0 of 0

File information

Last updated

Original upload

Created by

Ruddy88

Uploaded by

ruddy88

Virus scan

Safe to use

204 comments

  1. ruddy88
    ruddy88
    • supporter
    • 2,193 posts
    • 178 kudos
    Locked
    Sticky
    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. IchBinKeinRoboter
    IchBinKeinRoboter
    • member
    • 728 posts
    • 8 kudos
    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
      • supporter
      • 2,193 posts
      • 178 kudos
      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
      • member
      • 728 posts
      • 8 kudos
      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!
  3. AlucardHellsing243
    AlucardHellsing243
    • member
    • 534 posts
    • 12 kudos
    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
      • supporter
      • 2,193 posts
      • 178 kudos
      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
      • member
      • 534 posts
      • 12 kudos
      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
  4. skylordadam
    skylordadam
    • member
    • 2 posts
    • 0 kudos
    im getting this weird error anyone know the fix http://prntscr.com/kt7xuu
    1. skylordadam
      skylordadam
      • member
      • 2 posts
      • 0 kudos
      never mind got the fix i just had my mxpf in the wrong spot
  5. AlisaLara
    AlisaLara
    • member
    • 119 posts
    • 2 kudos
    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
      • supporter
      • 2,193 posts
      • 178 kudos
      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
      • member
      • 119 posts
      • 2 kudos
      It works.
      Thank you
  6. Mynameaintneman
    Mynameaintneman
    • member
    • 21 posts
    • 0 kudos
    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
      • supporter
      • 2,193 posts
      • 178 kudos
      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
      • member
      • 21 posts
      • 0 kudos
      Thanks a lot, ill check it out!
  7. L3st4t
    L3st4t
    • member
    • 1,027 posts
    • 160 kudos
    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
      • supporter
      • 2,193 posts
      • 178 kudos
      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
  8. greenzleevz
    greenzleevz
    • premium
    • 375 posts
    • 1 kudos
    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
      • supporter
      • 2,193 posts
      • 178 kudos
      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.
  9. mikeeee1231
    mikeeee1231
    • member
    • 266 posts
    • 1 kudos
    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
      • supporter
      • 2,193 posts
      • 178 kudos
      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
  10. Howlu730408
    Howlu730408
    • member
    • 2 posts
    • 0 kudos
    This mods works great. There is no similar mods like this one. Wish more people know about it!!
  11. Martimius
    Martimius
    • supporter
    • 617 posts
    • 10 kudos
    Hey Rudy, this tool seems great and it looks like a lot of people like it, but for me it isn't working too good. I followed all the instructions carefully in the description, copying both the MXPF and SkyAI scripts to my SSEEdit folder, but whenever I run SSEEdit and this script via MO2, I get a 579 Invalid Argument error. Any tips?
    1. ruddy88
      ruddy88
      • supporter
      • 2,193 posts
      • 178 kudos
      Could you screenshot the error and send a screenshot to my inbox?

      I have a feeling I know the issue.
      XEdit was recently updated, and fixed the way LVLI records work which my script has not yet accounted for.
      You could try an older version of XEdit if you can find one, or sit tight and ill try and update this soon.
      But just to be sure, send me a screenshot of the error so I can verify if it is what I think it is or an entirely new issue.
    2. Martimius
      Martimius
      • supporter
      • 617 posts
      • 10 kudos
      For some reason, I'm not getting the same exact error (579), but I'm still getting errors nonetheless that prevents the tool from fully running. Anyway here's the screenshot of the error I just had: https://imgur.com/a/GdsX7SO
    3. Martimius
      Martimius
      • supporter
      • 617 posts
      • 10 kudos
      I also just tried running it in the older SSEEdit ver. 3.2. There's still an error: https://imgur.com/a/Gt5aAUV
    4. ruddy88
      ruddy88
      • supporter
      • 2,193 posts
      • 178 kudos
      Ok that looks to be something different.
      Line 563 of the script (where the error occurs), is where it tries to add SkyAI_Base.ESP as a master to your new patched EPS.

      The error is saying that SkyAI_Base.ESP cannot be found.

      So first thing is to make sure you have definitely downloaded BOTH files in the files section here?
      You need to make sure you install SkyAI_BASE first (use a mod manager), and make sure it is active (very important).
      Then load SSEEdit, again, make sure SkyAI_BASE.ESP is ticked when you load SSEEdit as well.

      Then when you run the SkyAI script, it should work.

      UNLESS, it is because you are using MO2 (which I assume works much like MO).
      It may be that it cannot detect the file because it is not currently in the data folder. For this to work you will need to follow the video tutorial linked on the mod page by GamerPoets, SSEEdit will HAVE to be launched FROM MO in order for it to recognise the virtual install folder.
    5. Martimius
      Martimius
      • supporter
      • 617 posts
      • 10 kudos
      Oops! My bad. Turns out I forgot to activate the Base .esp. I deactivated it earlier after the initial error. The script seems to work fine in the old SSEEdit but in the new one there's still the same 579 error.
    6. ruddy88
      ruddy88
      • supporter
      • 2,193 posts
      • 178 kudos
      could you screenshot the 579 error for me?
      THAT I am fairly sure is the error I had thought it was but I still want to confirm it.
      In meantime continue using old xedit, when I update it you can switch to the new version without any problems
    7. Martimius
      Martimius
      • supporter
      • 617 posts
      • 10 kudos
      Here! https://imgur.com/a/FiTln0N
    8. ruddy88
      ruddy88
      • supporter
      • 2,193 posts
      • 178 kudos
      Ok yeah thats the error I expected.

      The code is:
      currentCount := geev(rec2, 'LLCT');

      Needs to be changed to:

      if elementExists(rec2, 'LLCT') then begin
      currentCount := geev(rec2, 'LLCT');
      end
      else
      currentCount := 0;


      Basically this gets the count from the list record by checking the "leveled list count" field.
      Older XEdit versions would display this as 0 if it was empty, however newer versions remove that fields value entirely if it is empty so the script returns an invalid argument.
      By adding in a check first to see if the field, or element, exists first we avoid getting that error.
      Thanks to MikeyNexus for figuring that one out. I still need to add this to the current script but there is a handful of other changes needed yet.
      In the meantime just use the old version of XEdit and Ill work on an update soon.

    9. Martimius
      Martimius
      • supporter
      • 617 posts
      • 10 kudos
      Thanks!
    10. Martimius
      Martimius
      • supporter
      • 617 posts
      • 10 kudos
      As a future feature though, would you plan to add the ability to customize how the items in the patch are leveled?
    11. ruddy88
      ruddy88
      • supporter
      • 2,193 posts
      • 178 kudos
      Highly unlikely. I am not skilled enough with pascal scripts. At the moment all viable levelled items are matched roughly to their vanilla counterparts.
      Not ALL items are levelled though, things like armor pieces that use non-vanilla slots, there is no way to properly level them as there is no comparison to make them to since no vanilla items exist of that sort.
      I won't go in to the details, head on over to the SkyAI LE version by MikeyNexus, I have answered this thoroughly in the posts there if you wanted further reasoning.
Top