I'm playing around with randomized values. I've rolled a level 23 with archer skill at 1. This is pretty interesting. Right now I have it able to randomize all the number values, using the value in the settings file as the maximum value and 0 as the lowest. (probably should limit that to 1)
(keep in mind download not updated yet) So this can randomize level, perk points, hp, mp, stamina, and all the skill levels. The "skills" section actually uses the ActorValues so is able to alter regen rates, stat bonuses and multipliers. So those can be randomized as well.
Not done yet, but I'm wanting to randomize perks, shouts and spells. My idea right now is to select random spells from what the uses supplies. So you'd give heal, fire and frost to the player and they randomly get them at start. So maybe just heal and frost. Maybe just fire. Shouts would be randomly selected from the supplied list and do the same, but would also randomly unlock the words of power of each randomly selected shout. Perks would be randomly selected from the list the user supplies.
After playing around creating some random characters this seems like a cool way to start the game.
I haven't been able to get this to work properly despite the control telling me it detects the items and states that my character does not have those items yet. Currently using Skyrim Platform 2.6. I tried going through the beginning normally, with alternate starts, and manually adding with the new hotkey. Nothing seems to work.
Try making a save shortly after creating a new character, quit to main menu and reload that save with the "new-game" option set to true.
How many items do you have in your list? Currently, the script will not give items if the character has 50% or more of the items in the list. (Will have an update with optional setting for that soon.) And then will only give the item to the character if the quantity the character has is less than the quantity being given... it does not adjust the quantity. (If you give 200 arrows and you already have 150, you will get 200 more. If you already have 200, you get none.)
One thing I will add is that you should add legendary rank to the perk trees like: { "name": "Alchemy", "level": 23, ?"legendaryLevel": 1, "editorID": "AVAlchemy" }
Thanks! I like how fast this mod is able to recreate a character I want. I will do a bit more testing and report back. I did see one issue where I had skills set to 100, but I haven't recreated it yet. I will likely not be using SetRace because it has some odd side effects if you do not choose the same race during Racemenu.
How many features are you thinking of adding to this? Spells in particular would be useful. The current mod I am using to save and load characters between playthrough/testing is called Ethereal Tools. It tracks almost all aspects of my characters that I care about. I don't expect this mod to do the same, but if there are a few I could help narrow down let me know! https://www.nexusmods.com/skyrimspecialedition/mods/55779
PS: I use Proteus as well but I find it doesn't work as well as I want to (very slow and makes a lot of mistakes).
I just checked out that mod you linked to. Very cool. I'm not wanting to re-invent the wheel here so my mod will just be geared towards setting up new characters instead of re-creating an existing character.
I began to make this as a way to quickly create a new character and set up several stats and such for testing out other mods.
I had thought about adding spells to the settings file, but previous attempts in another project seemed a bit wonky at best. I opted to use the items section and give my character the spell books instead. I don't actually like that option and will eventually try to add a spells section and see how that goes.
As for the race option - I've been giving that some thought and will probably remove that setting since I've changed this to run after Race Menu closes.
Thanks for responding! I will look out for the potential update for spells if you decide to do that.
I guess the only thing I can think of that would definitely help this mod is profiles. That way, people and specify multiple archetypes to choose from when making a new character.
I've got the spells added and will release that update soon. I also made a few SSEedit scripts to export items, spell, perks, etc. from mod files into the New Character Setup formats. I'll add them to Optional files section once I'm satisfied they work correctly and consistently.
After days of testing, the profiles suggestion seems like a good one. I have an idea how to implement that.
umm... in my case the mod write in the console and log that he added items, but nothing was really added. i use alternate start, that i read that is compatible. In fact i have similar problem with other platforms mod, that induce me to think that i have not installed correctly something, but i don't find anything particularly tricky that i can possibly doing wrong...
I have removed some libs files in the platform 2.6 that overwrite AddressLib now all the mods with platform work! except for this ;_; I'm using your example without modifications for test. I tryed to activate debug in your example and i see in the console that the item should be added.
now after many try, i observed that the item is added in my inventory only if i manually switch the newgame line from true to false and back again to true. Through the file or SPCM. Must be something that happen at the start of the newgame. Maybe if there was a delay of few seconds before add items, could resolve. I don't know.
btw another feature that would be awesome is the possibility to equip the items and not only place in inventory.
EDIT: the perk addition once activate from the txt, work at first try on a new game without switch newgame tag. item addition not yet. this is driving me crazy ò_O
It will work only when the new-game option is set to true. It will then only work once your character enters the game. Usually the "newgame" does not trigger this, but several alternate start mods force some kind of load which prompts the script to run. If you do not get your items on a new game, simply save, quit to main menu and reload.
Once in game, you can also force a hot-reload to get the items as well.
An option for wearing the items could be possible. I'll look in to that.
