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DanielUA

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  1. DanielUA
    DanielUA
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    Q: What is zEdit cache?
    A: When you build patch, zEdit creates cache for all your mods, which is kept in zEdit/profiles/Skyrim/patcherCache.json.
    TUS creates a lot of new records, and cache makes sure that, when you rebuild your patch, all those new records keep their formID, and your saves are not screwed.
    This cache is super important. You must keep it. You can't change it. If you lose it, when you run patcher next time, it will create records with NEW formIDs, and previous records (lvl lists, outfits) will be lost.
    I'm not really sure if your save will be still playable after this. I actually think you will just run into a few naked NPCs, which can be reverted to normal state using "resetinventory" or "recycleactor" command.
    But I'm not sure about it. So, it's better to be safe than sorry.

    Q: I don't really understand how encounter zones and NPC levels work.
    A: There is an excellent article from SkeletonJack (author of OMEGA Overhaul).
    You can read it here
    https://www.reddit.com/r/skyrimmods/comments/8wu0f6/sjg_psa_how_encounter_zones_fleveledactormult/

    Q: I want to change your configuration json files. What do "Keys" and "ForbiddenKeys" mean?
    A: Patcher typically checks a record EditorID and compares it in entry of configuration file.
    Patcher checks if EditorID contains at least ONE of the Keys and if EditorID doesn't contain ANY of ForbiddenKeys.
    This is correct for encounter zones, NPCs, perks and so on.
    Some other configuration files use Keyword or Faction for checking. These don't have any of ForbiddenKeys, and their Editor ID must be entered fully and precisely.


    Q: I am getting Error cacheRecord is not unique.
    A: THIS SHOULD BE FIXED BY THE LATEST TUS UPDATE. FROM NOW ON TUS WILL SIMPLY BUILD JUST ONE OUTFIT/LVLI FOR ALL NON-UNIQUE RECORDS.

    Old Answer:
    Download Duplicated Editor ID Fixer from this mod files page.
    Run it on your load order. It will change your mod plugins.
    Review changes in zEdit. Save changes.
    Disable Duplicated Editor ID Fixer - you don't need it anymore.
    Remove zPatch.esp generated by DEF - it is empty, you don't need it.
    Now True Unleveled Skyrim can patch your load order.
  2. DanielUA
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    THERE WILL BE NO XEDIT VERSION OF THIS PATCHER

    True Unleveled Skyrim requires zEdit 0.4.2 to work.

    zEdit 0.4.2 is available only as x64 application, which is not compatible with MO1 and, obviously, with 32-bit Windows.
    Mator, author of zEdit, will release x86 version of next major release of zEdit.
    There are no ETAs for it.

    If you don't want to move to x64 Windows /MO2, you can only wait until mator releases zEdit x86.
    OR you can follow his instructions here and build x86 zEdit for yourselves.
    https://github.com/z-edit/zedit

    Please stop asking me questions about running TUS as x86.
  3. nanashi50
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    Can you provide more details on how the unleveled encounter zones are calculated? In the zoneTypesByKeyword.json, there is a min/max level and a range. Not sure what ranges does. Also not sure how the zoneTypesbyEDID interactions with the keywords. Are they additive?

    I also see a lot of MinLevel settings of 1, which doesn't seem very unleveled since they would still scale a lot if you're below the max level of the zone. Seems that would bias the difficulty curve toward the easier end (enemies scale down but not up).



    Also for the removal of NPC offets, does this mean creatures and dragons will be much easier? Dragons get most of their HP from the offset value. The player at level 1 also gets half of their HP/MP/SP from the offset as well.
  4. GammaVector
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    Just wanted to pop back in and say: This mod is the answer to my prayers. I've been using it for a few months now, on several different playthroughs, and it's amazing.

    Want to use lesser-known armor/weapon/spell/new lands/ANYTHING mods? But also want an unleveled game? NOW YOU DON'T HAVE TO CHOOSE. USE WHATEVER MODS YOU WANT, AND STILL HAVE A REALISTIC, LIVING SKYRIM THAT DOESN'T REVOLVE AROUND YOUR CHARACTER. YOU'RE FREE!

