1.6 is a bit of a rushed release due to finding out 1.5.x can cause crashes. Hopefully this fixes it for everyone, stability is one of my top priorities but this issue slipped past me. My apologies for all the frustrations this caused people. Due to this I encourage everyone using 1.5.x to upgrade to 1.6 immediately.
1.6's main new feature is the ability to randomly add enchantments to distributed armor. This is an experimental feature and is disabled by default. Please only enable it if you willing to risk potential issues with your save games - unlike other QAR features, this modifies instances of items in games and thus leaves permanent changes in your save data. While I haven't encountered any issues so far, I also haven't tested it sufficiently enough to be completely confident its safe (and honestly I don't believe I can test it sufficiently by myself). Also if VR happens to work for this version, this feature most likely does not (I'd expect it to crash the moment you enable it).
You do not need to do anything to previously converted armor to take advantage of enchantments - it only needs to be turned on in the settings, and then any newly spawned items will have a chance.
Enchantments are currently only applied to armor - I'll be attempting an update for weapons in the very near future. By default, the particular enchantments are picked from a pool based on their converted armor type (eg. robe conversions have magic oriented enchantments, heavy armor won't have sneaking bonuses, etc.). You may also select a more specialized enchantment pool for a particular set of armor under the new enchantments tab, as well as tweaking the chance for enchantment or its power (note: power in this case means higher level enchantments appearing earlier or more often). I will be adding additional specialized enchantment lists in the next release.
Enchantment power and chance are dependent on multiple factors: the location, player level, the item "level", the conversion armor set, and as mentioned previously you can add additional tweaks on top of it. Items using robes or jewellery as a conversion set have a significantly increased chance to come with enchantments.
Distribution of enchantments respects Skyrim's limitations on what gear can be enchanted, which is based on what keywords a particular item has. If items don't have the appropriate keywords, then they won't be getting enchantments. On the other hand, if you have a mod that removes all enchantment restrictions, you may see an abundance of enchantments on every item piece.
Enchantments added by QAR should be removable without destroying the items using mods like Remove Enchantment Only (although I haven't tested any other mod with this feature yet - sorry, rushed release!).
QAR can also add enchantments from other mods if given appropriate config files. I plan to add one to support Thaumaturgy as an example for 1.6.1. The config file article will also be updated to explain new additions within a few days.
Such an amazing mod! First time I ever comment on anything but hats off to you good sir! I wonder if something similar could be built for creating outfits in game and then assigning them to different groups of npc's, think SPID but in game with a user interface.
Looking forward to see what your next creation is!
Hey Xinaths, I guess I'm using your mod extensively now updating every one of my armor sets to balance out. I am making judgement call mistakes, especially in slots that I want to revert - without resetting the entire item and reloading the game.
Specifically - I map e.g. Lower Body (52) to Back (47). But now I realize I want to keep it in (52) as it makes more sense. I tried mapping into the right side 52 but it does not apply when I apply. I try to remove the slot that works or map to any other slot that works. I just can't map to my origin slot again so once I mapped an item away, I don't seem to be able to revert without resetting the mod (and all other settings too).
I too have run into that issue and I should probably find a way to make it easier.
In the main item list, right click and Selected->Deleted Changes->Slots will delete the slot change data. Sorry, but the proper slots won't be restored till reloading Skyrim.
Note that this will leave all the other data alone, so the item stats (which are primarily based on slots) will retain their previous settings until re-applied.
I have 3 options, which are all more complicated then normal QAR use (sorry).
The first, optimal if this is a one time thing, is just manually edit the change file after making the initial changes with some other conversion (like the convert to clothing setup). It's a text file so you can use notepad or whatever. It'll be located at SKSE\Plugins\QuickArmorRebalance\changes\local\[MOD FILE NAME HERE].json. Find the item you want to edit (names are provided for convenience), and you have two options, changing the base item or just changing the slot.
If you want to change the base item, you'll want to replace these 3 lines: "srcname": "Fine Quilted Clothes", "srcfile": "Skyrim.esm", "srcid": 1017621, This is the item its using to copy properties from, so the exact values will depend on what you last changed. Find somewhere else that a better item is getting copied (I'm assuming a normal ring or such) and use those values to replace these 3 lines. Alternately you could just point it an actual earring with the proper stats, but you'll need to give it the right item id (convert it from the normal hex notation).
