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DanielUA

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DanielUA

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  1. DanielUA
    DanielUA
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    Q: Patcher doesn't work for me.
    A: Try running it just for Skyrim.esm and DLC files. If it works, then your configuration is ok, but one of your esp files has bad records.
    Often you will see an error in xEdit log, that will help you to determine a broken esp.
    But sometimes xEdit won't give you this information.
    In this case you to uncomment debugLogging line before running patch. Like here
    http://imgur.com/a/3qTEh
    After that you will get detailed log in the xEdit Messages tab.
    When you determine the culprit, you can clean/remove bad records in xEdit or simply stop using that plugin.

    If you encounter any problem with vanilla ESMs, ALWAYS enable debugLogging and give me it! Otherwise I will not be able to help you.

    I WON'T EVEN ANSWER TROUBLESHOOTING COMMENTS FROM PEOPLE WHO DON'T READ THE STICKY POST!
    PLEASE RESPECT MY TIME.
  2. DDBIII
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    I am trying to add this script to SSEdit getting a "Only 0 of 1 masters could be added. Master list now contains 253 entries and is full." I have all installation reqs from the initial page and tried all of the online remedies I can find. This happens when both doing just the base files or those and mods. Can anyone help?
    1. radiusrsatti
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      It's just a matter of too many mods, it can only load 253 masters...  I have the same issue... I've been able to mitigate this by commenting out certain record types in the script and generating patches individually, like this
      Spoiler:  
      Show
      //LoadRecords('GMST');
      //LoadRecords('SPEL');
      //LoadRecords('ENCH');

      //LoadRecords('ALCH');
      //LoadRecords('ARMO');
      //LoadRecords('BOOK');
      //LoadRecords('INGR');
      //LoadRecords('MISC');
      //LoadRecords('SCRL');
         LoadRecords('WEAP');


      I still have the error on certain types, like ARMOs... that can again be mitigated by loading sections of your load order, generating TRIW patch, and then manually removing duplicates across multiple gen's, or not... I'm not a scripter, but if RAB can create a multi-patch for smash patching, I'm sure it can also be done for this... over my head, though
    2. DanielUA
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      Just move to True Renaissance Economy


    3. belovedinchrist
      belovedinchrist
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      I did as u suggested and moved over to the newer mod, but it returned the same error in zEDIT when attempting to run the patch. So the question remains...how does one work around and easoly overcome this limitation (my modlist is 394 and i cant really remove anything since theyre all meant to work together...im open to learning about how to work around this and get past it as i would love to try out ur work as the finishing touch to the mod build).

      as an aside, it is a NOTED issue on zEdits page from years ago that the program considers all light flagged mods to count as full mods toward the max number even tho they are flagged as light, and the program hasnt been updated to work around that... https://github.com/z-edit/zedit/issues/206

      not sure if that info helps anyone attempting to help me find a solution but thot it would be good to mention
  3. Xenn2423
    Xenn2423
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    Hey, I'm having a strange issue.

    The patcher ran correctly, and I manually opened the TRIW.esp file in xEdit to verify that the weights of the items were changed correctly. I have the file enabled in MO2 and loaded as the very last file in my load order (overwriting everything), but my items still have their vanilla weight values (even though they show as having the correct modified values in TRIW.esp).

    Is there some way that the changes could be overwritten even though it's the last file in my load order? I'm using SSE version 1.6.640 with SKSE version 2.2.3.
    __________________________________________

    EDIT: I've figured out the issue.

