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Ruddy88 and MikeyNexus

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ruddy88

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About this mod

Automatically add modded items from YOUR specific mod list to vanilla merchants and loot. Automatically ranks items so they appear at different levels.
Includes Weapons, Armors, Clothing, Jewelry, Ammo, Spell tomes, Food, Alchemy and Ingredients.

V2 version adds more categories, better integration, higher limits and more.

Requirements
Permissions and credits
Donations



LE Version here:
https://www.nexusmods.com/skyrim/mods/90629



PREFACE for Old Users:

Welcome to SkyAI V2
MikeyNexus had previously ported my old version of this mod to work with LE and had added in some much needed improvements to the scripts.
I have since ported his new ESP to SE. This will mean the original SkyAI for SE will no longer work, hence why I am uploading this as a brand new mod.
I strongly suggest people to use this updated version of SkyAI as it is much more complete, but be aware, you WILL need to remove SkyAI V1.
(The reason for this is that the ESP form IDs have been changed, it was unavoidable, but now that the SE and LE versions are in sync, it will not be a problem in the future and any further updates can be applied without having to remove old versions).

This mod will not be possible, or highly unlikely, to port to Fallout 4.
This is due to FO4 having optional attachments (OMODs) for items that would make leveling the items extremely complicated.

Welcome to SkyAI

What does it do?
It adds items from YOUR SPECIFIC MOD LIST and automatically distributes them to the vanilla merchants (and now also includes LOOT lists).
It does this in a leveled fashion, so weaker items will show up early in the game where stronger weapons won't show up until much later.
This new V2 version of SkyAI handles the following item types and maximum item numbers:

* Armor                          - 2032  items
* Clothing                      - 1524 items
* Jewelry                       - 1016 items
* Weapons                    - 2032 items
* Ammo                         - 508 items
* Spell Tomes               - 1016 items
* Potions and poisons - 1016 items
* Food                            - 1016 items
* Ingredients                 - 1016 items


This gives you a lore-friendly and balanced method of obtaining all your favorite modded items the same way. Gone are the days of using console commands, or navigating through 6000 crafting recipes in the Steel category, or "just happening to come across a hidden stash in Riverwood".
Nope, instead, you can travel from shop to shop and buy your gear the old fashioned way.
The mod will sell items in a sensible way, blacksmiths will sell modded items and armors but typically wont stock spell tomes, whereas mages will sell the opposite.
Food and drinks will be sold by inns, potions and ingredients by alchemists, clothing by general merchants (and Radiant Raiment of course!). 
You get the idea.



INSTALLATION - DISCLAIMER

This mod uses xEdit to run a script that will automatically patch your game based on your current mod list.
It includes a simple menu to customize your patch so you can choose which mods you wish to include as well as options to choose what item types to include.
It DOES require some initial setup, as such, I managed to wrangle up Michael of GamerPoets himself to do up a start to finish installation video.

I've also included some step by step text instructions beneath the video for those that prefer reading.
The installation may seem a little, involved, but I assure you it is very simple, Myself and Michael are just very thorough people.

NOTE: This video was created for the original SkyAI. The installation is still the same, but certain menus will now have more options.
It shouldn't be too hard to adapt as Michael was very thorough with his video.






INSTALLATION - REQUIRED FILES

SkyAI uses a few other programs and resources to work.

SSEEdit referred to throughout as xEdit.                                                                                                 
MXPF - This is a library of Skyrim related functions that SkyAI will use.                                                      
Unofficial Skyrim Special Edition Patch - This is necessary as my BASE esp will use some of USLEEP's records.
SkyAI - Includes an ESP file and a SCRIPT file.                                                                                           

You will also obviously need some mods that add armor, weapons, spells or ingredients, etc.,... otherwise, why are you here?


INSTALLATION - REQUIRED FILES CONT'D

1. Install xEdit by downloading the files from its mod page and extracting the contents to a location of your choice.
xEdit will generally need to be run as administrator, so it may help to right click on the exe and under the "compatibility" tab choose "Always run as administrator".

2. Download MXPF, this is a file made for 32 bit Skyrim.
Simply extract its contents to the same location you installed xEdit. Make sure the "EDIT SCRIPTS" folder merges with the same folder in xEdit's location.

3. Download USSEEP and install with a mod manager of your choice.

4. Download SkyAI_SCRIPT_V2, just as you did with MXPF, extract its contents in to the xEdit location ensuring the "EDIT SCRIPTS" folders merge together.

5. Download SkyAI_BASE_V2, install with a mod manager of your choice. (For users of SkyAI V1, be sure to uninstall it first).

6. You have now installed all required files. Make sure SkyAI_BASE_V2 is enabled and moved to the bottom of your load order (more later on this).


INSTALLATION - RUNNING THE PATCH

Now we're down to the brass tacks of things.