Alternately you could just change the slot. In which case, have the item have its stats copied to a ring or amulet (you'll need to slot remap so that it detects it wants the jewelry stats), and then manually override the items slot by changing this line: "slots": 4194304, The number here should be the 2^(Slot - 30), or 8192 for slot 43. But, in this case it the item is already starting on slot 43 so you actually can just delete this line entirely.
The remaining options all involve creating or editing the QAR config files located at SKSE\Plugins\QuickArmorRebalance\config. I don't recommend editing these directly and instead create new files inside the same path inside a new mod in your mod manager of choice (otherwise it may get deleted next time you update QAR). A full explanation of these files can be found in the articles section.
Option 2 is if you have an existing slot 43 item with the appropriate properties already. You can create a new armor set (see Skyrim jewelry sets.json for the simplest examples), even if the armor set is literally just that one item. Then you just convert the item using that. Careful with overwriting conversions if you go back to a normal set to make other changes.
This would also work if you have a slot 42 (circlet) that has the appropriate properties, but I don't think they do by default.
Option 3 is similar but more of a change to the entire setup, but without needing a slot 43 item. You can make a new curve distribution where slot 43 is associated with a jewelry item instead of the helmet slot it is by default. Using QAR curve.json as a basis (copy file, rename QAR to something for your use, delete the QAR merged section), then move "children": [ { "slot": 43, "weight": 5 } ]into some other slot where it would have the right properties. Pulling from ring or amulet here is a little nonsensical, but it'll get the job done. Remember to switch it to this new curve when applying changes.
Combining the last two options is also possible if you want the most thorough setup - have a slot 43 item with the proper stats and separate it into its own slot in the curve similar to how rings and amulets aren't children of anything.
I hope this explanation is clear enough, but let me know if you have further questions.
This is AWESOME! I never expected you to go into such detail with such profound answers. Absolutely brilliant. As for my purposes, the 'easiest' seems to use QAR all the way until it fails, i.e. do all the changes to jewelry items but in wrong slot and then just change the slot in the json. I feel a little silly to not have checked that so thank you very much for your very generous reply again.
It saves through the main "Apply Changes" button. If all you're doing is changing the slot, you'll want to uncheck all the modification options so that the slot is the only thing that will be changed. Furthermore, you need to make sure the item isn't greyed out in the right hand list - if it is, it won't be updated. An item will be greyed out if it doesn't have a matching item in the conversion set - so if you're converting to a jewelry slot item, you'll need to pick one of the jewelry sets. Unfortunately, you do need to pick a conversion set even if all you're doing is remapping the slot.
I've been trying to modify slots from Dark Rebel and I wonder why I can't move items into Hands (33) or Feet (37) to begin with (it's greyed out for me). Similarly, I had shifted from arm right (59) towards e.g. slot 57 but cannot move it back again to 59.
My ideal scenario would be that I'm allowed to shift slots but a warning message would be displayed why this is a bad idea. The red text indicating circular references is already in there and that's great btw.
Must say, this mod is just as groundbreaking as OAR in the realm of animation mods. With it, there's almost no need to tweak armor stats by modifying ESP files anymore. I absolutely love using this plugin to quickly adjust attributes of stuffs from other clothing mods. I can't understand why such an outstanding mod hasn't made it to Nexus' trending page, but for me, this is an absolute must-have. Thank you for all your hard work!
Recommend to make sticky. I've just googled (again) for any mod that allows me to simply edit my (unfortunately) vast amount of custom armor mods.. yes, yes.. THIS IS THE BEST MOD EVER FOR THAT PURPOSE. You balance it yourself and if you like one mod a little more, you put it at 105% - and if crafting requirements were too dump (just leather for insanse armor + insane gold, everything is balanced!!!).
I spent probably 4 hours in xedit - and I got upset, bored and stopped. THIS MOD IS ACTUALLY FUN TO TINKER WITH.
Not a feature in QAR. Nor do I think I would add it because it is sort of the opposite of what QAR is designed to do.
It is possible to create, although it would come with likely restrictions on what it works with and would still be likely to break stuff sometimes even then. Unfortunately the way Skyrim interacts with armor models is a bit temperamental.
I am curious what your goal with this question is. The main thing that comes to mind is a customizable armor replacer tool (aka easily replace any vanilla armor with some other custom armor), but if you have some other purpose in mind I'd love to know.
Sometimes it requires restarting Skyrim to fix that - but occasionally I do run into pieces where QAR's fix for that just doesn't work. I haven't found a cause + solution for those rare ones, sorry.
