installed zedit and copied "hishyCellEncounters" folder to "zEdit_v0.6.7_-_Portable_x64/modules".
Built the patch as instructed, but it did not change any names.
"1 patch plugins built successfully. Changing map marker name from "Darkfall Cave" to "Darkfall Cave" ...(same for all other names. They were not changed.) "
I just installed and started a new game to test. I went to Embershard mine and the door said it was level 6-10. I ran through and all enemies were level 2. Is this how the mod is supposed to work or should I attribute this to a mod conflict? The levels don't seem to reflect the enemies I find inside dungeons so far. I am not using an encounter zone mod, though I am using "Enemy Releveler" Zedit patch. Its also possible I just don't understand how encounter zone levels work...
what i want is if the cell is deleveled and 0 then do not change it
if at index.js at line 27 before
.replace(/{name}/g, oldName);
if u add/insert this line will it do wt i want? :P
if (min === 0 || min === max ) return;
tracking(stalking) you now mator but im afraid that i will be spammed from the so many things you do xD <3 edit: meh it probably needs one more like this for markers and maybe even wrong place xD
noob GioGr add this if (min === 0 || min === max ) return settings.formulaDeleveled0; before line 21 so it becomes new line 21 and formulaDeleveled0: '{name}', before line 123 so it becomes new line 123
and run patch again
i know there must be an easier way but break or return would throw errors and this works so
Any chance we could get an option to also add the encounter zone level to the map marker name? It would be super handy to not have to walk a low-leveled character all the way to the zone before finding out they have no hope of surviving. lol
It's pretty easy once you get the map marker record, though I'm not sure how to get to the record via a script. If you can get back to Location reference, the map marker record id can be found at MNAM - World Location Marker Ref.
Once you're at the map marker reference, all you have to do is edit the Map Marker - FULL - Name to include the level. The only issue i can see is that, because the map marker is a placed object in the worldspace records, there's obviously the issue of the parent cell and worldspace records carrying over from all the added mods.
Here's my proof of concept: https://imgur.com/a/TzLPAEN
I could try to figure this out myself, but I'm starting from scratch on my knowledge of patchers.
Done. It ended up being a little more complicated than I expected because multiple interior cells can be associated with the same map marker. But I'm a wizard so that was just a minor hiccup. o7
Finally got around to getting Hishy to give me access to this page. I've uploaded a new version (v1.1) which fixes the issue with not getting the winning override of the encounter zone (resulting in incorrect levels if you have mods which change encounter zones) and also fixed the issue with the patcher having an error on cells with no encounter zone set.
This is alovely lil thing. Would you ever think about having it look over a whole load order and pull out the conflict winner? That way stuff like Morrowloots unleveled world would be shown properly.
For example Bleakfallsbarrow in Morrowloot min level is 12 and Embershard is 16 but after the script is run it'll show the vanilla edits of 6+ for bleak and 6 for Ember.
The really isn't a limit, but if there is a file or record that isn't being affected then that is something that I have to look at but there really isn't a reason for a particular record or file to be skiped.
18 comments
Built the patch as instructed, but it did not change any names.
"1 patch plugins built successfully.
Changing map marker name from "Darkfall Cave" to "Darkfall Cave"
...(same for all other names. They were not changed.)
"
if at index.js at line 27 before
.replace(/{name}/g, oldName);
if u add/insert this line will it do wt i want? :P
if (min === 0 || min === max ) return;
tracking(stalking) you now mator but im afraid that i will be spammed from the so many things you do xD <3
edit: meh it probably needs one more like this for markers and maybe even wrong place xD
if (min === 0 || min === max ) return settings.formulaDeleveled0;
before line 21 so it becomes new line 21
and
formulaDeleveled0: '{name}',
before line 123 so it becomes new line 123
and run patch again
i know there must be an easier way but break or return would throw errors and this works so
It's pretty easy once you get the map marker record, though I'm not sure how to get to the record via a script. If you can get back to Location reference, the map marker record id can be found at MNAM - World Location Marker Ref.
Once you're at the map marker reference, all you have to do is edit the Map Marker - FULL - Name to include the level. The only issue i can see is that, because the map marker is a placed object in the worldspace records, there's obviously the issue of the parent cell and worldspace records carrying over from all the added mods.
Here's my proof of concept: https://imgur.com/a/TzLPAEN
I could try to figure this out myself, but I'm starting from scratch on my knowledge of patchers.
For example Bleakfallsbarrow in Morrowloot min level is 12 and Embershard is 16 but after the script is run it'll show the vanilla edits of 6+ for bleak and 6 for Ember.
Any handy way around this?
I need grab the winning override, rather than master
edit: nevermind, your other script worked fine.
Had already used the xEdit version. But this is the future. THE FUUTUUUUREEE!