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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
    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. Tautochrone
    Tautochrone
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    Seems like it not affect anything in my case.
    Builded with one error that i've fixed (1 mod disabled) and rebuilded without any, so it should be good am I right?
    Playing LE, maybe i should do it in somehow another way?
    I'm testing it for 2 days now and everything around me just caped at my level as always
  4. TI36X
    TI36X
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    I am not sure if something went wrong in my installation: I just started a game with this mod installed and all bandits around riverwood were level 1. But the level of loot that drops is random (with the exception that glass and higher does not drop). So some of those level 1 bandits had really good gear.

    I then looked into the generated esp file and found that the level of enemies that you encounter is still based on the encounter zone. And the zone min to max levels have a really wide range in some cases, like riverwood goes from level 1 to 31. So this zone is more or less behaving identically to vanilla skyrim. Did the script forget to generate properly unleveled leveled lists for the enemies? There are unleveled lists for the loot though.
  5. Materioscura
    Materioscura
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    I've used this patcher to only unlevel NPCs and items from new Land/quest mods, as I already let OMEGA handle all the main areas of the game. So I only load Bruma, Falskaar, Wyrmstooth and Vigilant main esms/esps in zEdit, and write their plugins' names into the patcher, before I build TUS. Esp. This is to prevent the TUS patcher from unlevel Skyrim.esm and DLCs (which are automatically loaded and can't be unchecked). I tested the areas patched, and they are unleveled just like I wanted. I can even read any dungeons' min and max level in game thanks to hishy's Encounter zones Name and Levels, which I run into the zPatch, letting the zPatch itself include TUS, and loading TUS right above zPatch.esp at the bottom of load order. So far so good, TUS unlevel new lands mods, and OMEGA handles the main game and DLCs.

    I need to understand how the perk distribution works, though. If I want to distribute Ordinator perks over the new worlds' areas, should I load Ordinator plugin into the patcher (along with the areas' plugins I want the perks to be distributed over)?
  6. steve25469
    steve25469
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    Is there anyway to remove the 254 plugin limit? zEdit is totally capable of using far more plugins, and now with esl flagged patches becoming rather standard I was hoping there might be a way to achieve this? Is the plugin limit related to the script, or somehow caused by the zedit patcher?
    1. DanielUA
      DanielUA
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      it is not caused by the patcher, redirect your question to author of zEdit
    2. Supertron
      Supertron
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      Looks like Mator has "fixed" the 254 plugin limit issue. I no longer have to disable mods. Currently have 368 plugins, and TUS patcher initializes just fine.
      Go here for the latest version of zEdit.
      https://github.com/z-edit/zedit/releases
  7. tx12001
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    Is there some-kind of formula the mod uses to determine what level it would set an NPC at?

    I have a boss enemy as part of the Path of Transcendence called a Necromancer Lord who is this really old necromancer seeking Lichdom, ironically TUS set's him to about level 90 everytime and you need to kill him if you have any hope of becoming a Lich yourself, seems fitting given who he is but I am curious about it, is it min/max level and or how much they scale have anything to do with it? he had a minimum level of 40 and a maximum of 80 at 1.50% the player's level.
    1. Pop000100
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      In the FAQ it shows the formula.
  8. GammaVector
    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?
    2. nmoddyguy
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      I have a followup question to this topic.

      so essentially the player will level up and be able to outclass static npc levels, e.g. lvl 10, lvl 20, to a max of lvl 30 etc. but I need to mod my skyrim uncapper to level 50 for example to make it reasonable? my player can currently level up to 100 for example.

      what about mods that spawn npc mobs dynamically like genesis unleashed - which can spawn npc from vanilla and any other mod added spawns
  9. 7hr08ik
    7hr08ik
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    Can anyone tell me how well this plays with OBIS? Search in forum thread but cant find anything. TY
    1. Supertron
      Supertron
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      Been using this and OBIS for a while now. I haven't noticed any issues.
    2. nmoddyguy
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      I have a followup question to this topic.

      so essentially the player will level up and be able to outclass static npc levels, e.g. lvl 10, lvl 20, to a max of lvl 30 etc. but I need to mod my skyrim uncapper to level 50 for example to make it reasonable? my player can currently level up to 100 for example.

      what about mods that spawn npc mobs dynamically like genesis unleashed - which can spawn npc from vanilla and any other mod added spawns
  10. cometfrost
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    Hi, I've been reading and I think I'm starting to understand how this mod works, though I was surprised at how sparse the json files are. I am wondering if there would be any way to make the Stormcloaks/Imperials in Helgen specifically a lower level than the base 15--30? I imagine it wouldn't be possible without a script, which would go against your design philosophy, but the start is a bit jarring and basically requires cheesing and/or console commands to get through. The other thing I find strange about it is that Hadvar and Ralof are not assigned specific levels. It seems like they should be statically set to the high end of the generic soldier range so they can help with said situation. To which end, I have inserted the following code into NPCsByEDID.json:

    {
    "Keys": [
    "Hadvar"
    "Ralof"
    ],
    "ForbiddenKeys": [],
    "Level": 30
    }

    Copy-paste formatting aside, is it really as simple as that?

    Also, I just considered that it might be possible to set the Helgen tower as an encounter zone to lower the levels of those soldiers, but I'm not sure how the precedence works.
    1. DanielUA
      DanielUA
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      yes but you forgot "," between keys.
  11. lilmetal
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    My patcher seems to just freeze at the "Initializing..." step.
  12. cocacrispy
    cocacrispy
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    When building this together with Medium Armors - TEO, it looks like TUS is removing TEO changes from NPCs.

    https://i.imgur.com/QztxDqA.png
    https://i.imgur.com/QFXvMXP.png

    Is there a way to stop that from happening?
    1. DanielUA
      DanielUA
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      Have you enabled TEO.esp before you build TUS?
    2. cocacrispy
      cocacrispy
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      Thanks for the tip. I was able to get it to work by following these steps:

      1) Run zEdit and build TEO.esp only
      2) Exit zEdit
      3) Enable TEO.esp
      4) Run zEdit, make sure TEO.esp is included in list, built TUS.esp only

      I suppose I thought it should work in one run of zEdit, so long as TUS was below TEO in the build order.


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