Feel free to point me at the armor set and maybe I'll figure something out this time.
I tried restarting, but no success. The piece was the fur from the [COCO] Pinup Cheongsam armor mod. Little update on this, I downloaded NifSkope and edited the slot there as well, now it works.
Ok I am stupid, how do I remap slots? I select the armor, open the remap menu, drag from the original slot to the one I want, exit the menu, click apply changes and nothing happens. What am I doing wrong?
That sounds like you're doing it right. I haven't seen QAR fail to change slots, so I'm mostly assuming it is updating the slots its just not clear that it is doing so.
My first question is how are you checking the item's current slots? If you're using QAR itself (going back into the slot remapping window), it will continue to show the original slots. Usually I check through another mod that gives detailed item info when you click on them while the console is open (I'm not sure which mod provides this functionality, sorry).
The second is if you turned off anything in the settings relating to slot remapping - but I'm assuming probably not.
If it's a currently equipped item, you probably need to re-equip stuff to make Skyrim notice any changes.
Some slots are "protected" because Skyrim doesn't handle those being messed with well. You shouldn't even be able to create remappings when those are involved unless you enabled that in the settings. I'm assuming this is not what's happening, but I'm mentioning it just in case.
Checking with the console, haven't installed the MCM so probably not, tried both equipped and not. I noticed that the list of items on the right is greyed out
If the item is greyed out, it won't be receiving any changes. This usually means you need to pick an armor to convert to - even if you aren't doing any other changes then slot remapping. I actually don't think I ever tested ONLY armor remappings, but I think it should work (I'll look into it later and have to fix it if it doesn't).
212 comments
1.6's main new feature is the ability to randomly add enchantments to distributed armor. This is an experimental feature and is disabled by default. Please only enable it if you willing to risk potential issues with your save games - unlike other QAR features, this modifies instances of items in games and thus leaves permanent changes in your save data. While I haven't encountered any issues so far, I also haven't tested it sufficiently enough to be completely confident its safe (and honestly I don't believe I can test it sufficiently by myself). Also if VR happens to work for this version, this feature most likely does not (I'd expect it to crash the moment you enable it).
You do not need to do anything to previously converted armor to take advantage of enchantments - it only needs to be turned on in the settings, and then any newly spawned items will have a chance.
Enchantments are currently only applied to armor - I'll be attempting an update for weapons in the very near future. By default, the particular enchantments are picked from a pool based on their converted armor type (eg. robe conversions have magic oriented enchantments, heavy armor won't have sneaking bonuses, etc.). You may also select a more specialized enchantment pool for a particular set of armor under the new enchantments tab, as well as tweaking the chance for enchantment or its power (note: power in this case means higher level enchantments appearing earlier or more often). I will be adding additional specialized enchantment lists in the next release.
Enchantment power and chance are dependent on multiple factors: the location, player level, the item "level", the conversion armor set, and as mentioned previously you can add additional tweaks on top of it. Items using robes or jewellery as a conversion set have a significantly increased chance to come with enchantments.
Distribution of enchantments respects Skyrim's limitations on what gear can be enchanted, which is based on what keywords a particular item has. If items don't have the appropriate keywords, then they won't be getting enchantments. On the other hand, if you have a mod that removes all enchantment restrictions, you may see an abundance of enchantments on every item piece.
Enchantments added by QAR should be removable without destroying the items using mods like Remove Enchantment Only (although I haven't tested any other mod with this feature yet - sorry, rushed release!).
QAR can also add enchantments from other mods if given appropriate config files. I plan to add one to support Thaumaturgy as an example for 1.6.1. The config file article will also be updated to explain new additions within a few days.
Looking forward to see what your next creation is!
Specifically - I map e.g. Lower Body (52) to Back (47). But now I realize I want to keep it in (52) as it makes more sense. I tried mapping into the right side 52 but it does not apply when I apply. I try to remove the slot that works or map to any other slot that works. I just can't map to my origin slot again so once I mapped an item away, I don't seem to be able to revert without resetting the mod (and all other settings too).
Thoughts?
In the main item list, right click and Selected->Deleted Changes->Slots will delete the slot change data. Sorry, but the proper slots won't be restored till reloading Skyrim.
Note that this will leave all the other data alone, so the item stats (which are primarily based on slots) will retain their previous settings until re-applied.
So it's kinda the same problem - I want to move the correct item from one slot to the identical slot but make changes.
