have identified the cause or reached a solution so easily without your advice.
I had a feeling the prevalence of EZs might be an issue. I honestly never had issues with BOS itself, so I wonder how common of an issue it was that they changed such a potentially big feature.
Anyway, thank you for the update! I'm happy to know I was of help. I just throw stuff out there and half the time it's negligence or stupidity on my part even after triple checking lmao. It's midnight here, so I'll try the update in the morning. I really enjoy the mechanics you've introduced with this and appreciate the fixes, diversification, and workarounds you've implemented since release. Glad you found a way to update it, thanks again!
I just tried removing my ENB, and it seemed to work. It isn't too noticeable, but if you zoom onto the item in your inventory and rotate it you should see textures moving underneath the primary textures.
Is there any reason that you don't just include these in the original mod? I don't understand why you'd need to separate these configuration text files from the main archive.
I'm planning on including patches for other mods like WACCF and I needed to decouple them cause I kept trying to update and fix Amazing Lockpicks at the same time I was adding additional lockpicks and making patches.
11 comments
- Swapping leveled items on references with encounter zones is disabled (this is to prevent crashes)
I don't know if you just want to leave it like that, but it's not only ignoring the swap, it seems to be disabling the ref altogether. Do you think that's a BOS issue or is it because of the way Amazing Lockpicks changes the lockpicks? I don't know what the solution would be besides hunting down every encounter zone ref and manually choosing the new lockpick. Or to not use LL for the swap at all. Or use the new ref exclusion rules? None of it is a massive deal obviously, but figured I'd put it out there in case it's just me.I'm working on updating the _SWAP.ini files by changing the first line from:
[Forms]
to:[Forms | -HelgenLocation]
That excludes the two lockpicks from being disabled in the tutorial.I tried swapping the two individual item references with the leveled list, but that caused the item references to still just disappear
so just excluding the encounter zones is the way to go.Regarding any other potential encounter zones, it looks like any Location can be used as an Encounter Zone to any Interior Cell, or item reference even.
If I can't find a list with all cells with encounter zones, I'll need to parse all existing cells and add any with lockpicks and encounter zones to the forms exclusion. The end result should just be a few more default lockpicks lying around instead which seems fine.I'll try to push
1.051.06with the excluded encounter zonessoon.It became apparent very quickly that Encounter Zones are so common that excluding all of them wasn't viable because there'd hardly be any lockpicks lying around outside of Encounter Zones. Basically the support for Base Object Swapper would've been nearly disabled. Furthermore, it wouldn't have scaled properly to mods that use Encounter Zones, such as Wyrmstooth.
I just replaced the Leveled Lists, EudaLItemLockPick100 or EudaLItemLockpickRadianceBOS, Base Object Swapper was swapping to with the Editor IDs for the unique lockpicks instead. The only difference now, without a Leveled List, is that the lockpick randomly chosen won't be based on player level.
Added a few options to choose what type of lockpicks Base Object Swapper will randomly choose depending on whether you want gem or soul gem lockpicks to not appear even if you have Amazing Lockpicks - Radiance.
Thank you for all the information and suggestions you provided. I was using an older version of Base Object Swapper, and even if I had updated and ever eventually noticed that the lockpicks were missing, I still would not have identified the cause or reached a solution so easily without your advice.
Anyway, thank you for the update! I'm happy to know I was of help. I just throw stuff out there and half the time it's negligence or stupidity on my part even after triple checking lmao. It's midnight here, so I'll try the update in the morning. I really enjoy the mechanics you've introduced with this and appreciate the fixes, diversification, and workarounds you've implemented since release. Glad you found a way to update it, thanks again!