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Dienes-GrimyBunyip-Meridiano

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MeridianoRus

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66 comments

  1. seiver88
    seiver88
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    I am sure it is just user error on my part. I downloaded all of the required plugins minus the VR ones and (including requirements for the requirements) however, I am still not getting Grimy Utilities to show up in my MCM. After I downloaded all of the plugins and installed them in MO2, I resorted with LOOT and I have 0 errors in regards to this. Anything I may be able to try to get it to show up? I did get SkyTweak to work properly.
    1. MeridianoRus
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      I can't help you with restoring Grimy Utilities, sorry.
  2. BigLove69420
    BigLove69420
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    I'm getting the message:

    GrimyTools.dll: LE plugin cannot be used with SE

    Is this some false positive warning?
    1. MeridianoRus
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      GrimyTools.dll is not included in any of Legacy NG releases.
    2. BudJoe
      BudJoe
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      Hi
      Im getting the same message. Is it safe to proceed then ?
  3. AmbientMusic
    AmbientMusic
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    hey is this the DLL Plugin that my game keeps asking for because the other one says that its ood but like if the mod im using says that its using a newer version where on earth do i find it?
    1. MeridianoRus
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      Uh... maybe? I don't know what your mod requires.
  4. passerandloser
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    this may illustrate a way to transplant grimy utilities of LE into SSE.if we transplant mod by ourselves and for ourselves,the original mod creator may  understand us because his mod is so great.

    https://www.nexusmods.com/skyrimspecialedition/mods/82471?tab=description
    The author's title is Legacy NG (DienesTools - Grimy Plugin - Grimy Utilities DLL)
    The author has ported 3 legendary version pre-installations, as follows:
    - DienesTools > https://www.nexusmods.com/skyrim/mods/54325 > DienesToolsNG
    - Grimy Plugin > https://www.nexusmods.com/skyrim/mods/69341 > GrimyToolsNG
    - MagExtender > https://www.nexusmods.com/skyrim/mods/51375 > MagExtenderNG
    Combined with the title correspondence, it can be concluded that MagExtenderNG is the port of Grimy Utilities legendary version dll.
    Grimy Utilities-36328-6-08\SKSE\Plugins\MagExtender.dll in Grimy Utilities Legend Edition also confirms that MagExtenderNG is a port of Grimy Utilities Legend Edition dll.
    The author was very tactful and ported the Grimy Plugin, DienesTools, the predecessor of Grimy Utilities Legend Edition, and the old version of magextender.dll in Grimy Utilities itself. The prompt is very subtle, almost hinting at how to turn Grimy Utilities into the SSE version
    ps: All the prerequisites for the legendary version:
    DienesTools
    FileAccess Interface for Skyrim Script - FISS --- There is a remastered version
    Grimy Plugin
    SkyUI ---- There is a remastered version
    UIExtensions ---- There is a remastered version
    The process of porting this legendary version mod to SSE
    First use BAE v0.10-974-0-10 to unpack the le version bsa, (delete Grimy Utilities-36328-6-08\SKSE\Plugins\MagExtender.dll in it)?
    Unzip MagExtenderNG-1.3-82471-2-0-1681200846, replace the unpacked rimy Utilities
    Then use Cathedral+Assets+Optimizer-23316-5-0-10-1577124749 to reconstruct the sse version bsa
    Use ck to convert the legendary version of grimy utilities esp to the remastered version
    This is the remastered version.perhaps there are some mistakes or flaws.everyone who like this mod would appreciate it if someone can point the faults and give proper methods to transplant LE into SSE
    1. MeridianoRus
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      if someone can point the faults
      Scripts should be a bit different for SE. SkyUI plugin name (it was used to check if SkyUI is installed) was changed on LE-SE transition, some UI paths in respective calls may be different as well.
  5. renatornt2821
    renatornt2821
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    In the Mod "Grimy - Skill Expansions", there is the Vile Concoctions part, which adds alchemical bombs to the game. As you ported the dll plugin (which was the hardest asset to obtain), is it possible to use reverse engineering and create the mentioned Mod script and some of its records without break the permissions? 

    We would be doing a similar Mod, but from scratch. Only the dll plugin would be the same.
    1. MeridianoRus
      MeridianoRus
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      You can use Champollion to decompile scripts, then write your own and compile them.
      And xEdit to inspect records and recreate them in your plugin, with changes maybe.

      But I can say nothing about permissions because I don't own them. You might ask "how did you create the DLL then?" and the answer is simple - I created it from scratch. And it's also incomplete, some functions are disabled. or0802 asked me about MergeSpells and I made an experimental build with it but they report it crashes Grimy Skill Expansions. This happens when any input is None because getting forms from UI was different in LE.
    2. renatornt2821
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      As you created the .dll file from scratch, this means if I create the scripts in the same way, but only change the cited records,  could I post the archives in Nexus? 

      The only part of Grimy Skill Expansion I am interested is Vile Concoctions, which brings the bombs and grant Alchemy XP when they cause damage in enemies. When I deleted all the scripts, the .dll and assets not related to the bombs, I could use them, and they use vanilla potion textures. 
    3. renatornt2821
      renatornt2821
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      Could you also try to port the .dll of https://www.nexusmods.com/skyrim/mods/110495?tab=posts?

