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MrowrPurr

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mrowrpurr

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  1. mrowrpurr
    mrowrpurr
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    Big changes coming soon, y'all...

    Seriously...

    This is gonna be crazy...

    Join the Discord to help design the future of No .esp

    ~ ~ ~ ~ ~ ~ ~ ~

    Question? Comments? Concerns?
    Check out the Discord if you want to chat directly!
    https://discord.gg/d96UKrKead
    See the #no-esp channel

    ~ ~ ~ ~ ~ ~ ~ ~

    ~ No .esp ~

    Hello friends!

    Welcome to my 2nd SKSE plugin! One which I *hope* will make Papyrus development easier for some of you.

    If this totally blows up your game in tremendously spectacular ways, let me know here! Happy to find out how this works or doesn't work for folks!

    The biggest limitation right now is that you can only attach 1 script of a certain type to a specific object
    .

    Unless you use the Papyrus interface. The Papyrus interface allows you to add the same script as many times as you want.

    How does it work?

    Super duper simple, actually. There's no fancy magic. I legit just 'instantiate' a script by attaching it to an object reference. That's it.

    Lemme know your thoughts & thanks for letting me share my 2nd SKSE plugin with y'all!

    ~ Mrowr Purr ~

    ~ ~ ~ ~ ~ ~ ~ ~

    Reporting Bugs

    If you get a CTD, please file a Bug and:

    If you are using SE, provide a .NET Script Framework log
    (will output to your Overwrite folder if using MO2 else directly in your Data/NetScriptFramework folder)

    If you are using AE or VR, provide a Crash Logger (AE, VR) log
    (will output to your Documents\My Games\Skyrim...\SKSE folder)

    ~ ~ ~ ~ ~ ~ ~ ~

    1.1.0

    • Automatically attach to objects of a provided base form
    • Automatically attach to objects with a provided Keyword
    • Automatically attach to objects in a provided FormList
    • AutoFilled Properties

    1.1.1

    • Support * wildcards in Editor IDs
    • e.g. Food* - starts with "Food*"
    • e.g. *Dagger - ends with "Dagger"
    • e.g. *Iron* - contains "Iron"
    • Or regular expressions
    • e.g. /^Food.*Steak$/ - starts with "Food" and ends with "Steak"

    1.2.0

    • Support attaching to all forms of a type
    • e.g. MyScript [Book] - bind scripts to every Book in the game
    • e.g. MyScript [Weapon|Armor] *Dragon* - includes an Editor ID matcher as well
    • Support manually setting property values in the AutoBindings file
    • e.g. MyScript Str="Hello" Num=69 Nums=[4, 2, 0] Greetings=["Hello There", "How goes?"]
    • e.g. MyScript SomeForm=SomeEditorID AnotherForm=0x123 DifferentForm=0x123|Plugin.esp
    • Add no-esp.ini
    • Add no-esp.log

    TODO

    • Match objects based on their display name or base form's display name
    • Add an exclude list so you can specifically not bind a form to certain script by form type, form list, keyword, of editor ID match (and form name, if implemented)
    • Add BindScript.Bind("MyScript [Armor] *Dragon* TextProp=Hello") Papyrus function which supports AutoBindings syntax