    I'm using the latest version of xEdit, so TRIW.esp was generated with a header version of 1.71 (which doesn't load on 1.6.640). Installing BEES fixed the issue.
  4. Nahsir
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    Fantastic mod, very easy to use, does exactly what it needs to. A quick side note, this mod can edit the carry weight bonus from the "Bandolier - Bags and Pouches" so it's best to disable Bandolier.esp before you run the script, enable it before you run a Wrye Bashed patch, and then have TRIW.esp before the Bashed Patch.esp in your load order and it'll run just fine.
    1. Nahsir
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      Or you can not be an idiot like me and simply change the CarryWeight Modifier from 0.2 to 1.0 at the top of the script before you run it.
    2. Glanzer
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      I don't understand... The author's description says he didn't exclude Bandolier from being affected so I assume he did that on purpose. Wouldn't we want Bandolier's increase to be reduced since items now weigh less? I plan to use Bandolier so I'm just wanting correct balance here.
    3. Nacira
      Nacira
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      Thank you Nahsir for telling us what and how to edit the script ! Even though you did it condescendingly (to yourself), for those like me whom never did this, it can be a bit frightening to modify a script not knowing what we are doing and your comment really helped me ! ^^
      Now, I found how to modify ingots weight (I just installed Immersive Jewelry and I have some thinking to do about it) but how would you help the weight of the Fishermaps ? They should be about 10g so 0.05 but they are considered smallbooks for some reasons so they weight 1.5 after I use the script.
  5. Qwafee
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    TY! My PC was having a hard time carrying around a 30lb axe
    1. Mebantiza
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      I think you utterly fail to comprehend the rational behind all those 'overweight' weapons. And you are hardly alone in this regard.

      The idea behind the padded weight, is intended to simulate the fact that (certain items) items are large, bulky, and take up a lot of room relative to their (true) weight, or are somewhat difficult to pack around for various reasons. There is no way in the engine to emulate this factor, so increased weight is a proxy way of saying in effect,  item (x) takes a up a lot of room and or and is awkward to pack around in some regard

      It can also serve as a means of placing some kind of limit on packing a veritable arsenal of weapons w/o any real cost to the player. 

      If one lowers the weight of certain items (like large 2h weapons for example) to their 'realism' value, then in order to compensate, one should also be willing to lower the upper limits of what the character can carry. If one values realism that is. 
    2. Sun74
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      Bethesda could have just reduced the player's carryweight between 150-200 to compensate for the lighter realistic carry weights, the player being able to lift 300lbs right from the start of the game is more immersion breaking imo 
    3. Qwafee
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      You thought wrong.

      There's already a mod to compensate for this which demonstrates a lack of creativity on your part rather than a lack of comprehension on mine.

      https://www.nexusmods.com/skyrimspecialedition/mods/23396

      You know what they say about assumptions.
    4. deleted147164848
      deleted147164848
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      Idc about the technicality, it makes power attacking and combat hell and that's all that matters.
    5. digimoto
      digimoto
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      deleted, I'm dumb.
  6. dovahkiinbear164
    dovahkiinbear164
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    This works like a charm beautifully. I'm doing an extremely hardcore survival build, with an emphasis on carry weight and encumberance, and the weird weighting system in the vanilla game wasn't being fixed well by other mods. Some would overcompensate too much and others would do the opposite. This ran on my whole load order and adjusted the weights very well out of the box. I'll probably fine tune the amounts as I do some play testing, but this saves me from a lot of manual tweaking that I wasn't looking forward to doing. So, thank you for this! It's awesome!
  7. fmilluminati
    fmilluminati
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    No info on how to get MXPF patcher for SSE, since it's only available in Skyrim... :/
  8. Xenn2423
    Xenn2423
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    Here to say that this is still a fantastic mod/patcher/thingy in 2022. The script has all of the customization options that I was looking for and it worked flawlessly despite me having *literally never* used SSEEdit before. Great work!
    1. hoskope
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      Hey, could you give some examples of the weights?
  9. geesesuck
    geesesuck
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    Could this work with armory of tamriel, or other such mods?
  10. Ashley95
    Ashley95
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    Love. This.
  11. Celevan
    Celevan
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    I am using a mod called Interactive Clutter that adds quite a bit of junk that you can pick up, but also changes some static objects to dynamic; however, the dynamic Rags that I found lying around were set at 7.5 pounds, which I found to be rather ridiculous, so I thought I'd try your mod and rescale weights of everything.  But even after running your program the Rags were still 7.5 pounds.  I suspect that's because they were added through a mod and perhaps given a name that your script doesn't recognize.  My question is, can I edit the script to recognize this object and change it to a more reasonable weight?