Skyrim Special Edition

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WiZkiD

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wizkid34

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  1. wizkid34
    wizkid34
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    Lootable Mammooth Skulls in WIP, the looting action will be realistic, looted skulls will lose tusks and the quantity will depend exactly on the number of tusks owned by the skull being looted
  2. CopperBoltwire
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    Hope you make a BOS version.
    1. wizkid34
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      already done, tomorrow I will release the update
    2. HamsterSensei12
      HamsterSensei12
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      Can I ask what the advantage of using this as opposed to Dynamic Things Alternative - BOS might be?
    3. wizkid34
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      speaking specifically of the firewood piles, my mod covers any type, even the snowy ones, I know perfectly well that DTA covers a vast typology of objects and there are those who prefer it but personally I don't find realistic to be able to loot everything, neither sealed crates nor sealed barrels that the only thing they can hold is liquor. It's simply a matter of points of view
    4. CopperBoltwire
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      Looking forward to it.
      DT changes to many things, i only want to the firewood and branches, nothing else. Sure the training using training dummies are a fun idea, but i really don't need that either. so don't use DT.
    5. HamsterSensei12
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      Ah. Thanks. I quite like being able to harvest mammoth tusks, but options are good. :)
    6. MrsHandy
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      Personally I stopped using Dynamic Things because it made it way too easy to get WAY too much stuff.  I can always chop as much wood as i want, but it is tedious, so just getting wood makes sense to me.
  3. Alignn
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    I hadn't realized there was a separate mod called "base object swapper", so it took me a while before I figured out why this mod didn't seem to do anything. Everything's working fine now though!
  4. Giakou
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    This is not working for me. I've tried both the BOS-version and the SSEdit one but I can't loot any firewood piles.
    Your deedwood and branches BOS- version works great, but not this one. =/
    1. wizkid34
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      I don't know what it could be but the mod works 100%
  5. CopperBoltwire
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    WizKid, That profile logo of yours, reminds me of that old amiga game i used to play. Forgot the name of it. You possibly know what i mean :P
  6. bongodoctor
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    This doesn't seem to work in VR - I tried all of the wood piles in Riverwood and none of them gave up any wood - unless those aren't dynamic? Can anyone confirm that this works in VR or not?
  7. carpenihil
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    Would this be doable using base object swapper too?
  8. dragonBall64
    dragonBall64
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    I'm receiving the error regarding "Master list now contains 253 entries and is full".  It appears that the script creates masters for every ESP it processes irrespective of whether it modifies a record for the esp or not.  For example "Imperious Races of Skyrim" and "Inigo" are both tagged as masters but there are no records modified for either.  Is it necessary to tag these as masters if they don't have any records being modified?  Regardless it seems like I can simply take those files out of my load order when I build the script as the script isn't modifying anything for them - is that accurate?  Love the mod by the way!  My load order is now quite heavy with something like 670 ESP/ESP-ESL plugins but I've run your mod previously on a lighter load order, had no problems, and loved it!
    1. wizkid34
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      to check if the added masters are correct I suggest you use the "Report Masters" script. Let me know if it's all correct but I'm quite sure it is
    2. dragonBall64
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      Thanks for responding! I tried your suggestion and, as you predicted, didn't see any issues with the added masters.  I did a bit more research and the problem looks like it's with the merges - when I run your script against my unmerged plugin list it runs fine (~75 masters). But when I run it against the merged plugin list I hit the 253 limitation.  I suspect the script is patching some firewood piles from the merge relating to a few ESPs but the script can't tell what masters those require and so must include the entire plugin list from the merge (including ESL's which most of the patches are). Can I remove the merges from my plugin list (they are almost all patches) and run your script without the merges?  Would there be any possible game instability due to excluding the merges from the patcher but including the merge in the game?  I'm specifically concerned that the patcher would be against one ID and the actual merged playthrough could be another ID.  PS: the merges are mostly vanilla Lexy's Guide - I'm using the guide as a base for my mod list.  Thanks again for all the great mods!

