Script that does the work is in optional files. General steps are: - download MXPF and set it up with your xEdit install (I think it just needed extracting into scripts folder, but it's been a while) - download my script and put it in scripts folder - load entire load order in xEdit (don't install any of the patches from main file) - run my script - (optionally) mark the created plugin as ESP-FE in xEdit (it will always be safe to do so as it doesn't add any new records) - save the generated mod and enable it in your load order that will generate a patch that's perfectly compatible with your entire load order
Ok, so in my experience as of now, this mod works just fine but beware the unlimitedringsandamulets-basegame.esp and unlimitedringsandamulets-basewithussep.esp need to be manually edited, otherwise your vampire lord form as well as Harkon's will be naked (no armor), to fix that you need to delete the royal vampire lord armor record in SSEEdit in the plugin you will be using.
I spent a day trying to figure what fuc**d my VL only to have a ring and amulet mod be the culprit.
Me again, here to report an issue with Apocalypse, you should not enable the plugin for apocalypse as it classifies many of the armors of the summons (ex: dremora pit fighter) as amulets which as a consequence, makes their armors invisble.
New version of the script should now prevent that problem by only working on records with ArmorJewelry keyword. I know it will help it not grab Harkon's armor, didn't check what Apocalypse is doing but should help as well.
For now only script update is released, we'll see if I'll get to updating the .esps.
I did as instructed in the pinned comment. I downloaded MXPF and copied its 'Edit Scripts' folder into SSEEdit's 'Edit Scripts' folder. Then, I downloaded the script from this page and copied it into the same folder as before. Then, I used SSEEdit64 to load my mods and applied the 'unlimited rings' script. The result is an ESP plugin with 0 records, even though there was no obvious error message. Since, this has obviously worked for the author and many others, I can't figure out what I'm doing wrong here.
I would need some more information to try to help. Try loading your mods in SSEEdit, right click in the right plane and press "clear" (or similar, whatever causes the messages to disappear), run my script, and then copy and paste here (or use pastebin if needed) everything written in the right pane after that.
I followed your instructions and ran the script on a partially assembled list currently at 654 mods. The script output is about 1 MB in a text document, so I'm including a Google Drive link to it and here is a screenshot of the esp file that was created.
Huh... everything looks absolutely normal here. It created a new plugin, it added 51 masters to it, it copied 794 records successfully according to it. The screenshot you gave looks normal, that's what the .esp header looks like after running the script. I don't know the exact meaning of the "record count" part here, but I think it displaying 0 right after the operation is xEdit weirdness, I have that too immediately after running the script, but it shows the correct value after you save and open xEdit again.
How does it look in the left pane? https://ibb.co/tb5FPNM this is how it starts on mine. If the armor records are there it's fine.
Hi. So, I tried out the plugin in-game and it doesn't do anything, as in all the rings and amulets supposedly covered by the plugin still require a slot to be equipped. Here is a Google Drive link to the esp file itself. In contrast, while the esp files from the main download do cause issues such as crashes when installed after starting a new game, they also do what they're supposed to.
I can't open that in xEdit without having all of the mods that you had, you had plenty there ;)
One easy way to check it is to... check it in xEdit - click on a few records in this mod and see what happens there. The desired change is extremely simple - removing the flags that determine which body slot the amulet or ring is supposed to go to. https://ibb.co/GcBBrN3 is how a sample simple change looks like. If that's how the changes in your esp look like, and it's at a proper spot in your load order (so no other mod overrides these changes) it has to work.
Ok, I ran the script again on a new load order, and this is what I'm getting for a particular record. If this is as expected, then the mentioned ring at least has to be working. Let me see if it does.
Synthesis Install synthesis Vortex, add as tool, that's it. It will do the rest. Run it. Up top, icons, click on Github repository Type in Unlimitedrings. When it pops up, to the right on the same line, click the + icon Now click the ARROW at the bottom. Enable it in your Plugins. if you get a RED dot, a blocking error, click on the patch file, look to the right, ENSURE that PATCHER is set to branch/Master/main Ensure that Synthesis and mutagen are both set to PROFILE. Your PROFILE is the COG, upper right. Click on it, click on profile left hand side, MAKE SURE that your Profile has NUGET VERSIONS set to MATCH. Not latest and not Manual. It is the easiest thing in the world.
Now...when you get curious, and you will, keep in mind if you do not have the MASTER or the PLUGIN a synthesis patcher requires to work, your game will crash ASAP when you log in. So a good diagnostic tool :) Run Crashlogger VR/AE in your load order. View crash logs on THIS website. Copy past your log in. Scroll down till you see the LIST VIEW of the file tree involved in the crash. if #3-#4 is Synthesis, you found your issue.
Synthesis has a SLEW of useful patches. Avoid adding more than 4 in a GROUP. When you want more, add a GROUP from the top. Click the group bar when it appears, name it, add to it. Make sure you click the specific bar you are added to before you search for patches, else you will rush it and stack too many which the thing has an annoying habit of telling you that at the end at times :)
If you want info on a patch. Click the FILE icon next to the + (only 2 icons pop up for each patch..so..not rocket science) Some advice. Read the patch, research the patch. Don't guess. When in doubt, move on. Some patches are broke from back 4 years ago, others work like a train. You have to ISOLATE patches when you are testing in GROUPS so when you CRASH you will know which group contains the bad patch.
