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Ruddy88

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  1. ruddy88
    ruddy88
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    Thanks for checking out my mod people.
    Remember to endorse if you like it, also go and endorse Mators MXPF, give him kudos, and if you still have the rights to your first born you may want to donate that to him as well.
    This is more his mod than it is mine. He provided majority of the trickier code snippets, he provided the MXPF function library, he helped me sort out bugs, hell he basically held my hand through the entire process!

    Also go and give GamerPoets a sub on his youtube for the awesome instalation video.


    STICKIED NOTES:

    This is the first time ive been able to properly test this mod over a larger audience.
    Please report any bugs in the bugs section provided.

    I am also after user feedback, I have plans for this mod to continue growing and am already working on extended function to also give options to patch to LOOT lists as well as create a more compatible way to patch the vanilla container records on the off chance they have been altered by another mod.

    In the meantime, If you encounter any mods that this conflicts with (alters vendor container records), then please let me know in a reply to this comment and I can release a patch.

    I would also like your feedback on other things:
    * Are you breaching the item list? Are more lists needed?
    * Are you missing items in the patch that are being removed from the filters that shouldnt be?
    * Are there any non player intended items that are still appearing in lists?
    * Is the frequency of modded items on vendors balanced? Should more items appear? less items?

    Any other suggestions for the mod, I am all ear.
    Bear in mind, any updates are subject to my ability in coding (which is limited despite what you see here) as well as any constraints of the game and/or functions.
    Although I am planning on at least TRYING to use this to distribute to leveled lists for enemies, this creates issues with "matching sets", so will be much more difficult to do, basically, dont hold your breath on that one, but I AM confident I can get this working well for general LOOT lists.

  2. krEsz
    krEsz
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    Is the LE version still in the works ?
    1. ruddy88
      ruddy88
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      It's already done. Another user got it back ported for me, they've uploaded it on their account, they searching skyai le
    2. krEsz
      krEsz
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      Aah found it, sorry :D
  3. Rithareous
    Rithareous
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    Hi,
    I'm having an issue running this mod for Skyrim VR. I load up the base esp and run the v2 script along with my merged armor mod. I get the following error:

    [00:00] Start: Applying script "SkyAI_SCRIPT_V2"
    [SKYAI.esp] Adding master "SkyAI_BASE_V2.esp"
    [SKYAI.esp] Adding master "Armor.esp"
    [SKYAI.esp] Adding master "Dawnguard.esm"
    [SKYAI.esp] Adding master "Dragonborn.esm"
    [SKYAI.esp] Adding master "Skyrim.esm"
    [SKYAI.esp] Adding master "Update.esm"
    [00:17] Exception in unit UserScript line 140: Found a REFR reference, expected: ALCH,AMMO,APPA,ARMO,BOOK,INGR,KEYM,LIGH,LVLI,MISC,SCRL,SLGM,WEAP
    [00:17] Error during Applying script "SkyAI_SCRIPT_V2": Found a REFR reference, expected: ALCH,AMMO,APPA,ARMO,BOOK,INGR,KEYM,LIGH,LVLI,MISC,SCRL,SLGM,WEAP

    Any help?
    1. ruddy88
      ruddy88
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      Not sure if it works with vr as the mod has entries from USLEEP which I dont think is on VR (or is not the same as SE version)
    2. DarkStarSword
      DarkStarSword
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      FWIW I've been using V2 Redux with SkyrimVR for yonks and it works perfectly... I just came back here to give kudos after trying the umm... ""superior"" Automated Leveled List Addition script and getting frustrated at how rediculously long that script takes and that it ended up with a bunch of half invisible NPCs walking around when they were handed out some female only clothing items... Went back to SkyAI and it was refreshing to have a script that could run in under a second ;-)
    3. ruddy88
      ruddy88
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      I hadn't actually seen that mod before so thanks for mentioning it.
      A lot of the features in that mod were features I wanted to implement but ultimately abandoned due to wanting the mod to be user simple (as much as possible) and to work entirely for most people.
      Some of the features of that other mod I can just imagine creating issues (such as naked npcs), the author seems to have done a lot of work to find work arounds but many of them require manual adjustments or tweaks to the mods UI which is not what I wanted for my mod. Kudos to him though for what he's made, I can imagine the amount of work involved.
  4. IchBinKeinRoboter
    IchBinKeinRoboter
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    First of all I love your mod, and other mods you created like the huntsman, thanks for all that!
    I want to give you my feedback on the mod, I really like what it does but I also think if there is the option to improve it then it should be improved,
    so my idea is that the user can chose the % chance of the item been sold, lets say you chose

    Mod1 > SwordOfExamples > 100% chance
    Then the sword can allways be found in the cetain shops where it was naturaly added by the mod.