    Known Issues

    • MyScript [Armor] is broken! I believe it will bind to the Player instead of Armor. "MyScript [Armor] *Dragon*" works, it works so long as you also provide an Editor ID matcher. Fixing it!
    • Manual property setting does not work with "full properties" (which use a function set() to set the property)
    ~
  2. deleted242331317
    deleted242331317
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    It's a revolutionary mod for Skyrim but it came out too late. If this mod had come out in 2013, it would have definitely solved the load order problem of legendary edition.
  3. temmo45
    temmo45
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    Is this mod abandoned? 
    1. VulcanTourist
      VulcanTourist
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    2. temmo45
      temmo45
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      Oh niceee, thank you
  4. AtomicCalamity
    AtomicCalamity
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    mod disables itself after launch running 1.6.1130
    1. HalcyonAnd0n
      HalcyonAnd0n
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      Mods don't disable themselves auto-magically. Check your setup
    2. PootisRanger
      PootisRanger
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      That's because the mod is not compatible with 1.6.1130 (yet, I hope)
    3. akoozabz
      akoozabz
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      I joined the discord, seems like the dev isn't planning on updating and has stopped modding altogether.
    4. AtomicCalamity
      AtomicCalamity
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      I know Im late responding but thats what the warning told me
    5. Emotori7
      Emotori7
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      it gives an error message saying it been disabled because it is not an updated version for .1170 i think the mod owner abandoned this mod because they haven't made no updates since before .629 even though you have to manually disable it it still gives you a message saying it was.
    6. DocFinnCan
      DocFinnCan
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      The script extender was still giving me this warning even after uninstalling this mod. After much poking around, I discovered that, despite uninstalling as per usual with Vortex, "no-esp.dll" was still left behind in the Data/SKSE/Plugins folder. After deleting that file, the warning stopped.
  5. AlchemicaMateria
    AlchemicaMateria
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    I've just released an update for this mod here : https://www.nexusmods.com/skyrimspecialedition/mods/125463

    The original mod is still required, I've just made a new .dll with some minor changes and recompiled for the latest versions of the game. I've confirmed that it works in 1.6.1170 but am not sure about other versions or VR.
    1. hoangdai94
      hoangdai94
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      Tanks !
  6. vvk78
    vvk78
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    Mod not working with game version 1.6.1170.0 (AE).

    "DLL Plugin failed to load correctly. If a new version of Skyrim was just released, the plugin needs to be updated."
    "no-esp.dll: disabled, only compatible with versions earlier than 1.6.629" 
    1. KCkingcollin420
      KCkingcollin420
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      same
    2. Matheus3X123
      Matheus3X123
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      same error here
    3. wormil
      wormil
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      same
  7. AldenTemple
    AldenTemple
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    Hi mrowpurr, I do hope you haven't been pestered by questions and concerns about no.esp updates, however, I would like to ask, will you please update this mod? Are you even aware of the issue? So many mods have needed to be updated. If you are frustrated by this, I understand; It's going around. Thank you so much for this very helpful mod. 
  8. SikeWrongNumba
    SikeWrongNumba
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    Crashes for me on 1.5.97, took me a while to troubleshoot and find
    1. flannelPunk
      flannelPunk
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      Same here. At random moment it's just start to crash whole game, regardless of installed mods.
      After loading save that is made outdoors, or starting new game, fps just drops to 1-4 and then crashes. 1.5.97
  9. AncientBacon
    AncientBacon
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    deleted
  10. BlackVeilDevon
    BlackVeilDevon
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    TO ANYONE USING SE 1.5 WITH NEW GAME CRASH:
    I can't speak for this to work for everyone, especially AE players, but I was using the newest version of this mod, 1.2.0, and had 100% rate of CTD on selecting new game. 
    I ended up choosing to use version 1.1.0 of this mod instead, just hoping it would work and it actually did. No clue why. I ended up installing this mod because i was following the req from a mod called FSMP MCM found here: 
    https://www.nexusmods.com/skyrimspecialedition/mods/104462
    I hope this helps someone. :)

    EDIT:
    I went to reload my save after this post, and seen that it CTD very shortly after trying to load. Wouldn't let me load at all lol, so I thought... Maybe? I switched to the very first version for SE 1.5. It let me load my save again lol. So use 1.0.0 I guess?
    1. DemonPenguin444
      DemonPenguin444
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      I was having this same issue!!! Instant CTD on New Game with downgraded 1.5.97!! Disabling the mod and FSMP MCM seemed to fix it for me too
    2. ArtiTicce
      ArtiTicce
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      I was having a CTD on new game with SE 1.5, and after downgrading to 1.0.0, I no longer get CTDs, thanks for the help! I'll give you a kudos c:
  11. FlorisVI
    FlorisVI
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    is this what they mean by script kitty