So all this stuff is confusing the heck out of me. I am not a modder really at all, but I want to entirely remove weight from the game. I ran it and it works great, but there are a few vanilla items that are causing issues (stuff like hunting bow or basic clothes and arrows). Is there a way to get this to be applied to literally everything in the game? I tried to understand what weltcombi said in a different thread, but its just way over my head. Can anyone explain it like I'm 5? I know its a lot to ask, but it would be invaluable
It seems after I run the WeightLess script, the patch, WeightLess.esp, does something to the Extended UI mod. The WeightLess patch even sees "Extended UI.esp" as a master. With the WeightLess patch plugin enabled, the label of the skill perk tree is showing incorrectly (showing a different skill perk label). However, if I select the skill perk tree to modify the skill, the label name updates to the correct label. Why would the WeightLess script make the Extended UI esp a master? What is it changing that it makes the skill perk tree label to be incorrect?
Hi, I used to use this script a lot, but quit playing Skyrim for a while, now I've come back to it, with Skyrim Anniversary Edition, but now when I run the Weightless Script I get the error
Error in unit 'mteFunctions' on line 2261 : Array index out of bounds.
I don't know what "Line 2261" is, considering that the PAS file only has 87 lines.
If you do end up doing that feel free to upload it as your own mod. That is why I have the permissions completely open after all.
You might ask yourself: "I knew that the question is how!" Here is how to adapt it to any game that is supported by xEdit.
1. Open the script in your favourite editor (VS Code, Atom, Sublime, Notepad++, ... not Notepad) 2. Look at it a) The important first bit is ?LoadRecords('ALCH')This basically tells the xEdit to load all records of that type. All record types that are items with weight that you want to patch should be loaded that way. b) The second important bit is?seev(rec, 'DATA - Data/Weight', 00000000); This tells xEdit to change all values at the path DATA - Data/Weight to 0.0 You will have to set that path depending on the record type, since it isn't the same for each one. You can see both this path and the record type by opening any record in xEdit. 3. Save and use the script on Fallout NV.
I hope that helps. If I was to vague about something feel free to ask me.
I think i understand and thank you so much! i wasn't sure i'd get a response from you since this mod was published a year ago. i greatly appreciate your help when i get a chance i will try it on my version of fallout new vegas.
Hi, I was just wondering how to apply the weightless patcher to all of the vanilla items since the main page warns against editing the Skyrim.esm, I tried to make a plugin with a copy of the INGR etc records and ran the patch on that but that hasn't seemed to do anything. The weightless patcher works flawlessly on all the other plugins I've patched but I'm just struggling with the vanilla items not touched by any mods. Thank you!
Did you copy them as override into a new plugin (ideally in an esl)? Because if you copy them as a new record it won't work. Also make sure that the load order is correct. You don't want the vanilla records overriding any other mod like USSEP.
Ohhh, okay it'll be because I did new records instead of the override ones, and yh I flagged it as an ESL because my game passed that 255 limit like 70 mods ago :p Also, I did place it as high as I could in my load order because I was concerned about overwriting other mods, would it be OK to flag the plugin as an ESM-ESL (So that I can place the mod directly after the DLC's so there's no chance of it overwriting anything) or are ESM flags a bit more complicated than that?
I recommend to just use the esl extension, then load it before USSEP. The plugin should contain the last override of each of the official DLCs (only items you want to patch)
Sadly Mator decided, that he will not support the new esl workflow.
But as a workaround, you can try to load only half of your load order into xEdit. Then patch all loaded plugins and repeat the procedure with the other half of your plugins.
A small Tip: With the space key you can quickly activate or deactivate all marked plugins.
Maybe I should look in getting rid of the selection window altogether in the future.
Is there a way to use this for ingredients? I've tried copying some of the code and substituting INGR for WEAP and it does nothing.
Also, I keep getting an error: Exception in unit mteFunctions line 1623: is not editable. It doesn't happen every time I use it, but it comes up often enough (this is without the above alteration for INGR).
Thank you very much for the script. I've been trying to make something similar, but don't know Python.