    Seriously, if anyone reading this is on the fence, please download this mod. It's so, so easy to use and brilliantly implemented and wonderful. I can't praise it highly enough.
    1. Wallineraren
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      For me this mod seem to make everything very, very easy. Without any good items, with OK armor my Orc melee-char could clear a Hagreaven nest with Forsword pretty easily at level 5.... Have you encountered any really high level content?
  5. Wallineraren
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    How is this unleveled? In lower levels I breeze through everything easily unlike with "Skyrim Unleveled".
  6. lilliette
    lilliette
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    Its insane that this mod isnt higher rated, such a good tool and had to search for over an hour to find it, thanks man.

    also what are the potential side effects if you have immersive armors installed and run the mod? like what will happen
    1. DanielUA
      DanielUA
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      they will not be unleveled
      Use my Medium Armors mod instead, it re-implements IA distribution
    2. lilliette
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      hi! thanks for the quick reply, sorry if this seems like a noob question but is editing the encounter zones as simple as just editing the json files under resources? I just changed all the levels except dragons and giants to be capped out at 30, but the draugr at the end of bleak falls barrows was like level 50 something i think and ive seen master vampires around level 60, do i need to edit the index file too or is there another mod causing this. again thanks for the great mod :)
    3. DanielUA
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      There is an excellent article from SkeletonJack (author of OMEGA Overhaul).
      You can read it here
      https://www.reddit.com/r/skyrimmods/comments/8wu0f6/sjg_psa_how_encounter_zones_fleveledactormult/

      It explains how the whole levelling thing works
      It's more complicated than a "cap"

    4. lilliette
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      oh okay, i read it but didnt really understand :D but thanks for the reply

      sorry to bombard you with retarded questions, but the leveled lists for immersive armors, do they affect npc levels or just armor distribution? im sort of hesitant to uninstall it because ive already restarted my save 3 times and f***ed it up cuz i was messing with mods, if its only item distribution i can live with it :D
    5. DanielUA
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      IA affects just armor distribution
    6. LifeMasterTony
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      Wouldn't IA on its own work just fine with the patcher? I'm assuming that the gear added by IA has keywords that identify the material type of each piece of armor.
    7. LifeMasterTony
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      Wouldn't IA on its own work just fine with the patcher? I'm assuming that the gear added by IA has keywords that identify the material type of each piece of armor.

      Edit: Sorry about the double comment, it originally said that my comment failed to post so I submitted it again.
  7. EdomEdom
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    Trying to just distribute perks to NPCs but something's not playing nice:
    Processed 0 NPCs
    Processed 100 NPCs
    <snip>
    Processed 4100 NPCs
    Processed 4200 NPCs
    [ERROR] TypeError: Cannot read property 'total' of undefined
    at getActorSkillPoints (C:\modding\tools\zEdit\modules\tus\src\perkCalculator.js:6:76)
    at Object.exports.getActorPerks (C:\modding\tools\zEdit\modules\tus\src\perkCalculator.js:23:27)
    at setPerks (C:\modding\tools\zEdit\modules\tus\src\patcher.js:470:48)
    at patch (C:\modding\tools\zEdit\modules\tus\src\patcher.js:666:17)
    at eval (eval at value (file:///C:/modding/tools/zEdit/resources/app.asar/app/app.js:632:18), <anonymous>:551:17)
    at Array.forEach (<anonymous>)
    at patchRecords (eval at value (file:///C:/modding/tools/zEdit/resources/app.asar/app/app.js:632:18), <anonymous>:549:28)
    at filesToPatch.forEach.filename (eval at value (file:///C:/modding/tools/zEdit/resources/app.asar/app/app.js:632:18), <anonymous>:574:28)
    at Array.forEach (<anonymous>)
    at executeBlock (eval at value (file:///C:/modding/tools/zEdit/resources/app.asar/app/app.js:632:18), <anonymous>:571:26)

    I guess one of my many mods has an NPC with a missing class entry?

    [edit] I've now found some previous discussion about this. I'm not using 'vanilla actors recycle project' so it's not that.
    1. DanielUA
      DanielUA
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      >I guess one of my many mods has an NPC with a missing class entry?
      looks like that.
      Please try to determine which specific mod causes it
    2. Spawnblade
      Spawnblade
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      I had this error with Realistic Dialogue Overhaul and BUVARP. I noticed that the RDO NPC it stopped on was missing a CombatStyle entry (had been removed by BUVARP. I copied that over, but also made sure the Editor IDs matched for two of the NPCs' Classes that had been changed to [insertclassnamehere]DUPLICATE001 , because I've had issues in the past with patchers when there are mismatches with Editor IDs and even Names (I assume certain functions can only reference those, rather than form IDs.) Not sure which change fixed it, but making sure those three values matched between RDO and BUVARP made it patch with no issue.
  8. golem623
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    I used to be adventurer like you ....then I read instructions of this mod.