    I would love to see this feature because I want to add few armors to the game and sadly they almost never show up and when they show up then only in parts, like I get one helm and another day maybe a gauntlet and so on, maybe even few days nothing and that is very much time consuming if you rly want a armor, and yes I know the feeling when you are lucky enough to get all parts of your armor is quite awesome but not all of us want that all time so why not give a extra option for people which feel that way, ofc only if it is possible, I don't know much about how this mod works behind the scenes so I can only suggest and trust your judgement!

    thanks ruddy <3
    1. ruddy88
      ruddy88
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      Not really feasible im afraid, however there is a solution for you.

      SkyAI was built off one of my older mods (Odds&Ends). SkyAI levels your modded items and puts them in their own levelled lists. these levelled lists have already been prefilled to the original vendors with a "Chance". meaning when a vendor resets his inventory, it goes through multiple entries of lists that are viable for the current player level, each having a percentage attached to it so that items dont always appear.
      Changing this percentage IS possible, but would involve quite a bit of messing around. the values ive used have been found to be fairly neutral for most players, though the actual in game results of what you see will vary based on how many mods youve actuallly got.
      As an example, most weapon mods add high level gear. You might have 1000 new weapons added to your game, but if they are mostly high levels then you will still see a lot of repetition on lower level items simply because there is not as many of them.
      EG: You are level 5, a vendor will check the list and try to add 5 items from it. In that list there are only 10 items equal or below level 5, so you will see those ten items frequently. At level 50, however, it will still be picking 5 items but the amount of viable levelled items may now be 200, so seeing specific items will become much rarer.

      Anyway, to the solution!

      Odds&Ends was an older mod I made which works very similar to SkyAI.
      Except instead of distributing all items across all vendors in a levelled fashion, it instead adds a single new vendor to ivarstead and loads him up with ALL your modded items. Meaning from the start of the game you can go to Ivarstead and buy any of the modded items you want.
      It does have some limitations though. Firstly, it didnt handle level lists as well as SkyAI does so there is a limit of how many mods can be loaded in to it (read the description page). Secondly, to this day I have not been able to figure out a way to automatically evaluate an items worth and then modify the gold value, so both mods will always just use whatever the gold value is that the original mod author chose. Sometimes, these values are not well thought out and modders will often just put 999999 as its value (since they never intended for it to be found at vendors anyway).

    2. IchBinKeinRoboter
      IchBinKeinRoboter
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      Thanks for your reply ruddy <3
      that sounds very cool, Odds&Ends sounds perfect for me, in my opinion it would be even cooler if you let the user set up every setting how the item is added in your older mod Odds&Ends so like when I add an Item to the NPC I can set up how much money it costs and when It will be shown, I would love to have an NPC with some sort of House or something selling modded items in his front yard which I give prices :D would be so cool!
  5. AlucardHellsing243
    AlucardHellsing243
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    I get this error
    [01:04] Exception in unit line -1: Error in unit 'UserScript' on line 552 : Array index out of bounds
    [01:04] Error during Applying script "SkyAI_SCRIPT_V2": Error in unit 'UserScript' on line 552 : Array index out of bounds

    D:
    1. ruddy88
      ruddy88
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      This has been popping up on a few of my mods lately. What's your plugin count? I have a feeling it is being caused by ESLs or CC content that exceeds the usual 255 plugin limit.
      If that's the case then I'm not sure how to fix it, only suggestion is to deselect any mods you know you wont be including when you run XEdit (the first popup screen when you run the program)
    2. AlucardHellsing243
      AlucardHellsing243
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      I made the second patch which worked for me with tons of esl mods, and yes I know you don't mean that but I just want to notice that at this point, you could be right I have 261 "esps theoretically with about 50 esl and lite esps, I had odds before with mods like "Challenging Spell Learning" maybe that's why, but there is no need to fix because I don't want the mod to add Tomes from lets say Add Item Menu anyways so just deactivate all mods you don't want to be in the game and you are fine, I had no issue at all
  6. skylordadam
    skylordadam
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    im getting this weird error anyone know the fix http://prntscr.com/kt7xuu
    1. skylordadam
      skylordadam
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      never mind got the fix i just had my mxpf in the wrong spot
  7. AlisaLara
    AlisaLara
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    I got an annoying error called Type Mismatch

