so ive never used bodyslide (i do have it installed though) to edit outfits, and i hoped i could just get away with not worrying about it, but the outfit isnt showing up in the crafting list. do i need to go watch a video on how to use bodyslide so that i can get the outfits in game?
sorry for the confusion- the outfit isn't showing up in the in-game tanning rack or forge lists, for some reason. it may just be a conflict on my end, but nothing came to mind immediately, so i wondered if maybe me having not edited it with bodyslide was somehow the problem
p.s. thanks for the quick response, i appreciate it!
The Plugin is loaded, and i dont know why it didnt occur to me to just grab the items with console commands, i feel a little silly, sorry for clogging up the comments with this. The outfit looks great by the way! (AddItemMenu isnt working for me, but all sorts of things are messed up since the latest update bethesda pushed through so who knows whats wrong there lol).
Pretty sure my mod is unaffected by the update since it's no SKSE plugin xD If it's detectable via AddItemMenu, then it should exist within your crafting list. Either at the tanning rack (not the forge!), or if you have More Craftables Equipment, the recipes would be transferred to the weaving loom.
When I see “leveled list” I get scared it might mess up my game (if I understand it correctly that there can only be one). What do you mean by injecting to the leveled list? Simply put, it’s safe, right? Thanks
I'm gonna assume you meant the addon, Esper of Light; because this one mod doesn't do anything to the leveled list.
The way leveled list work in this game is that there could only be one mod editing one leveled list. In order for me to have my Espers' spell tomes purchasable by vendors is by adding them to the Conjuration Spell Tome vendors' leveled list (there's one, shared by every merchant that sells conjuration spell tomes.) This can be done by simply adding my 3 tomes into the leveled list.
The problem came if another mod edit the very same Conjuration Spell Tome leveled list (presumably some magic mods that adds new spell tomes to the vendor). The one loaded last in your setup would win, annulling edits by other mods.
So if you have Mod A and Mod B editing one leveled list, and Mod B is loaded after Mod A; spell tomes from Mod A will never appear in the vendor's list (though you can still use Add Item Menu to get them; or if they are inside another leveled list like Boss Chest or other Vendor's leveled list).
The way to solve this is by making Bashed/Smashed patch with Wyre Bash/Mator Smash; which will fuse every leveled list edits you have in your mod to combine all of their changes. Unfortunately, not many people does this step when modding their game.
Which is why mod authors who needs to make leveled list addition tend to use script (that starts at the beginning of a game or when the game is first loaded). The script will manually adds their tomes into the game's leveled list dynamically without making hard edits to the plugin/masters; such as Enai's Triumvirate (when you first add the mod, you see the message "Triumvirates enter the world"; this is a message that tells you the injection script has successfully added its spell tomes into the game's leveled list.
Sorry if the explanation is a bit long but I hope this clear things up :D
I think I understand it better now. Thank you for taking the time to explain. And include me to those that don't use Wyre Bash/Mator Smash. I just tend to avoid leveled list altogether. :)) ...unless I overlooked a mod that edits the leveled list. Anyway, do I understand correctly that instead of the first scenario that there is a need to use the Wyre Bash/Mator Smash, this one adds/injects the pertinent tomes to the leveled list in-game via script? In other words, it's safe to install without the need for a Bashed/Smashed patch? Thanks.
Edit: Oops! Yeah, I'm taking about the Addon, not this one. Facepalm
Yeah, you don't need to make smashed patch (though I'd still recommend doing so, if you don't make your own conflict-resolution patch since it's cover many bases).
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Do you mean to tell me that the outfits doesn't show in Bodyslide dropdown list; or in-game crafting list at the forge?
it may just be a conflict on my end, but nothing came to mind immediately, so i wondered if maybe me having not edited it with bodyslide was somehow the problem
p.s. thanks for the quick response, i appreciate it!
Are you sure the plugin is loaded? Like, if you were to use AddItemMenu and search for "Evoker", does the armor shows up?
(AddItemMenu isnt working for me, but all sorts of things are messed up since the latest update bethesda pushed through so who knows whats wrong there lol).
If it's detectable via AddItemMenu, then it should exist within your crafting list.
Either at the tanning rack (not the forge!), or if you have More Craftables Equipment, the recipes would be transferred to the weaving loom.
The way leveled list work in this game is that there could only be one mod editing one leveled list.
In order for me to have my Espers' spell tomes purchasable by vendors is by adding them to the Conjuration Spell Tome vendors' leveled list (there's one, shared by every merchant that sells conjuration spell tomes.) This can be done by simply adding my 3 tomes into the leveled list.
The problem came if another mod edit the very same Conjuration Spell Tome leveled list (presumably some magic mods that adds new spell tomes to the vendor). The one loaded last in your setup would win, annulling edits by other mods.
So if you have Mod A and Mod B editing one leveled list, and Mod B is loaded after Mod A; spell tomes from Mod A will never appear in the vendor's list (though you can still use Add Item Menu to get them; or if they are inside another leveled list like Boss Chest or other Vendor's leveled list).
The way to solve this is by making Bashed/Smashed patch with Wyre Bash/Mator Smash; which will fuse every leveled list edits you have in your mod to combine all of their changes.
Unfortunately, not many people does this step when modding their game.
Which is why mod authors who needs to make leveled list addition tend to use script (that starts at the beginning of a game or when the game is first loaded). The script will manually adds their tomes into the game's leveled list dynamically without making hard edits to the plugin/masters; such as Enai's Triumvirate (when you first add the mod, you see the message "Triumvirates enter the world"; this is a message that tells you the injection script has successfully added its spell tomes into the game's leveled list.
Sorry if the explanation is a bit long but I hope this clear things up :D
Edit: Oops! Yeah, I'm taking about the Addon, not this one. Facepalm
happiness