Skyrim Special Edition
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Martinezer

Uploaded by

Martinezer

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About this mod

Select weapon records, and run the script. In no time you'll have tons of enchanted weapons with individual level lists.

Permissions and credits
Changelogs
Suggestions and lore\balance help are highly needed and welcome.

USAGE
:
  • Download a file, extract it
  • Put both files into your 'xEdit/Edit scripts' folder
  • Load some mods via xEdit
  • Select records inside Weapon/Armor (can select from both, holding Ctrl key... or other way) category of plugin you want to edit (script will not create new plugin)
  • Right click, "Apply Script"
  • Inside dropdown menu on top, select 'Skyrim = Generate Enchanted Versions'
  • Press Ok


NOTE: if you are using my other scripts, SkyrimUtils.pas can be replaced with no fear, it is a functions collection where all magic happens :O)
I've made it to clean all scripts and so it is easy to use in any of your own scripts and stuff, in many combinations. Don't know what and where Nexus generated copyright and things for published files, so I'll repeat it as is... if you want to use/rewrite/modify or do whatever, please do. I've published this stuff not for credit or something, so use. However, please update the stuff from time to time.

NOTE: if you have suggestions, or you are making mods and some script feature can help you or you have a request - write in a comments I'll try to do what I can.

Now you have 31 new Weapon records or 1 new ARMO record 
for each selected, these are only modified (enchanted + some price) copies with respected Suffixes, tempering recipes with conditions and stuff. Change them, destribute them, do what ever you want. However, for each selected Weapon record, was created a Leveled List, with Base Weapon + all it's enchanted versions... and some predefined params.

If script was not able to find out - what component should be required for tempering enchanted item, you will see message like:
WARNING: no item requirements was specified for - TemperWeaponYourItemEnchFire02 [COBJ:0503ADA4]
It means, that Tempering COBJ record was added, but required items list will be empty (xEdit won't show you that as an error). Firstly, don't panic, simple hold Ctrl and click on [COBJ:0503ADA4] part of the message in a log to get to this record (not everyone are aware of this WinForms feature, so I've mentioned it). And just add the propper requirements manually... or delete the record by pressing Delete button of right click -> Remove.

NOTE: this "detecting component" feature is working relying on keywords, so if your item has propper material keyword, but script ignored it -> please, comment about it, and I will check and fix, or will add this keyword.

NOTE: Yes script works with Weapons/Shields/Bags/Bandanas/Armor/Clothing/Amulets/Wigs... every thing, but script won't find right item requirements for tempering wig or amulet... probably... However it won't shout at you, it'll do its job and will make a recipe, and it will log a message with link on that recipe, in this case, you can simply delete Tempering record or edit it... that is your Skyrim after all :O)

NOTE: if you are aware of some generally used material keywords for Weapons or Armors\Clothes\SuchStuff, please tell me in comments, and provide EditorID for it (like WeapMaterialSteel) and your requirements suggestion. I've made keyword detection function a bit slow but this way it is really expandable as hell. I also was not managed to find material for keywods: DLC1ArmorMaterialHunter and DLC1ArmorMaterialVampire.

NOTE:
  • This is not onestop and use thing, I'm a human being, I have life and over crap, I'm a web-developer and info-security expert. This script is my first xEdit script, and the first pascal crap after like... 15 years... so YES, IT SUCKS, but this script does exactly what I want it to do. And with lack of xEdit scripting documentation, may be someone will find some solutions for stuff one needs... 
  • Don't think it is ideal, try it, alter it, break it... help me make it better... that is how we're learning stuff, I wrote it just today, in evening, and rest of the day I was trying to google some examples or scripts that actual are adding records... it's insane that insade Edit Scripts folder there are non scripts just creating records.
  • And yes, with ARMO records makeTemperable function is a mess. I partly transpiled it and will clean it later when find out armor requirments will be this way, I still thinking to make it more complex to require not only one item, but based on stuff like inventory slot or weight... community is not helping with that, and for my personal use script fully does its job, so may be no updates in a future. 