Try Version 1.1 Also this script is written in Pascal not Python. You can learn more about xEdit scripting here: https://www.creationkit.com/index.php?title=TES5Edit_Scripting_Functions
I haven't tried it out yet, so you'll have to give it a try yourself, but, looking at the script, I'm pretty sure that removing the following blocks will do the trick: - remove lines #24 until 29 beginning with "LoadRecords('ARMO');" to exclude armors - remove lines #60 until 65 beginning with "LoadRecords('WEAP');" to exclude weapons.
I was hoping maybe it had a checkbox popup once you pick the script and click on OK, where you can pick what you want to be weightless or not. But editing the script works for me too.
You can use { and } to comment out code. I might be able to add an additional GUI which will let you select which items you want to patch, but the script was made to save time, be compatible with every Mod and to save plugin space.
To disable Weapons for example do this: Change
LoadRecords('WEAP'); for i := 0 to MaxRecordIndex do begin rec := GetRecord(i); seev(rec, 'DATA - Game Data/Weight', 00000000); continue; end;
to
{LoadRecords('WEAP'); for i := 0 to MaxRecordIndex do begin rec := GetRecord(i); seev(rec, 'DATA - Game Data/Weight', 00000000); continue; end;}
It is faster than using individual scripts or to use an extra GUI.
23 comments
Error in unit 'mteFunctions' on line 2261 : Array index out of bounds.
I don't know what "Line 2261" is, considering that the PAS file only has 87 lines.
If you do end up doing that feel free to upload it as your own mod. That is why I have the permissions completely open after all.
You might ask yourself: "I knew that the question is how!" Here is how to adapt it to any game that is supported by xEdit.
1. Open the script in your favourite editor (VS Code, Atom, Sublime, Notepad++, ... not Notepad)
2. Look at it
a) The important first bit is
?LoadRecords('ALCH')
This basically tells the xEdit to load all records of that type. All record types that are items with weight that you want to patch should be loaded that way.b) The second important bit is
?seev(rec, 'DATA - Data/Weight', 00000000);
This tells xEdit to change all values at the path DATA - Data/Weight to 0.0You will have to set that path depending on the record type, since it isn't the same for each one.
You can see both this path and the record type by opening any record in xEdit.
3. Save and use the script on Fallout NV.
I hope that helps. If I was to vague about something feel free to ask me.
Also make sure that the load order is correct. You don't want the vanilla records overriding any other mod like USSEP.
I've been trying to make it work but I'm constantly getting the error:
Error in unit 'mteFunctions' on line 2261 : Array index out of bounds.
I'm very new to xEdit or modding in general, could someone help me understand what this means, and what I could do to fix it?
Edit: I figured out it's probably because I'm using more than 254 plugins, and even though most of them are ESLs the mteFunctions cannot handle more.
Sadly Mator decided, that he will not support the new esl workflow.
But as a workaround, you can try to load only half of your load order into xEdit. Then patch all loaded plugins and repeat the procedure with the other half of your plugins.
A small Tip: With the space key you can quickly activate or deactivate all marked plugins.
Maybe I should look in getting rid of the selection window altogether in the future.
weltcombi
Also, I keep getting an error: Exception in unit mteFunctions line 1623: is not editable. It doesn't happen every time I use it, but it comes up often enough (this is without the above alteration for INGR).
Thank you very much for the script. I've been trying to make something similar, but don't know Python.
Also this script is written in Pascal not Python.
You can learn more about xEdit scripting here:
https://www.creationkit.com/index.php?title=TES5Edit_Scripting_Functions
- remove lines #24 until 29 beginning with "LoadRecords('ARMO');" to exclude armors
- remove lines #60 until 65 beginning with "LoadRecords('WEAP');" to exclude weapons.
I was hoping maybe it had a checkbox popup once you pick the script and click on OK, where you can pick what you want to be weightless or not.
But editing the script works for me too.
I might be able to add an additional GUI which will let you select which items you want to patch, but the script was made to save time, be compatible with every Mod and to save plugin space.
To disable Weapons for example do this:
Change
LoadRecords('WEAP');
for i := 0 to MaxRecordIndex do begin
rec := GetRecord(i);
seev(rec, 'DATA - Game Data/Weight', 00000000);
continue;
end;
to
{LoadRecords('WEAP');
for i := 0 to MaxRecordIndex do begin
rec := GetRecord(i);
seev(rec, 'DATA - Game Data/Weight', 00000000);
continue;
end;}
It is faster than using individual scripts or to use an extra GUI.