Have you gotten any idea for me there? Thx!
The first, optimal if this is a one time thing, is just manually edit the change file after making the initial changes with some other conversion (like the convert to clothing setup). It's a text file so you can use notepad or whatever. It'll be located at SKSE\Plugins\QuickArmorRebalance\changes\local\[MOD FILE NAME HERE].json. Find the item you want to edit (names are provided for convenience), and you have two options, changing the base item or just changing the slot.
If you want to change the base item, you'll want to replace these 3 lines:
"srcname": "Fine Quilted Clothes",
This is the item its using to copy properties from, so the exact values will depend on what you last changed. Find somewhere else that a better item is getting copied (I'm assuming a normal ring or such) and use those values to replace these 3 lines. Alternately you could just point it an actual earring with the proper stats, but you'll need to give it the right item id (convert it from the normal hex notation)."srcfile": "Skyrim.esm",
"srcid": 1017621,
Alternately you could just change the slot. In which case, have the item have its stats copied to a ring or amulet (you'll need to slot remap so that it detects it wants the jewelry stats), and then manually override the items slot by changing this line:
"slots": 4194304,
The number here should be the 2^(Slot - 30), or 8192 for slot 43. But, in this case it the item is already starting on slot 43 so you actually can just delete this line entirely.The remaining options all involve creating or editing the QAR config files located at SKSE\Plugins\QuickArmorRebalance\config. I don't recommend editing these directly and instead create new files inside the same path inside a new mod in your mod manager of choice (otherwise it may get deleted next time you update QAR). A full explanation of these files can be found in the articles section.
Option 2 is if you have an existing slot 43 item with the appropriate properties already. You can create a new armor set (see Skyrim jewelry sets.json for the simplest examples), even if the armor set is literally just that one item. Then you just convert the item using that. Careful with overwriting conversions if you go back to a normal set to make other changes.
This would also work if you have a slot 42 (circlet) that has the appropriate properties, but I don't think they do by default.
Option 3 is similar but more of a change to the entire setup, but without needing a slot 43 item. You can make a new curve distribution where slot 43 is associated with a jewelry item instead of the helmet slot it is by default. Using QAR curve.json as a basis (copy file, rename QAR to something for your use, delete the QAR merged section), then move
"children": [
into some other slot where it would have the right properties. Pulling from ring or amulet here is a little nonsensical, but it'll get the job done. Remember to switch it to this new curve when applying changes.{
"slot": 43,
"weight": 5
}
]
Combining the last two options is also possible if you want the most thorough setup - have a slot 43 item with the proper stats and separate it into its own slot in the curve similar to how rings and amulets aren't children of anything.
I hope this explanation is clear enough, but let me know if you have further questions.
I've been trying to modify slots from Dark Rebel and I wonder why I can't move items into Hands (33) or Feet (37) to begin with (it's greyed out for me). Similarly, I had shifted from arm right (59) towards e.g. slot 57 but cannot move it back again to 59.
My ideal scenario would be that I'm allowed to shift slots but a warning message would be displayed why this is a bad idea. The red text indicating circular references is already in there and that's great btw.
I spent probably 4 hours in xedit - and I got upset, bored and stopped. THIS MOD IS ACTUALLY FUN TO TINKER WITH.
It is possible to create, although it would come with likely restrictions on what it works with and would still be likely to break stuff sometimes even then. Unfortunately the way Skyrim interacts with armor models is a bit temperamental.
I am curious what your goal with this question is. The main thing that comes to mind is a customizable armor replacer tool (aka easily replace any vanilla armor with some other custom armor), but if you have some other purpose in mind I'd love to know.
Feel free to point me at the armor set and maybe I'll figure something out this time.
Little update on this, I downloaded NifSkope and edited the slot there as well, now it works.
My first question is how are you checking the item's current slots? If you're using QAR itself (going back into the slot remapping window), it will continue to show the original slots. Usually I check through another mod that gives detailed item info when you click on them while the console is open (I'm not sure which mod provides this functionality, sorry).
The second is if you turned off anything in the settings relating to slot remapping - but I'm assuming probably not.
If it's a currently equipped item, you probably need to re-equip stuff to make Skyrim notice any changes.
Some slots are "protected" because Skyrim doesn't handle those being messed with well. You shouldn't even be able to create remappings when those are involved unless you enabled that in the settings. I'm assuming this is not what's happening, but I'm mentioning it just in case.
I noticed that the list of items on the right is greyed out