1. Begin by running xEdit (as admin). A menu will appear showing all your mods. By default, all of yours currently enabled mods will be checked, Leave this as is. Ensure you have enabled SkyAI_BASE_V2.
NOTE: If you have previously run the patch and wish to add more items, make sure the SkyAI_PATCH.esp is also enabled here.
Hit OK (or shift-OK to save time).

2. Allow a few minutes for the program to load. In the right window, a message will appear saying [BACKGROUND LOADER] - FINISHED.
In the LEFT hand window, right click on any of the listed mods and choose "APPLY SCRIPT" (not to be confused with apply filter).

3. A menu will appear. Expand the drop down list and navigate to SkyAI_SCRIPT_V2.pas.
DO NOT type anything in to the window or you may mess up the script.
Simply click OK to run the script.

4. You will now be presented with various options for the patch.
The first window will let you choose what record types you want to include in the patch.

It will also give you the option of auto-selecting any plugins that do not already have leveled lists in them, on the next screen. This can save time with large load orders, or if you are making a patch several times for testing. If you change your mind, any auto-selected mods can be de-selected on the next screen (I strongly recommend checking these over).

Select the item types you want and then click NEW PATCH.
See the NOTES section below for information on ADDING to an existing patch.

5. The next window will display a list of all your plugins again.
This time, only select the mods that you want to include in the patch. By default, the vanilla and DLC ESPs are excluded from the list.

Plugins marked with '*' have been found to already have one or more leveled lists in them, so you may wish to exclude them from SkyAI's patch. They can be included but this may affect the balance of item distribution if those items have already been placed in vendor or loot lists.
NOTE that this does not determine what TYPE of leveled list it uses, it is merely an indication that it contains a list of some sort.

ONLY select the mods that you want to add items from.
Hit OK.
See notes section below for information on what mods should be included or omitted.

6. The patch will now generate a new plugin based on your selections. You will need to name the new plugin, I recommend using something like SkyAI_PATCH though you can name it anything you want.

7. When the patch has finished running, you will receive a message box displaying the number of records copied. You will also receive any error warnings if the item limits have been exceeded (again, read the NOTEs section below).

8. You can now close xEdit. A dialogue will appear displaying any modified plugins, be sure to leave your new plugin checked or it will not save.

9. Open up your mod manager of choice and enable the new plugin. It should be sitting just below SkyAI_BASE_LE.esp.

You have now installed SkyAI, enjoy.


NOTES:

1. As with all mods that change merchant inventories, it may take up to 48 hours in game for stock to replenish and changes to be seen.

2. Depending on just how many mods you have added to your game, some items may appear more frequently. This is due to the COUNT of modded items that can appear. If a blacksmith potentially adds 8 randomly picked modded weapons and you only have 4 new weapons added to the game, then you will likely see those weapons very frequently. On the other hand, if you have 700 weapons added and only 8 random ones are being chosen at a time, then trying to find a specific weapon may take some time. I've tried to use numbers that work for everyone.

3. Weapons, Armor and Ammo are all ranked and added by level. Their minimum level has been calculated by using raw data from the modded item compared to vanilla values and their minimum levels. Spell tomes have all been added with a minimum level of 1. This made the script much simpler, and spells have an inherent level restriction anyway since they require a certain amount of magicka and required perks.
Extra armor pieces that dont utilise vanilla keywords (ArmorHelmet, ArmorTorso etc), are not levelled as there is no vanilla coutnerpart to base them off.

4. When selecting which mods to include, I advise against including mods like Immersive Armors.
There is nothing wrong with doing so but these types of mods are already integrated in to the game so it's simply redundant.
There is also a limit to how many items can be added. Including large, redundant mods increases your chances of hitting this limit.
Also be wary of mods that use armor/weapons etc as QUEST items, such as Legacy of the Dragonborn, as obtaining these items outside of their intended way MAY break those quests. 
This mod is generally aimed to be used on small armor and weapon mods that have not already been integrated in to the game.

5. SkyAI gives you the option to customize your patch. On the first menu there is an option to "Amend" a patch. 

This option lets you add additional items to your patch without having to start over. It also means you can set different item restrictions each time without affecting the previously added items.
Example: Let's say you have two mods, an armor mod (Tembtra Thief Armor), and let's say Beyond Skyrim Bruma.
You want to add the armors from Tembtra, and you also want to add the food and ingredients from Bruma, but without adding the armors from Bruma.
Simply run the patch for Tembtra first (and any other mods you want to include).
When it is done, you can re-run the patch and this time ONLY choose to include alchemy and ingredients. Choose AMEND instead of NEW PATCH and only select Bruma from you mod list.
This will ADD only ingredient and alchemy records from BRUMA to your previously generated patch.