      "Alchemy Recipe View Mode" has permissions to be converted, but the author does not use Skyrim SSE Edition. I am somewhat savvy with esp plugins through xEdit, but I can't create or convert .dlls. :(
    4. MeridianoRus
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      could I post the archives in Nexus
      I think yes, but I'm not Nexus staff to know for sure.

      Could you also try to port the .dll of Alchemy Recipe View Mode
      I don't think I can. Skill issue.
  6. RomRomrya
    RomRomrya
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    Any hopes for a full Grimy Utilities port?
    1. MeridianoRus
      MeridianoRus
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      No hopes if you talk abot public release.
    2. or0802
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      look at this mod its called DPF - Dynamic Persistent Forms https://www.nexusmods.com/skyrimspecialedition/mods/116001 you can use the functions from this mod to add to this mod ,because it has functions like:

      AddMagicEffect(Form item, MagicEffect effect, float magnitude, int area, int duration, float cost) global native
      which is similar to Mergespell function. Int Function MergeSpells(Spell outputSpell, Spell[] inputSpells, Float[] magMults, Float[] durMults, Float[] costMults, Float timeMult)
      Global Native

      its also open source.
    3. MeridianoRus
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      The goal is to reproduce original behavior but I don't know original behavior of MergeSpells. I don't even know what MergeSpells returns, an Int, what number is this? I don't know if outputSpell was designed to be persistent or not, so should I use DynamicPersistentForms.Track? I can code something but I bet this will be not MergeSpells.
    4. or0802
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      What MergeSpells returns,an Int is probably in this:

      "Int Function MergeSpells(Spell outputSpell, Spell[] inputSpells, Float[] magMults, Float[] durMults, Float[] costMults,
      Float timeMult) Global Native
      ;This is a custom function I built for personal use, and is designed to be optimized to my own spell crafting needs
      ;The spells in the input spells section are merged into the output Spell
      ;magMult, durMult, and costmults apply multipliers on the magnitude, duration,
      and cost of their corresponding spell EffectShader
      ;If you have fewer input spell effects than in the outputSpell, then the excess magic effects in output spell will be left
      ;timeMult is a multiplier for the cast time of the spell. it applies a
      corresponding multiplier to magnitude and cost, but only for effects
      that are deemed to not be "buff-based" magic effects.
      (What it probably returns as an int):

      ;Returns -1 error if cast types of the input spells did not match DEPRECATED
      ;Returns -2 error if delivery types of the input spells did not match DEPRECATED
      ;Returns -3 if there are more magic effects in the input spells combined than in the output spell.
      ;Returns -4 if the input arrays are not of equal size.
      ;Returns 1 if a spell was made, BUT the spell has no school."
    5. MeridianoRus
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      I will try to look into this later, thank you.
    6. or0802
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      Np,thank you too.
    7. or0802
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      If it didn't help ,Yeeb released the spellcrafting source code from skyoblivon:https://github.com/sirmammingtonham/skyrim_mods
    8. MeridianoRus
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      I have an experimental build to replicate the Grimy behavior and it works in my test case but I have no idea if it works in anything for the original DLL.
    9. or0802
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      It doesn't work,
      I installed a mod called Spell crafting for Skyrim and a mod called Grimy Skill Expansion, both use GrimyTools.dll and MergeSpells
      , and they crash upon crafting/making a spell. When I tried to make a spell upon picking magnitude and pressing enter it crashed. This happens in both of the mods. I made sure to remove the dll and use yours instead and I made sure to convert to SSE.
      Here are the crash logs:
      For the spell crafting for Skyrim
      https://pastebin.com/raw/4zeq1i7h
      For the Grimy Spell Weaver
      https://pastebin.com/raw/JZQvY8ME
    10. MeridianoRus
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      Unfortunate. This is why the build is not in releases.
    11. MeridianoRus
      MeridianoRus
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      MergeSpells implemented with CTD fixed but you need to rewrite original LE scripts to make sure you don't pass None to the function.
  7. forcedtoREG
    forcedtoREG
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    i need grimy utilities. can anyone provide a tutorial? for anyone wondering, just extract BSA and then delete .bsa of Grimy utilities.. also delete the old DLLs replaced by this mod

    i figured it out. thanks so much for uploading this updated DLL ilysm!
    Grimy utilities one of my favorite mods back in LE you brought it back to life! kudos!
  8. raughboy188
    raughboy188
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    Dude, you don't have to port full grimy utilities i can do it my self. I will try to port it and see if i can make it work in AE. If i can i'll post how to do it here. I'l need it to cast spells using hot key. Ah hotkeys does the job but grimy utillities does it better, oblivion like. Too bad guy didn't port it, it also seems that he stoped modding altogether.
    1. nicofrey
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      so, did you find something brother ??
  9. dudkaandrij
    dudkaandrij
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    Great work! But how to install it? 
    1. MeridianoRus
      MeridianoRus
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      Use your mod-manager I suppose.
  10. zhongjiedong
    zhongjiedong
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    Nice, so with these I don't need CACO dlls right? Just install Grimy Utilities and these 3?
    1. MeridianoRus
      MeridianoRus
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      You need CACO dlls to work with CACO, they are specific.
    2. zhongjiedong
      zhongjiedong
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      I mean I don't use CACO, I just want grimy utilities.
    3. MeridianoRus
      MeridianoRus
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      If you know how to port and edit mods - yes, you need these instead of original DLLs.
    4. zhongjiedong
      zhongjiedong
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      cool thanks!