BUILTIN GENERATED ENCHANTMENTS FOR WEAPONS:
Fire
  • EnchWeaponFireDamage01
  • EnchWeaponFireDamage02
  • EnchWeaponFireDamage03
  • EnchWeaponFireDamage04
  • EnchWeaponFireDamage05
  • EnchWeaponFireDamage06
Frost
  • EnchWeaponFrostDamage01
  • EnchWeaponFrostDamage02
  • EnchWeaponFrostDamage03
  • EnchWeaponFrostDamage04
  • EnchWeaponFrostDamage05
  • EnchWeaponFrostDamage06
Magicka
  • EnchWeaponMagickaDamage01
  • EnchWeaponMagickaDamage02
  • EnchWeaponMagickaDamage03
  • EnchWeaponMagickaDamage04
  • EnchWeaponMagickaDamage05
  • EnchWeaponMagickaDamage06
Fear
  • EnchWeaponFear01
  • EnchWeaponFear02
  • EnchWeaponFear03
  • EnchWeaponFear04
  • EnchWeaponFear05
  • EnchWeaponFear06
Soul Trap
  • EnchWeaponSoulTrap01
  • EnchWeaponSoulTrap02
  • EnchWeaponSoulTrap03
  • EnchWeaponSoulTrap04
  • EnchWeaponSoulTrap05
  • EnchWeaponSoulTrap06
 Absorb Health
  • AbsorbHealth02

BUILTIN GENERATED ENCHANTMENTS FOR ARMO/Stuff:
Fire Resistence
  • EnchArmorResistFire01


SETTINGS:
On top of the script file, is a section with comment =Settings, it has some settings for you to play with:
setMagicDisallowEnchanting - (boolean, by default = false), is a flag, if it is set to true, script will be adding "MagicDisallowEnchanting [KYWD:000C27BD]" keyword to all enchanted versions. This keyword disallow player to take off enchantment from this item, to learn the effect for his\her needs.
enchantedValueMultiplier - (integer or real aka float, by default = 1). It is used in the script, to calculate the new value for the enchanted weapon versions, look the FAQ for formula, and it's role.

FAQ:
Q: What is the formula been used for enchanted versions value?
A: Well... I found Vanilla on at http://www.uesp.net/wiki/Skyrim_talk:Generic_Magic_Weapons
but [Enchantment Value] part is not something I understand, so I've alter it this way (seems pretty vanilish):
[Base Item Value] + (0.12 * [Charge]) + (1.4 * [Number of uses]) * [Value Multiplier]

Q: What is [Value Multiplier]?
A: Everyone have different needs and ways to play, so to make your own balance, you can go to the code and change the formula, or go to the settings section in the code (Ctrl + F -> //=Settings), it is on the top, and change its value.

Q: Player is disenchanting my enchanted items!!! Don't want this crap!
A: Ok, on top of the script, is a settings section, set  setMagicDisallowEnchanting to be equal true.

Q: Are you going to make the same thing, but for armor?
A: Yes... wait, where were you, I've done it already, give it a try and generate few millions of enchanted panties or fake ... just try it, you always can "not saving edits". 

Q: How to add/delete new object effects to the script?
A: Open script in your text/code what ever editor, pres Ctrl + F and type '=Adding', first one for WEAP, second (below) for ARMO, just read the comments, I've spend more time on them than on code. Above you'll see all the enchantments and comments, right after 'FireEffects' is a commented version for needed arguments, so you can alter them. Basically it is just one line:
addToLeveledList(enchLevelList, createEnchantedVersion(selectedRecord, '<FormID of Object Effect Record>', '<suffix for EditorID>', <Amount of Enchantment>), <level condition for enchanted item used in LeveledList>);
// EnchWeaponMagickaDamage01 - comment, just the name of Object Effect, I don't like the crypto code, but I can't make it work over way... yet