Example 2: You've already created your patch, and then a new armor mod shows up in hot files that you just have to have.
You don't need to make a whole new patch, just simply load up xEdit again and re run the patch using AMEND.
Only select the new armor mod you want to add though, selecting the other mods again will create duplicate entries and run the risk of hitting the item limit.

6. SkyAI will create dependencies on any mods that you've included in the patch.
This means that you WILL experience crashes if you later uninstall a mod that was included in the patch.
If this happens, simply delete the SkyAI_PATCH.esp from your Skyrim data folder.
You will not need to uninstall the SkyAI_BASE_LE.esp.
You will then need to re-run the SkyAI_SCRIPT_LE to generate a new patch.

7. I have employed a number of filters to try and omit items that are not playable or intended for the player. An example of this is any items with the dummy keyword or items that have a non-playable flag. These items will not be added. 
This MAY result in some items not making it in that should be. If this happens, please let me know so I can investigate and improve the filtering.
I have now added an option to choose to include "TEMPLATE" weapons, that is the multiple enchanted variations of a weapon/armor. This can potentially fill your list limits very quickly and can create a bias to those weapons/armors, so I recommend leaving this unchecked for most users.


COMPATIBILITY

There shouldn't be many, if any, conflicts with this mod. The only vanilla records that are touched are the CONT (container) records of the vanilla merchants, and now some loot lists and NPC weapon lists. Generally speaking, most mods that change vendor inventories do so by editing the leveled lists they use and not the container record itself.
If any such mods do come up, please let me know and I'll look at releasing a patch. I am also looking into how to auto patch these records as part of the script to completely avoid ANY conflicts in future.

For other patchers like Skyproc, Smash! and Bash, skyAI patches should go before those, and Smash! and Bash can safely merge SkyAI patches into combined leveled lists. SkyAI can be thought of as a leveled list generator, so anything designed to merge leveled lists to resolve conflicts should go after SkyAI patches.

To clarify:

* ESMs
* All your normal mods
* SkyAI_BASE.esp
* SkyAI_Patch.esp (dynamically generated when you run the patch)
* SkyProc patchers, WryeBash patches, Smashed patches etc. (will need to be re-run if you change or remove SkyAI_PATCH.esp)


CREDITS

This mod would not even remotely be possible without MatorTheEternal. Not only did he create the MXPF library that this mod utilizes, he also painstakingly helped me through the whole process. Majority of the script was devised by him, I simply adapted it and molded it to do what I wanted.
Also big shoutout to the team behind SSEEdit. It's an incredibly powerful program and a lot of fun to learn.

Personal thanks to MikeyNexus for back porting this to work with LE and encouraging me to upload an updated version for SE.


CHANGELOG

For LE:

Legendary edition uploaded as V.2.0 to distinguish from SE version.
Added categories for clothing, jewelry, and food.
Increased the number of items of each type that can be added.
Added marking of leveled plugins and auto-selection of un-leveled plugins.
Fixed a bug where 'INGR' items were being ignored.
Added items to loot and NPC weapon lists.

For SE:

v1.0 - Initial upload

v1.1 - Updated spell distribution to allow for more spell records (now allows up to 765 spells to be added over 3 lists)

v1.2 - Modified distribution of ARMO and WEAP records, now allows 765 of each type with more even distribution.
Also added a new list specifically for the Solitude Fletcher and Drunken huntsman to only sell archery related weapons and less armors.

v1.3 - Fixed a bug that resulted in the first item from a mod not being added. Also added in error messages.

v2.3 - NEW MOD PAGE. Converted MikeyNexus's LE version and it's updates to work on SE. Both mods are now sync'd and will be able to update equally from now.

v2.4 - Added option to include "Template" items (enchanted variations of the same items)
        - Tweaked the Auto Check function to omit ESPs that dont include valid record groups


For users of Merge Plugins by matortheeternal

This is how I (mikeynexus) use SkyAI:
  1. Create a new MO profile with all the mods I want to merge activated. These will usually be of a similar type (clothing, armor, weapons, alchemy, food).
  2. Activate SkyAI and place at the bottom of the plugins to be merged.
  3. Run SkyAI_script and only select mods that have no leveled lists yet (these will be indicated on the checklist).
  4. After finishing the new patch, activate it at the bottom of the plugins to be merged.
  5. Now you can either a) merge plugins, including the SkyAI_patch, then at the end of your gamebuild loadorder make sure you have a Smash!ed or Bashed patch to combine all leveled lists. b) create a Smash!ed patch to combine leveled lists of the plugins you are going to merge, then include it in the merged plugin. Your merged plugin then includes [plugins + SkyAIPatch + Smash!Patch]. Finally, use a Smash! patch at the end of your gamebuild load order to combine all leveled lists.

Yes, it is complex, but it allows you to have multiple merged plugins focused on particular mod types, all with conflict resolution courtesy of Smash!, with combined leveled lists at the end.

But that's just me; Do what you like, and happy modding!
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