Was making some adjustments in library itself, and screwed upload on nexus, it seams that if you're uploading archives with same name to different mods, nexus freaks out and considers it as the same one.... So it has some adjustments in performance and edits for future "all in one" big update with some SSEEdit 4.1.4 (or what release version will be) preparations. I would say, if it works for you in current version, no need to update.
YES! It can be very painful to add tempering recp manually. Not too bad if you just have an outfit or weapon or two, but with a bunch, it can take hours.
Haven't tried it yet. but looks like it will e great!
I see this was posted first in 2017. How did I miss it?
Well, Nexus is massive :O) I hope you'll find it usefull. I'm currently testing & polishing new features like "make scroll from spell", "redirect references" (for merged plugins or master switching).
I run across things here more often than I'd like, that would have been great to have, but just flew on by me!
I remember one armor set that was painful: the DX Necromancer set. All those pieces...whew! This would have made it much easier. I have other sets in the wings, ready for this and the 'make craftable' script.
from my dumbass, thank you. i cant wrap my head around doing this stuff manually, tried for two hours using guides before finding this. worked like a charm.
Hello! Thank you for your awesome script. Nevertheless, there is a small problem. It seems that the script doesn't attach the needed perks to tempering and crafting recipes (e.g. Arcane Enchanter perk). example pic: https://i.imgur.com/YHOfN2O.png
edit: Nvm, turns out I didn't put the 2 files in the Edit Scripts folder. I just put it in the xedit folder (where sseedit.exe is) Pop those 2 files in the correct folder and worked like a charm ;)
Is there anyway to use this to add a temper material? I have a few really well built armor mods that they neglected to add a component type so while I can temper it for free the best I can get it is flawless. I can do it in cc, but it has a lot of parts to update.
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So it has some adjustments in performance and edits for future "all in one" big update with some SSEEdit 4.1.4 (or what release version will be) preparations. I would say, if it works for you in current version, no need to update.
Haven't tried it yet. but looks like it will e great!
I see this was posted first in 2017. How did I miss it?
I hope you'll find it usefull. I'm currently testing & polishing new features like "make scroll from spell", "redirect references" (for merged plugins or master switching).
I remember one armor set that was painful: the DX Necromancer set. All those pieces...whew! This would have made it much easier. I have other sets in the wings, ready for this and the 'make craftable' script.
Nevertheless, there is a small problem.
It seems that the script doesn't attach the needed perks to tempering and crafting recipes (e.g. Arcane Enchanter perk).
example pic:
https://i.imgur.com/YHOfN2O.png
What could be the problem?
I use xedit 4.0.2
Download the latest SkyrimUtils.pas from GitHUb: https://github.com/AngryAndConflict/skyrim-utils/blob/master/SkyrimUtils.pas
(just copy the script and paste it into the the version you have in xedit\edit scripts with a text editor, replacing the old code)
Then find "CTDA - \" and replace it with "CTDA - CTDA\" (don't copy and paste the quotes); save.
Run xEdit, run the Make Temperable script.
profit.
edit: Nvm, turns out I didn't put the 2 files in the Edit Scripts folder. I just put it in the xedit folder (where sseedit.exe is)
Pop those 2 files in the correct folder and worked like a charm ;)
That thing is famous for forcing scripts to boot upon loading the game.