So.. imagine a player who has thunderchild in build order finds a "Phantom decoy" shout on the wall. Interestingly enough in build I'm talking, the player couldn't even receive that shout from the wall to begin with, it bugged out. Well, known bug which happens even without any randomization at times. Although might be related. That would mean that there are more words of power than there are walls in the game.
Does that result in some shouts being unobtainable through gameplay means outside of console? Also, are shouts which are obtained outside of walls like one word of Yol and Clear Skies excluded from randomization?
By the way, Kudos for using MIT license. I see you are person of culture regarding the documentation and type hints left. I guess the easiest way would be just to exclude certain records based on word identifier.
Nice mod, but it doesn't seem to work on LE version, even though there is nothing inherently Special in the Special edition to prevent it from working/... your script simply shouts that ESL flag doesn't exist. Please consider making version for LE version.
Edit: okay, by performing incredibly difficult and precise operation of removing a few lines containing the ESL option from the js script without knowing anything how js scripting works, I have managed to make it run on LE :p
Also, I have to nitpick that the actual carving on the walls do not change :D But I do not blame you for not changing that :D
This mod is exactally what I have been looking for, thankyou so very much. However I seem to have come accross a problem, a word wall is glitched (it has three seperate words glowing, but they wont give me the word and stop the glowing) because it is trying to give me a word for a shout that I already have all three words for, spesifically dimhollow cript and frostbreath. I have checked the rwwlog for duplicates, and it doesnt have any, so I can only assume that at some point I accidently obtained two words at once.
Per your mod description "Note that zEdit has a 254 plugin limit, so if your load order exceeds it, merge your plugins or selectively load mods that affects alchemy ingredients."
I think you might've been a little too copy+paste happy :P. Anyways good mod, I've been using the original for a while so this is a perfect upgrade.
Hey ChrRubin. This mod is excellent and it seems a lot of care was put into it to prevent stuff breaking. I have a request to make which you’re free to turn down of course.
There’s a new up and coming tool called Synthesis which is in alpha right now, made by the creator of SkyProc which is written in C# that can be used in place of zedit and doesn’t suffer from the 255 plugin limit. A few devs have ported over some popular zedit scripts like visual transfer, mortal enemies and speed and reach fixes over to it. Will you be interested in maybe porting the script over from zedit to a synthesis patcher?
Seems interesting, I knew about Mutagen but wasn't aware about Synthesis. I'll definitely keep an eye on it.
I already have a few other randomizer ideas, and was thinking about combining them into an all-in-one patcher once I'm done, so perhaps at that point I'll make a Mutagen/Synthesis patcher.
Cool concept, I'm definitely interested. Just wondering though, is this set to ignore certain walls like Bleak Falls Barrow since learning Fus there is tied into the main quest? Same thing with Bend Will and I guess Dragon Aspect?
Definitely need to have this! Even though I know where to go to collect all the words it will kind of rekindle that dynamic element that I felt when I first played skyrim. Thanks for this!
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I've just released a new randomizer! Check it out here:
Alchemy Effects Randomizer (zEdit Patcher)
Heres the link to thoom https://www.nexusmods.com/skyrimspecialedition/mods/62770
Interestingly enough in build I'm talking, the player couldn't even receive that shout from the wall to begin with, it bugged out. Well, known bug which happens even without any randomization at times. Although might be related.
That would mean that there are more words of power than there are walls in the game.
Does that result in some shouts being unobtainable through gameplay means outside of console?
Also, are shouts which are obtained outside of walls like one word of Yol and Clear Skies excluded from randomization?
By the way, Kudos for using MIT license. I see you are person of culture regarding the documentation and type hints left.
I guess the easiest way would be just to exclude certain records based on word identifier.
Edit: okay, by performing incredibly difficult and precise operation of removing a few lines containing the ESL option from the js script without knowing anything how js scripting works, I have managed to make it run on LE :p
Also, I have to nitpick that the actual carving on the walls do not change :D But I do not blame you for not changing that :D
I think you might've been a little too copy+paste happy :P. Anyways good mod, I've been using the original for a while so this is a perfect upgrade.
Serves me right for not proof-reading my description rewrites xD
There’s a new up and coming tool called Synthesis which is in alpha right now, made by the creator of SkyProc which is written in C# that can be used in place of zedit and doesn’t suffer from the 255 plugin limit. A few devs have ported over some popular zedit scripts like visual transfer, mortal enemies and speed and reach fixes over to it. Will you be interested in maybe porting the script over from zedit to a synthesis patcher?
https://github.com/Noggog/Synthesis
there’s even a discord link there where we discuss and troubleshoot any issues with it.
I already have a few other randomizer ideas, and was thinking about combining them into an all-in-one patcher once I'm done, so perhaps at that point I'll make a Mutagen/Synthesis patcher.
Dragon Aspect isn't ignored and will be randomized, since its technically not tied to any quests.