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Vaillp

Uploaded by

Vaillp

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About this mod

Just a little script for xEdit to convert selected Constructible Objects to a Skypatcher Format.

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xEdit script - Convert Constructible Objects to Skypatcher

Just a little script for xEdit to convert selected Constructible Objects to a Skypatcher Format.

  • By EditorID : 

filterByConstructible Objects=RecipeArmorImperialShield:addToConstructible Objects=IngotSteel~4, LeatherStrips~2

  • or by FormID : 

filterByConstructible Objects=Skyrim.esm|0DC9F9:addToConstructible Objects=Skyrim.esm|05ACE5~4, Skyrim.esm|0800E4~2



By default it will clear all items for each Constructible Object selected : 
 
filterByConstructible Objects=RecipeArmorImperialShield:clear=true

But you can disable enableClearFirst and includeIdenticalToMaster to only keep added items.


It will also include Workbenchs and Created Object Count by default for each Constructible Object ( see : includeWorkbenchKeyword   and  includeCreatedObjectCount  )


Installation

Drop the .pas script into the folder ..\SSEEdit\Edit Scripts\

How to use

TLDR: Select Constructible Objects and then apply script.

Long version:

1) Select Constructible Objects
2) Right click > Apply Script 
3) Select my script Convert_ConstructibleObject_To_Skypatcher
4) Set settings in the SETTINGS section (see below)
5) OK

By default, the result will be copied to the clipboard and to the ‘Messages’ tab. 

SETTINGS Section 

//================================================ SETTINGS ================================================//
//
//
  // Configuration options

// List Format

// Enable List Format for Constructible Object : True - False

  includeListFormat := True;

// Define the order of the desired elements (modify this order and comment the lines as required)

elementCaseOrder.Add(IDX_EMODNAME); //Mod selected
elementCaseOrder.Add(IDX_CONSTRUCTIBLEOBJECTMODNAME); //Constructible Object Master Mod
// elementCaseOrder.Add(IDX_CONSTRUCTIBLEOBJECTFORMID);//Constructible Object FormID : 0x4381D2 or 0x1D2
// elementCaseOrder.Add(IDX_CONSTRUCTIBLEOBJECTMODTYPE);//Constructible Object Master Mod Type : ESL - ESP - ESM
elementCaseOrder.Add(IDX_CONSTRUCTIBLEOBJECTEDITORID); //Constructible Object EditorID
elementCaseOrder.Add(IDX_CONSTRUCTIBLEOBJECTORIGINFORMID);//Constructible Object Full FormID : A44381D2 or FE1251D2
elementCaseOrder.Add(IDX_CONSTRUCTIBLEOBJECTNAME); //Constructible Object Name
elementCaseOrder.Add(IDX_CREATEDOBJECTNAME); //Created Object Name
elementCaseOrder.Add(IDX_CREATEDOBJECTEDITORID); //Created Object EditorID
elementCaseOrder.Add(IDX_CREATEDOBJECTFORMID);//Created Object FormID
elementCaseOrder.Add(IDX_CREATEDOBJECTCOUNT); //The number of objects created
elementCaseOrder.Add(IDX_WORKBENCHEDITORDID); //Workbench keyword EditorID
elementCaseOrder.Add(IDX_WORKBENCHFORMID); //Workbench keyword FormID
// Define the separator
separator:=';';


// Skypatcher Format

// Enable Skypatcher Format For Constructible Objects : True - False
includeSkypatcherConstructible ObjectFormat := False;

// Enable Skypatcher Format For Items in Constructible Objects : True - False
includeSkypatcherEffectFormat := False;

// Enable Skypatcher Format For convert Constructible Objects : True - False
includeSkypatcherConvertFormat := True;

// Filter use for skypatcher
skypatcherFilter:='filterByCobjs';

// Action use for skypatcher
skypatcherAction:='addToCobjs';

// Skypatcher Format by FormID or EditorID : FormID - EditorID
SkypatcherIDFormat := 'EditorID'; //MyEditorIDWithText~1~1
//SkypatcherIDFormat :='FormID'; //Mod.esp|4381D2~1~1

// include items if there are identical to the master : True - False
includeIdenticalToMaster := True;

// include Workbench Keyword : True - False
includeWorkbenchKeyword := True;

// include Created Object Count : True - False
includeCreatedObjectCount := True ;

// clear Constructible Objects first : True - False
enableClearFirst := True;

// Enable copy to Clipboard : True - False
includeClipboard := True;


//
//
//================================================ END SETTINGS ================================================//




FAQ


Q: Will you make <insert custom function> ?
A: If it's a good idea and I have time and skills to make it maybe.

Q: Can I manage Conditions with this mod ?
A: Unfortunately, Skypatcher cannot manage conditions for Recipes at the moment. Maybe later.

Q: Does it create a .ini for Skypatcher ?
A: No, the result is copy to your Clipboard.

Q: How can I report a bug ?
A: In the bug section buddy

Q: It will be updated ?
A: it can be improved so: time and skills will tell


All my xEdit Scripts