I will repost this up top so others can see it. This mod served a purpose until it didn't. The patcher is superior in every way
Unlimitedringsandamulets synthesis patcher removes all RING/AMULET flags while retaining slot IDs. So no putting rings on your toes. It allows..stacking, but you cheat at your own choice. You can wear as many as you want EXCEPT...Artifacts. He did not touch that. You get 1 artifact at a time :) YOU CAN, if you use Modex or Additem, create a non-artifact version of an artifact...but...as above, you cheat at your own discretion :)
Steamvikings, if you're talking about https://github.com/hellozyemlya/SkyrimUnlimitedRingsPatcher - that was created on Jun 25, 2022. Note that this modpage and the first version of the script was created in February 2020. So if someone reinvented the wheel... :P
Also, looking at the code it (outside of being a synthesis patcher and not an xEdit script) it does exactly the same logic as the first version of my script. It does have one extra piece - ignores DLC2DummyHelmet - but otherwise removes the slot from ALL rings and amulets. That will have unintended consequences like Harkon being naked (because his armor is for some reason in a ring or amulet slot) - something my script will not cause (as of 2.0.0 where I added extra filtering by ArmorJewelery keyword). I also don't see where you got the info that it ignores artifacts, unless I severely misunderstand some Synthesis method it does no such thing. Nor do I understand what you could possibly mean by "removes all RING/AMULET flags while retaining slot IDs", slots ARE the ring/amulet flags
And hey, I like Synthesis, I could probably send a PR to improve their patcher, but it wasn't an option when I first created the script, and now that I have it I don't feel the need to switch for this particular use case
been using this mod and its great but I'm running into an issue with player enchanted rings and Amulets not equipping I've renamed the items but to no success but everything other than that works great
I know this is kind of old, but the script doesn't work with large load orders. It only takes 253 masters, but it adds every mod as a master, regardless of whether it has ring records or not. Also, the LOTD patch isn't ESL-flagged.
yeah thats the limit theres i think a way to bypass that but you have to research something this useless comment is for people wondering why it aint working on a large modlist
While working on a new mod setup for FO4 I found a way to fix the script to stop it from adding every mod as master (which is default MXFP behaviour). Script is updated for those who still need it.
I'll probably get around to updating the main file too some day.
A question I had was is there a way to apply the script to JUST remove the amulet and ring flags in a specific ESP instead of it going through the whole list and making a new esp?
Mainly asking as the list I wanted to do something like this on, even with the new script, can't make a ESP because of how many mods are in it so it still his the master limit. So wanted to just make ESP's myself and then apply a script to remove the Flags from that specific ESP but can't figure out how to do it myself and couldn't find a already made script for it in my searches.
MXPF can't do it by itself (or at least I didn't find how), but the ESP it creates can always be ESL flagged, which should be solving your problems with using it on a list near the limit. Just in xEdit change the flag of the resulting plugin manually.
You couuld edit the script to make it change the flag in the plugins it goes through instead of copying to new one, it would simplify the code a lot even (and it's not too complicated to begin with) - I think copying to patch was the main thing I needed MXPF for in the first place. I won't be making a version like that myself though.
It's mainly the fact that the script can't run on the list due to adding so many masters not really a "Breaking the ESP limit" for the game. So it runs into the same problem as the old script use to run into.
So my solution was going to be basically making new ESLs myself then importing in the rings from the other mods then using a script to remove all the ring/amulet BODs from the new ESLs but I'll have to dig around and figure out how to do that.
Not entirely sure which of the many weird changes to the script I made helped - but I encountered this problem when coming back to Skyrim, and I seem to have resolved it. Try the new script version next time you need it.
I would like to add a request in for Bruma's rings as I REALLY like the ebony rings from that game I would also strongly reccomed a patch for 'Even More Vanillar Rings' , I think that mod is super cool I might also request that artificer by simonmagus is considered at some point but I think that's less popular
Heyyyyyy im new to skyrim modding and i cant seem to figure out how to properly use this? it says i need to install separate patches but idk how. For info i have sse and apocalypse. if anyone can help, cheers!
Hey, question about the xEdit script that you provided, I'm trying to make my own patch but it doesn't seem to work as I'm unable to equip more than one amulet or ring. Suggestions?
126 comments
The mod I want to do: Ave's Skyring
https://www.nexusmods.com/skyrimspecialedition/mods/15578?tab=description
- download MXPF and set it up with your xEdit install (I think it just needed extracting into scripts folder, but it's been a while)
- download my script and put it in scripts folder
- load entire load order in xEdit (don't install any of the patches from main file)
- run my script
- (optionally) mark the created plugin as ESP-FE in xEdit (it will always be safe to do so as it doesn't add any new records)
- save the generated mod and enable it in your load order
that will generate a patch that's perfectly compatible with your entire load order
I spent a day trying to figure what fuc**d my VL only to have a ring and amulet mod be the culprit.
