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.
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?
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
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.
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.
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.
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.
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. :(
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
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.
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."
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.
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
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!
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.
66 comments
GrimyTools.dll: LE plugin cannot be used with SE
Is this some false positive warning?
Im getting the same message. Is it safe to proceed then ?
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
We would be doing a similar Mod, but from scratch. Only the dll plugin would be the same.
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.
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.
"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. :(
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)
its also open source.Global Native
"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."
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
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!