    LOL


  9. GSA2011
    GSA2011
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    Hey I am attempting to create a patch of this mod in SSE but it states that I have hit the 254 limit even though many of my esp are flagged as esl. Is there a way around this? Here is the log error file.


    Session started at Mon Mar 11 2019 11:30:34 GMT-0500 (Central Daylight Time)
    Error
    [ERROR] Error: Failed to create new element at: 0, "TUS.esp"
    Maximum plugin count of 254 reached.
    (0000000000244BCC){XEditLib.dll} [0000000000645BCC] JclDebug.TJclStackInfoList.Create + $10C
    (00000000002447B8){XEditLib.dll} [00000000006457B8] JclDebug.JclCreateStackList + $48
    (00000000002446C7){XEditLib.dll} [00000000006456C7] JclDebug.DoExceptionStackTrace + $77
    (0000000000246032){XEditLib.dll} [0000000000647032] JclDebug.DoExceptNotify + $92
    (0000000000237675){XEditLib.dll} [0000000000638675] JclHookExcept.TNotifierItem.DoNotify + $35
    (00000000002378BB){XEditLib.dll} [00000000006388BB] JclHookExcept.DoExceptNotify + $BB
    (0000000000237A0D){XEditLib.dll} [0000000000638A0D] JclHookExcept.HookedRaiseException + $6D
    (000000000000F366){XEditLib.dll} [0000000000410366] [email protected] + $106
    (000000000000F391){XEditLib.dll} [0000000000410391] [email protected] + $11
    (000000000067EA29){XEditLib.dll} [0000000000A7FA29] xeMeta.Resolve (Line 94, "xeMeta.pas" + 2) + $0
    (00000000006648E7){XEditLib.dll} [0000000000A658E7] xeElementValues.Path (Line 356, "xeElementValues.pas" + 3) + $F
    (00000000000097FB){xelib.node } [00007FFF208DA7FB]
    (00000000000003A6){xelib.node } [00007FFF208D13A6]
    (0000000000433040){node.dll } [00007FFED52A4040] Unknown function at [email protected]@[email protected]@[email protected]@[email protected]@[email protected]@[email protected]@[email protected]@@@[email protected]@Z + $3650
    (0000000000381223){node.dll } [00007FFED51F2223] Unknown function at ucal_equivalentTo_59 + $1763
    (0000000000380053){node.dll } [00007FFED51F1053] Unknown function at ucal_equivalentTo_59 + $593
    (000000000037FF3B){node.dll } [00007FFED51F0F3B] Unknown function at ucal_equivalentTo_59 + $47B
    (00000000002037A1){} [00000091FC6847A1]

    at helpers.Fail (C:\Games\zEdit\resources\app.asar\node_modules\xelib\lib\helpers.js:63:15)
    at C:\Games\zEdit\resources\app.asar\node_modules\xelib\lib\elements.js:36:21
    at helpers.GetHandle (C:\Games\zEdit\resources\app.asar\node_modules\xelib\lib\helpers.js:80:9)
    at Object.AddElement (C:\Games\zEdit\resources\app.asar\node_modules\xelib\lib\elements.js:34:20)
    at preparePatchFile (eval at value (file:///C:/Games/zEdit/resources/app.asar/app/app.js:722:18), <anonymous>:671:35)
    at Object.run (eval at value (file:///C:/Games/zEdit/resources/app.asar/app/app.js:722:18), <anonymous>:689:25)
    at build (eval at value (file:///C:/Games/zEdit/resources/app.asar/app/app.js:722:18), <anonymous>:219:52)
    at Array.forEach (<anonymous>)
    at errorService.try (eval at value (file:///C:/Games/zEdit/resources/app.asar/app/app.js:722:18), <anonymous>:287:36)
    at Object.try (file:///C:/Games/zEdit/resources/app.asar/app/app.js:10167:13)
    1. DanielUA
      DanielUA
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      there is no way around it until matortheeternal releases new version of zEdit which will handle 255+ load orders
    2. GSA2011
      GSA2011
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      That what I figured by reading the comments and reddit. It s a shame at the moment. Oh well, I will have to wait! Thanks!
    3. christoph392008
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      There's no way around it period. A plugin can only have 254 masters so any dynamic patchers (which add all plugins as masters to their output esp) can't work with load orders above 254 plugins.