Good luck.
For now only script update is released, we'll see if I'll get to updating the .esps.
How does it look in the left pane? https://ibb.co/tb5FPNM this is how it starts on mine. If the armor records are there it's fine.
One easy way to check it is to... check it in xEdit - click on a few records in this mod and see what happens there. The desired change is extremely simple - removing the flags that determine which body slot the amulet or ring is supposed to go to. https://ibb.co/GcBBrN3 is how a sample simple change looks like. If that's how the changes in your esp look like, and it's at a proper spot in your load order (so no other mod overrides these changes) it has to work.
Synthesis
Install synthesis
Vortex, add as tool, that's it. It will do the rest.
Run it.
Up top, icons, click on Github repository
Type in Unlimitedrings.
When it pops up, to the right on the same line, click the + icon
Now click the ARROW at the bottom. Enable it in your Plugins.
if you get a RED dot, a blocking error, click on the patch file, look to the right, ENSURE that PATCHER is set to branch/Master/main
Ensure that Synthesis and mutagen are both set to PROFILE.
Your PROFILE is the COG, upper right. Click on it, click on profile left hand side, MAKE SURE that your Profile has NUGET VERSIONS set to MATCH. Not latest and not Manual.
It is the easiest thing in the world.
Now...when you get curious, and you will, keep in mind if you do not have the MASTER or the PLUGIN a synthesis patcher requires to work, your game will crash ASAP when you log in. So a good diagnostic tool :)
Run Crashlogger VR/AE in your load order. View crash logs on THIS website. Copy past your log in. Scroll down till you see the LIST VIEW of the file tree involved in the crash. if #3-#4 is Synthesis, you found your issue.
Synthesis has a SLEW of useful patches. Avoid adding more than 4 in a GROUP. When you want more, add a GROUP from the top. Click the group bar when it appears, name it, add to it. Make sure you click the specific bar you are added to before you search for patches, else you will rush it and stack too many which the thing has an annoying habit of telling you that at the end at times :)
If you want info on a patch. Click the FILE icon next to the + (only 2 icons pop up for each patch..so..not rocket science)
Some advice. Read the patch, research the patch. Don't guess. When in doubt, move on. Some patches are broke from back 4 years ago, others work like a train. You have to ISOLATE patches when you are testing in GROUPS so when you CRASH you will know which group contains the bad patch.
I will repost this up top so others can see it. This mod served a purpose until it didn't. The patcher is superior in every way
Unlimitedringsandamulets synthesis patcher removes all RING/AMULET flags while retaining slot IDs. So no putting rings on your toes. It allows..stacking, but you cheat at your own choice. You can wear as many as you want EXCEPT...Artifacts. He did not touch that. You get 1 artifact at a time :) YOU CAN, if you use Modex or Additem, create a non-artifact version of an artifact...but...as above, you cheat at your own discretion :)
Also, looking at the code it (outside of being a synthesis patcher and not an xEdit script) it does exactly the same logic as the first version of my script. It does have one extra piece - ignores DLC2DummyHelmet - but otherwise removes the slot from ALL rings and amulets. That will have unintended consequences like Harkon being naked (because his armor is for some reason in a ring or amulet slot) - something my script will not cause (as of 2.0.0 where I added extra filtering by ArmorJewelery keyword). I also don't see where you got the info that it ignores artifacts, unless I severely misunderstand some Synthesis method it does no such thing. Nor do I understand what you could possibly mean by "removes all RING/AMULET flags while retaining slot IDs", slots ARE the ring/amulet flags
And hey, I like Synthesis, I could probably send a PR to improve their patcher, but it wasn't an option when I first created the script, and now that I have it I don't feel the need to switch for this particular use case
I've renamed the items but to no success but everything other than that works great
any help on this will be a great help
Thank you for constructive words
in form of haiku
I'll probably get around to updating the main file too some day.
A question I had was is there a way to apply the script to JUST remove the amulet and ring flags in a specific ESP instead of it going through the whole list and making a new esp?
Mainly asking as the list I wanted to do something like this on, even with the new script, can't make a ESP because of how many mods are in it so it still his the master limit. So wanted to just make ESP's myself and then apply a script to remove the Flags from that specific ESP but can't figure out how to do it myself and couldn't find a already made script for it in my searches.
You couuld edit the script to make it change the flag in the plugins it goes through instead of copying to new one, it would simplify the code a lot even (and it's not too complicated to begin with) - I think copying to patch was the main thing I needed MXPF for in the first place. I won't be making a version like that myself though.
So my solution was going to be basically making new ESLs myself then importing in the rings from the other mods then using a script to remove all the ring/amulet BODs from the new ESLs but I'll have to dig around and figure out how to do that.
I would like to add a request in for Bruma's rings as I REALLY like the ebony rings from that game
I would also strongly reccomed a patch for 'Even More Vanillar Rings' , I think that mod is super cool
I might also request that artificer by simonmagus is considered at some point but I think that's less popular
Kind Regards
P