    Applying script...
    [SkyAI_Truth.esp] Adding master "SkyAI_BASE.esp"
    [SkyAI_Truth.esp] Adding master "AetheriumSwordsnArmor.esp"
    [SkyAI_Truth.esp] Adding master "Apocalypse - Magic of Skyrim.esp"
    [SkyAI_Truth.esp] Adding master "ArtifactsOfBoethiah.esp"
    [SkyAI_Truth.esp] Adding master "Dawnguard.esm"
    [SkyAI_Truth.esp] Adding master "Dragonborn.esm"
    [SkyAI_Truth.esp] Adding master "ForgottenCity.esp"
    [SkyAI_Truth.esp] Adding master "ForgottenMagic_Redone.esp"
    [SkyAI_Truth.esp] Adding master "HearthFires.esm"
    [SkyAI_Truth.esp] Adding master "Legendary Arsenal Patch I.esp"
    [SkyAI_Truth.esp] Adding master "OpulentOutfits_2017-SSE AIO.esp"
    [SkyAI_Truth.esp] Adding master "Sacrosanct - Vampires of Skyrim.esp"
    [SkyAI_Truth.esp] Adding master "Skyrim.esm"
    [SkyAI_Truth.esp] Adding master "SkyrimsUniqueTreasures.esp"
    [SkyAI_Truth.esp] Adding master "SOTFull.esp"
    [SkyAI_Truth.esp] Adding master "SPTConsistentOlderPeopleSE.esp"
    [SkyAI_Truth.esp] Adding master "Summermyst - Enchantments of Skyrim.esp"
    [SkyAI_Truth.esp] Adding master "Unofficial Skyrim Special Edition Patch.esp"
    [SkyAI_Truth.esp] Adding master "Update.esm"
    [SkyAI_Truth.esp] Adding master "WZOblivionArtifacts.esp"
    [SkyAI_Truth.esp] Adding master "ZIA_Complete Pack_V4.esp"
    Exception in unit line -1: Error in unit 'UserScript' on line 624 : Type mismatch
    [Apply Script done] Processed Records: 0, Elapsed Time: 00:30

    I posted everything right here
    1. ruddy88
      ruddy88
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      This mod was re-uploaded as a version 2 redux.
      Please see this link:
      https://www.nexusmods.com/skyrimspecialedition/mods/17111

      See if that works any better, if you get any errors posts the same log report on that mods posts and ill investigate.
    2. AlisaLara
      AlisaLara
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      It works.
      Thank you
  8. Mynameaintneman
    Mynameaintneman
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    Hey I absolutely love your mod! This may have been asked before, but is it possible to create more than one patch with different mods in each? I have many armor mods (nothing redundant or really big) and want them to be in the leveled lists but I know they go way above the count limit. Can I get around this by making a second patch?
    1. ruddy88
      ruddy88
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      check out my version 2, it has much higher limits.
      Can't run miltiple patches, they will overwrite each other and even if you merged you would still over shoot the limits.
      The version 2 nests the levelled lists instead so has a lot more room for items
    2. Mynameaintneman
      Mynameaintneman
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      Thanks a lot, ill check it out!
  9. L3st4t
    L3st4t
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    Hi Ruddy88, great mod and idea, i was givin it a try but for some reason i crash totally when i go out fron any building, tried also a new game but i have same results even if i start inside and then go out
    Kinda sad, but do you have any tips? Ssedtit went smooth and i had no error even if i added a lot of stuff
    1. ruddy88
      ruddy88
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      first off, there's an updated version of this mod here:

      https://www.nexusmods.com/skyrimspecialedition/mods/17111

      Now I'm not sure why you would he getting crashes.
      Make sure you have BOTH the base esp AND the generated patch esp enabled.
      If it's still crashing, try disabling both of them to confirm if it's this mod.

      It doesn't really make sense that this mod would crash it. all it does in game is edit some levelled lists
  10. greenzleevz
    greenzleevz
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    hi Rudy , am just about to give this a try , seems realy nice , was wondering tho i,m also using Matorsmash .

    should i load the smashed Patch below or above the Sky Ai Plugin & should i incorporate it,s changes into the smashed Patch ?

    i don,t think so , tho asking could,t hurt i reckon


    * saw the Video , that answered my Question , i think .. *
    1. ruddy88
      ruddy88
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      First off, I recommend using SkyAI ver 2 (uploaded as new mod, check my user files).

      Secondly, It best to generate your bashed patched (or smashed patches/XEdit patches etc) AFTER youve finished setting up SkyAI.
      With this version, it probably doesnt matter too much as very few mods touch the merchants container records, so you could run SkyAI after and will either have no conflicts, or may just miss out on a few items in vendors (which SkyAI will add back in anyway if those mods were selected).
      In the version 2 redux, its more important to sort SkyAI before bashing/smashing, as it now also affects enemy and loot lists which are more likely to need bashing.
  11. mikeeee1231
    mikeeee1231
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    You say that it would be too hard to make for Fallout 4 but what about Fallout New Vegas? I would really love a mod like this for Fallout New Vegas.
    1. ruddy88
      ruddy88
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      I don't mod fnv and haven't played in years but I think it still has upgrade parts to it so would probably still be impractical to implement a levelling system
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