
DESCRIPTION
Most of the script will require you to select the mod/mods interested then right apply script then ask you to type a destination folder.
Others my check all your modlist automatically and then ask again for a desintation folder.
1) ag_getAllBooks -> get all the books/skills/tomes info. Apply script then choose a destination folder. example: D:\test . Now, books.txt , skills.txt , tomes.txt will be generated inside the given folder. The outcome will be like this: Example:
ccedhsse003-redguard.esl
Name: Sirayar's Note, FormID: FE03C813
Name: Josla's Note, FormID: FE03C812
2) ag_getAllBooksOnlyFormID -> same thing as above but you see only these. You may ask why I have done this. this is very simple,
if you use my other script ag_addFormIDToContainer you can insert all these FormIDs inside a container with 1 click.
Example:
FE03C813
FE03C812
3) ag_getAllConstructibles -> get all the Crafting, Temper, Sharpening , Smelter info. Apply Script then choose a destination folder.
Example:
ccedhsse003-redguard.esl
Scudo da Reduce" [ARMO:FE03C802], Name: ccEDHSSE003_RecipeArmorRedguardEliteShield [COBJ:FE03C843]
4)ag_getAllScrolls-> get all scrolls. Apply Script then choose a destination folder. It will make various .txt files containing FormID and names scrolls per school or if it doesn't find them it place them into a more general file.
5)ag_addNPCsToLeveledList -> apply script on the Leveled Item you want to add the formID NPCs, type the folder + name file without extension
like this: D:\test\myformidFile
Make sure to load max 255 entries per level list. If you do exeed it it won t insert all of them.
6)ag_addItemsToLeveledList -> apply script on the Leveled Item you want to add the formID items, type the folder + name file without extension
like this: D:\test\myformidFile
Make sure to load max 255 entries per level list. If you do exeed it it won t insert all of them.
7)ag_addSpellsToLeveledList -> apply script on the Leveled Item you want to add the formIDspells, type the folder + name file without extension
like this: D:\test\myformidFile
Make sure to load max 255 entries per level list. If you do exeed it it won t insert all of them.
8) ag_detect_errors -> apply scripts on the mod/mods interested and will print all the errors encountered.(still in development)
9)ag_fix_deleteToDisable -> apply script on the mod/mods where you have deleted Objects. Make sure to select only compatible Deleted Objects. Choose to save on the same files or on a new esp(esl). Then it should change them to Initally disable + Set Enable state to opposite to parent + z -30000
10)ag_fix_deleted_navmesh -> apply script on the mod/mods where you have deleted Navmeshes. Make sure to select only navmeshes. Choose to save on the same files or on a new esp(esl). It removes the deleted flag and clean the navmesh in order to not showup it in game and make it compatible with the new connected nav.
11) ag_EditMapMarkerFNAM-> apply script on the mod/mods where you have your persistent map markers. Select YES to add Visibile + Can Travel To to all map markers and NO to remove them.
12) ag_EditMapMarkerXLRT-> apply script on the mod/mods where you have your persistent map markers. This Add MapMarkerRefType [LCRT:0010F63C] to XLRT - Location Ref Type.
13) ag_EditMapMarkerType-> apply script on the mod/mods where you have your persistent map markers. This change the icon showing on the map marker changing the type. By default it s set to customType := 'Shipwreck'; as I have used it for my recent mod but you can change it to whatever you want.
14) ag_EditDataValue-> apply script on the mod/mods where you want to edit the value for your item to wathever you want. By default it s set to 0.
value := 0;
15) ag_EditDataWeight-> apply script on the mod/mods where you want to edit the weight for your items to wathever you want. By default it s set to 0.
weight := 0;
16) ag_EditChanceNone-> apply script on the mod/mods where you want to edit the chance none for your items to wathever you want. By default it s set to 100.
chance:= 100; . 100 means that you wont be able to find the item.
17)ag_getTIntInfo-> apply script on playable Races and prints the Tint Values:
Example: Nord Race
Male Head Data:
Head Data\Male Head Data:
Total Tint Indices found: 30
Tint Indices in ascending order:
TINI - Index: 1 - TINP - Mask Type: Skin Tone
TINI - Index: 2 - TINP - Mask Type: EyeSocket Upper
etc
etc
18)ag_ChangeNameBase-> apply script to all those records that has Name - Base as field and change it to wathever you want.
19)ag_fix_NavmeshInfoUnknown-> apply script to Navmesh Info Map if it has <unknown:40 $28> error and it edits to Is Edited
20)ag_disableReferences-> apply script to selected references or the plugin directly if it has available references with tag REFR and disable those that are not already disabled. You can choose to save the new modified ref on the same esp or create a new one
21)ag_getNPCbyRace-> apply script on your npcs tab then write the race you want to get then enter a new esp name where all the races filtered get copied there.
22)ag_getItemsFromContainers->apply script on your containers tab, write the item name you want to check, if it finds one you can choose to export it to a new esp.
23)ag_getItemsFromCellWorld-> apply script on your cell / worldspace tab , write the item you want to filter than write a new esp name so you ll get all the items filtered in that new esp
24)ag_deleteNPCbyClasses-> apply script on your npc tables, to delete all the npcs you dont need. This will delete all the npcs with the classes you write on the script. They are hard coded at the beginning, you can edit those as you wish. example: targetClasses.Add('00023785'); // Priest
25) ag_addItemToNPC-> apply script on your npc tables or single npc, write the item you want to add. Example: [ARMO:0002299E] or [LVLI:1600080F]. You can choose to create a new esp or not.
26)ag_removeThenAddItemNPC-> apply script on your npcs tab or single npc, write the item you want to replace: Example: ShortSword, then write the item or listitem you want to put instead, example: [ARMO:0002299E] or [LVLI:1600080F], all the npcs filtered will get the new item and remove the old one
27)ag_swapDataBetweenPlugins-> Apply script on the items you want to swap data from then from a panel you can choose the data type, target plugin and the comparison method before the swap.