      UPDATE: Removed the Bash Patch and all the merges. Running the script created ~75 masters. Will let folks know if I see any in game instability.

      UPDATE 2: No instability.  
    3. eberkain
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      Than you for this
    4. Fitharia
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      I got the same problem tried to run the script and message no 0 of 1 masters made, reach the 253 limit

      I don't have merged patches though but yes got round 800 plugins esm/esp/esl
  9. halgari
    halgari
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    If anyone asks for it, I've ported the patcher to Synthesis, the resulting code is much simpler than xEdit based code. If you'd like help writing patchers with Synthesis for your mods in the future, feel free to ping me. For something as simple as form reference swapping you shouldn't have to be parsing strings, managing memory, and doing a ton of Delphi-legwork.
    1. wizkid34
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      really nice, thanks for the port :)
    2. Glanzer
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      Does the Synthesis script preserve the Location and Ownership fields? The xedit script doesn't seem to copy those fields over from the winning overrides.
    3. wizkid34
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      The Xedit script works perfectly, just like the Synthesis one
  10. NocturnalNerd
    NocturnalNerd
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    I've read here in the comments already that the main plugin can be ESLify by compacting IDs, my question will be if the author read this (BTW I use many of your mods) if there are plans for updating it. Because in that case, I will miss the update for that playthrough. 
    1. jvmaliska
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      I dont think so.

      Q: Can the main esp be eslfied safely?
      wizkid34
      24 August 2020, 2:46PMno


    2. wizkid34
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      tha fast answer was no but if you really know what you are doing is yes
  11. Huerta
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    Question about the .esl generated patch. Wouldn't it cause problems if it goes over 2048 records?
    1. DarkDominion
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      Your data folder can hold 2048 records if using SSE Engine Fixes.
      If you have a full load order with 254 .esp/.esm ,  you have room for 1794 .espLight/.esl plugins

      So, watch those numbers.... but seriously : having a full load order and exceeding that 1794 number is rather ridiculous  
    2. VulcanTourist
      VulcanTourist
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      A Light plugin will indeed be trouble, as I've read and understood it, if it contains more than 2048 data records... or is the issue with containing more than 2048 FormIDs?  I now can't recall which.  In any case, Dark Dominion has misunderstood your question and conflated it with the unrelated game engine's 512 file handles limit (which SSE Engine Fixes can extend to 2048), so don't be confused by his reply.
    3. wizkid34
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      it doesn't create any issues, but plz don't install every settlement/city overhaul/addition present on Nexus
    4. DarkDominion
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      wizkid34, unless it's made by wizkid34 
    5. Huerta
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      I was referring to the record budget, as the creation kit for FO4 webpage says:

      Light Master Budgets A Light Master file has a budget of no more than 4096 forms (prior to version 1.34: 2048 forms), with Form IDs 0x000 to 0xFFF available for use.A absolute maximum of 4096 ESL files can be loaded by the engine at once, but in practice this is difficult to achieve. 331 plugins can be loaded that each contain 2048 ALCH records, but 970+ plugins can be loaded that each contain one CELL record and 2047 REFR records.There may also be a file handle limit, and a reference limit that prevent 4096 ESL files from being loaded.

      I read somewhere that the limit was actually 2048 for whatever reason, so that may be old info, but still the limit of 4096 forms would exist and as Vulcan said it may just be a problem only with FormIDs not records, so edits to other plugins would be safe. My patch is not flagged ESL just in case, I'm well under the limit for now.
    6. dragonBall64
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      The city overhauls are the bomb though!  I'm running JK's, Eek's beautiful whiterun, and fortified whiterun and find myself just walking around looking at stuff.  Absolutely Awesome.
    7. wizkid34
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      Absolutely aweincredibleastonishifantawowsupersgnaps!!!! Without this type of mods I wouldn't know how to live!!!
    8. DarkDominion
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      pffffrt, you hate city overhauls
    9. NocturnalNerd
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      My understanding is that it counts 2048 NEW records, so I think that records that just modify an existing one don't matter