Don't bother the LOTD team with this, this mod is doing stuff the base mod never intended.
Also, it's possible that in the midst of the past few days of testing and tweaking, I accidentally grabbed the wrong file somewhere. Let me know if you hit anything weird (for example, my initial upload was an older version of the plugin which actually prevented the script from running on it. WHOOPS).
I've finally bothered to make a public-facing discord to try to help field questions for this, for those so inclined: https://discord.gg/MwUJf6pQhF
PSA: Currently broken on latest version of xEdit (looking at 4.1.5, but 4.1.4 was also broken).
Last known working version was 4.0.4, I'm not sure what intermediary one introduced this, but the issue is related to the MODT changes.
These fields used to be a string, and now it's an array, which requires different script stuff to copy. I'll try to remember how to do all this s#*! and update sometime this holiday, but in the meantime, if you want to use this, you'll have to go back to an earlier version of xEdit. Sorry for the trouble.
I think it would be cool to change this from using a trap door in the safe house to allowing it to work with hall of forgotten and add this as one of the portals in the portal room. Just a thought.
"while I was making this and testing things out, I discovered things like that if you have a sufficient number of references in an internal cell, collision fails. Like, I literally would be running around and all of a sudden would just fall through the floor."
Okay, so you made the Skyrim equivalent of Minecraft's far lands
@Conansboy Just shows you how we are reaching the limit of what gamebryo is capable of. Another example of this would be the "hall of mirrors" effect in Vault 88 in Fallout 4. TES6 needs to be on Unreal Engine 5. No limitations at all with that.
Just shows you how we are reaching the limit of what gamebryo is capable of. Another example of this would be the "hall of mirrors" effect in Vault 88 in Fallout 4. TES6 needs to be on Unreal Engine 5. No limitations at all with that.
@Janquel lol this is fucking hilarious. XD Not to mention it shows how we are reaching the limit of what gamebryo is capable of. Another example of this would be the "hall of mirrors" effect in Vault 88 in Fallout 4. TES6 needs to be on Unreal Engine 5. No limitations at all with that.
Any possibility of having the script skipping anything that's from a template? This would automatically skip the thousands of items that are just enchanted variants of 1 base item. Thanks!
EDIT: Went ahead and edited the script myself, using your explanation article. Will test to see if it's working properly, and I'll just post it here.
Hi, can this add displays for mods already covered by lotd, or even from the base game? For example some vanilla items are not displayed by the base lotd, can this add those? Or another example are some of the armors of immersive armors that currently don’t have a display? Thank you in advance for your answer.
So this can do displays for any mod that LOTD has a display for if you remove the plugin from the filter. But that would make a spot for EVERY armor in immersive armors, not just those which didn't previously have one. So if you go that route, you'd want to disable the LOTD immersive armor display, otherwise you'll have duplicates.
EDIT: Ignore this, I was using the wrong file location.
Hiya, for some reason, although I have 'Skyrim Extended Cut - Saints and Seducers.esp' on the ignored plugins list, the script is adding it anyway. Any idea why this could be?
I've got a request, could you add a record whitelist option? So rather than doing every weapon and armor in every plugin, it can just do the specific weapons in the specific plugins mentioned. Maybe something `0x00080f:MyCoolWeapon.esp` on each line.
196 comments
Also, it's possible that in the midst of the past few days of testing and tweaking, I accidentally grabbed the wrong file somewhere. Let me know if you hit anything weird (for example, my initial upload was an older version of the plugin which actually prevented the script from running on it. WHOOPS).
I've finally bothered to make a public-facing discord to try to help field questions for this, for those so inclined: https://discord.gg/MwUJf6pQhF
TODO is on my personal patch page, but it's slightly out of sync atm: https://www.nexusmods.com/skyrimspecialedition/mods/57365
Last known working version was 4.0.4, I'm not sure what intermediary one introduced this, but the issue is related to the MODT changes.
These fields used to be a string, and now it's an array, which requires different script stuff to copy. I'll try to remember how to do all this s#*! and update sometime this holiday, but in the meantime, if you want to use this, you'll have to go back to an earlier version of xEdit. Sorry for the trouble.
Okay, so you made the Skyrim equivalent of Minecraft's far lands
Incredible
Vault 88 in Fallout 4. TES6 needs to be on Unreal Engine 5. No
limitations at all with that.
example of this would be the "hall of mirrors" effect in Vault 88 in Fallout 4. TES6 needs to be on Unreal Engine 5. No limitations at all with that.
This would automatically skip the thousands of items that are just enchanted variants of 1 base item.
Thanks!
EDIT: Went ahead and edited the script myself, using your explanation article.
Will test to see if it's working properly, and I'll just post it here.
EDIT again: Alright, it works. Can grab it here:
https://drive.google.com/file/d/1usdCQn4YRXLQqWEOQU5C2XedE60skY7K/view?usp=drive_link
Thank you in advance for your answer.
So this can do displays for any mod that LOTD has a display for if you remove the plugin from the filter. But that would make a spot for EVERY armor in immersive armors, not just those which didn't previously have one. So if you go that route, you'd want to disable the LOTD immersive armor display, otherwise you'll have duplicates.
Hiya, for some reason, although I have 'Skyrim Extended Cut - Saints and Seducers.esp' on the ignored plugins list, the script is adding it anyway. Any idea why this could be?
Suggestion: This would be amazing if it was packaged to work with the Synthesis Patcher
So rather than doing every weapon and armor in every plugin, it can just do the specific weapons in the specific plugins mentioned.
Maybe something `0x00080f:MyCoolWeapon.esp` on each line.
EMCompViljaSkyrim.esp
EMViljaInSolstheimAddOn.esp
HLIORemi.esp
HLIIRemiLOTD.esp
BPUFXelzazFollower.esp
BPUFXelzazFollowerAE.esp
BPUFXelzazFollowerWyrmstooth.esp
Lucien.esp