I'm no "load order" expert, so I can't offer any help on your other issues.
yes, thanks for the clarifications. I try to explain me better... With the verbose mode on i see that the script run immediatly when i'm enter a newgame with ASLAL and i foud myself in the classic prison with the racemenu opened. in the log i see the lines that say that he give me the items, but (when exited racemenu) i don't find nothing new in inventory. The only way i founded to make this work is to force the reload through SPCM changing the newgame tag to off(false) and on(true) again. I don't know why. There is another, easyest or fastet way to reload this particolary script or all the platform mod?
i'm becoming your nightmare XD sorry! Another cool feature may the option to spawn the items with a shortcut also mid-game.
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I'll see what I can do.
Right now I have it able to randomize all the number values, using the value in the settings file as the maximum value and 0 as the lowest. (probably should limit that to 1)
(keep in mind download not updated yet)
So this can randomize level, perk points, hp, mp, stamina, and all the skill levels.
The "skills" section actually uses the ActorValues so is able to alter regen rates, stat bonuses and multipliers. So those can be randomized as well.
Not done yet, but I'm wanting to randomize perks, shouts and spells. My idea right now is to select random spells from what the uses supplies. So you'd give heal, fire and frost to the player and they randomly get them at start. So maybe just heal and frost. Maybe just fire.
Shouts would be randomly selected from the supplied list and do the same, but would also randomly unlock the words of power of each randomly selected shout.
Perks would be randomly selected from the list the user supplies.
After playing around creating some random characters this seems like a cool way to start the game.
Thoughts?
I tried going through the beginning normally, with alternate starts, and manually adding with the new hotkey. Nothing seems to work.
How many items do you have in your list?
Currently, the script will not give items if the character has 50% or more of the items in the list. (Will have an update with optional setting for that soon.) And then will only give the item to the character if the quantity the character has is less than the quantity being given... it does not adjust the quantity. (If you give 200 arrows and you already have 150, you will get 200 more. If you already have 200, you get none.)
One thing I will add is that you should add legendary rank to the perk trees like:
{"name": "Alchemy",
"level": 23,
?"legendaryLevel": 1,
"editorID": "AVAlchemy"
}
Sample settings updated on main page to show example usage.
How many features are you thinking of adding to this? Spells in particular would be useful. The current mod I am using to save and load characters between playthrough/testing is called Ethereal Tools. It tracks almost all aspects of my characters that I care about. I don't expect this mod to do the same, but if there are a few I could help narrow down let me know!
https://www.nexusmods.com/skyrimspecialedition/mods/55779
PS: I use Proteus as well but I find it doesn't work as well as I want to (very slow and makes a lot of mistakes).
I'm not wanting to re-invent the wheel here so my mod will just be geared towards setting up new characters instead of re-creating an existing character.
I began to make this as a way to quickly create a new character and set up several stats and such for testing out other mods.
I had thought about adding spells to the settings file, but previous attempts in another project seemed a bit wonky at best. I opted to use the items section and give my character the spell books instead. I don't actually like that option and will eventually try to add a spells section and see how that goes.
As for the race option - I've been giving that some thought and will probably remove that setting since I've changed this to run after Race Menu closes.
I really appreciate your feedback. Thank you!
I guess the only thing I can think of that would definitely help this mod is profiles. That way, people and specify multiple archetypes to choose from when making a new character.
After days of testing, the profiles suggestion seems like a good one. I have an idea how to implement that.
At least not one that I'm aware of.
there is any chances to update for AE and Platform 2.6?
Thanks
In fact i have similar problem with other platforms mod, that induce me to think that i have not installed correctly something, but i don't find anything particularly tricky that i can possibly doing wrong...
any suggestion? i really want to use your mod!
except for this ;_;
I'm using your example without modifications for test. I tryed to activate debug in your example and i see in the console that the item should be added.
now after many try, i observed that the item is added in my inventory only if i manually switch the newgame line from true to false and back again to true. Through the file or SPCM.
Must be something that happen at the start of the newgame. Maybe if there was a delay of few seconds before add items, could resolve.
I don't know.
btw another feature that would be awesome is the possibility to equip the items and not only place in inventory.
EDIT: the perk addition once activate from the txt, work at first try on a new game without switch newgame tag. item addition not yet. this is driving me crazy ò_O
It will work only when the new-game option is set to true.
It will then only work once your character enters the game. Usually the "newgame" does not trigger this, but several alternate start mods force some kind of load which prompts the script to run.
If you do not get your items on a new game, simply save, quit to main menu and reload.
Once in game, you can also force a hot-reload to get the items as well.
An option for wearing the items could be possible. I'll look in to that.
I'm no "load order" expert, so I can't offer any help on your other issues.
I try to explain me better... With the verbose mode on i see that the script run immediatly when i'm enter a newgame with ASLAL and i foud myself in the classic prison with the racemenu opened. in the log i see the lines that say that he give me the items, but (when exited racemenu) i don't find nothing new in inventory.
The only way i founded to make this work is to force the reload through SPCM changing the newgame tag to off(false) and on(true) again.
I don't know why.
There is another, easyest or fastet way to reload this particolary script or all the platform mod?
i'm becoming your nightmare XD sorry! Another cool feature may the option to spawn the items with a shortcut also mid-game.
You could test it out. Couldn't hurt.