      So even if zEdit could work with ESLs and above the 254 limit, a patcher can't (since the 254 master limit is a bethesda thing).
    4. DanielUA
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      A patch file doesn't really need to have all 255 plugins as masters.

      Typical ESP-ESL plugin only overwrites some records, so it isn't needed to be added to second patch as master.

      ESP (contains a guy)
      ESP-ESL (is a patch for the guy, requires ESP as master)
      zPatch (is a generated patch for the guy, when it is generated it uses latest overwrite from ESP-ESL, but it requires only ESP as master. There is no need to have also ESP-ESL as a master).
    5. christoph392008
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      Agreed. But I think ESLs or ESL-flagged ESPs with new records that are added to a patch still need that plugin to be added as a master (for the override).

      I'm sure Mator will find ways to mitigate the situation either through the method you describe and/or loading/adding as master only necessary plugins, but I don't think that 254 masters limit is going away anytime soon if at all.
    6. vonLeeb
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      Actually if you know what you want to patch you may temporary disable plugins not needed to be patched, because they do not have for instance any armor or weapon inside. In most cases this scenario can work and I believe is relatively save.
  10. THERISK
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    Wow, Finally I found what I'm looking for!

    but I have a question?! should I use it with Requiem 3.0.1? or incompatible?


    Thank you for your hard work!
    1. DanielUA
      DanielUA
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      it's incompatible with requiem
  11. jokolokox
    jokolokox
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    Not sure if it worked or not, but I do have a dumb question. I'm not sure how it all works, but to my understanding, it creates an esp file. Does disabling the esp file revert all changes? Like uninstalling it
    1. DanielUA
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      yes
  12. badjujumojo
    badjujumojo
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    Getting errors on Special edition with Harvest Overhaul Ordinator compatibility patch

    "Loading Outfit records from HOR_OrdinatorPatch.esp.
    Error
    [ERROR] Error: Failed to get child elements at: TUS.esp\930033C6, "INAM"
    Failed to resolve element at path: INAM
    at helpers.Fail (C:\Users\phoenix\Documents\Skyrim mods\Zedit\resources\app.asar\node_modules\xelib\lib\helpers.js:63:15)
    at C:\Users\phoenix\Documents\Skyrim mods\Zedit\resources\app.asar\node_modules\xelib\lib\elements.js:63:21
    at helpers.GetArray (C:\Users\phoenix\Documents\Skyrim mods\Zedit\resources\app.asar\node_modules\xelib\lib\helpers.js:106:9)
    at Object.GetElements (C:\Users\phoenix\Documents\Skyrim mods\Zedit\resources\app.asar\node_modules\xelib\lib\elements.js:61:20)
    at rebalanceOutfit (C:\Users\phoenix\Documents\Skyrim mods\Zedit\modules\tus\src\patcher.js:280:31)
    at createNewOutfits (C:\Users\phoenix\Documents\Skyrim mods\Zedit\modules\tus\src\patcher.js:322:9)
    at patch (C:\Users\phoenix\Documents\Skyrim mods\Zedit\modules\tus\src\patcher.js:338:13)
    at eval (eval at value (file:///C:/Users/phoenix/Documents/Skyrim%20mods/Zedit/resources/app.asar/app/app.js:722:18), <anonymous>:570:17)
    at Array.forEach (<anonymous>)
    at patchRecords (eval at value (file:///C:/Users/phoenix/Documents/Skyrim%20mods/Zedit/resources/app.asar/app/app.js:722:18), <anonymous>:568:28)
    "

    Which is odd considering it shouldn't even be trying to load outfit records when the mod only has a single perk change (Green thumb from two -> twice as many)


    Just a note it also has pretty similar errors with True armor , Alchemical Ointments, Wearable Lanterns, and "Armor and Clothing Extension" . As far as I know only two of those even have records for leveled list / outfit. Technically it isn't a issue not to load True armor / Alchemical Ointments while making the patch . However, I'm pretty sure that I do want the changes in outfits applied in "Armor and Clothing extension" and to be sure lanterns show up in shops.

    I guess I'll just use it for just perk distribution / leveled zones for now since the patch seems to build with everything loaded when I excluded item lists.
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