TODO (Crossed out means done and will be available in the next update.): - Add value "modifiers", - Add Perks, Projectiles, MagicEffect - Add group changes for example for names
Dear MaskedRPGFan, I love your mod it opens a new world to modding. I want to change the name of roundabout 2000 spells in over 100 mods. With your mod no problem. Just wanted to know if you recommend keeping all in one ini file or should I make a file for each supported mod. I have an installer for my mod to add support for this 100 spell mods. Should I keep all renaming in one ini or should I make for each mod its own ini. I would prefer one ini. But I do not know if it is good for performance if most people have maybe 10% of the spells installed. I could then place the inis in Data\IPM? Kind regards Rotol
Always use the method that will make it more readable. Performance wise, one INI is better, but the difference is so small, that you can ignore it. 100 mods with 100 INIs is overkill, better use Filters and one INI. So to sum up, pick the method that makes maintenance easy. Ignore performance, does not matter at all.
Okay, seing how some use this to rename items, I have a question: Is it possible to efficiently rename all spells and tomes of one mod and add a prefix to their name? For the 'Apocalypse' spell pack for example, I want my spells and books to start with 'Apocalyptic'. Can I add that prefix to all spells and books of a mod without having to rename each spell/book individually?
Running into an issue trying to change "Armor" value of armor items. Other properties are working correctly, including damage for weapons, but specifically "armor" for armor is broken. For testing purposes I disabled all mods except SkyUI, Display tweaks, IPM's requirements and IPM. I'm running 1.6.640 AE, SKSE, blablabla. Also disabled Merge Mapper because I have no merges.
All properties of armor I've tested change correctly except Armor (Name, Weight). Also tried weapons to try to figure out what's going on. All properties of weapons change correctly including damage---haven't tested anything else.
Strangely the armor value is changed to "1" for most small values. I tried float instead thinking maybe the documentation was wrong, but no dice. When I set the value to 1000, like in the example below, the imperial helmet I'm testing with goes up to an in-game armor value of 11.
Here's my test IPM file, and have tried the same thing in two separate files as well as in your examples:
As for my speculation as to what's going on, it seems like Armor value is being divided by 100. In my example, 1000 armor value set in the IPM ini ends up being 10 ingame, + 1 from starting character heavy armour skill = 11. So I can still use this, but have to multiply all desired armor values by 100 for now :)
I'm not quite sure I understand and there may be some confusion here.
In my version of SSEEdit (xEdit v4.0.4), the "Armor" is displayed with the key `DNAM - Armor Rating` and the value formatted as a float number with 1 or more digits before the decimal separator and 6 digits after the decimal separator, eg `10.000000` (10) or `0.000000` (0).
In my version of the CK (CK v1.6.438, CK Fixes v3.6, Unofficial CK Patch v6.3, ini tweaks), the "Armor" is displayed with the key `Armor Rating` and the value formatted as a float number with 1 or more digits before the decimal separator and 2 digits after the decimal separator, eg `10.00` (10) or `0.00` (0).
Both cases are using the US/UK English decimal separator `.` as opposed to `,` if that could be a source of confusion.
How the item card interprets the data is: a_entryObject.infoArmor = (a_itemInfo.armor > 0) ? (Math.round(a_itemInfo.armor * 100) / 100) : null; so for `ArmorIronHelmet` it would be: (Math.round(15.0 * 100) / 100) = (Math.round(1500.0) / 100) = (1500 / 100)= (15) meaning the item card displays `15`. Maybe that could be a source of confusion.
In any case, the average user would expect to input Armor=15.0 into an INI and be shown `15` in the in-game interface.
How does it function with Creation Club content? I'm attempting to rename several items from both the base game and DLC. I understand that for DLC and Creation Club, I should modify the "xxx" values to match what I have installed. This method was successful for DLC, but it didn't work for Creation Club content.
I'm attempting to modify an item with the Form ID "FExxx896," as specified by UESP. To represent it in my configuration, I'm using "Forms = fxe037896" because it's my 37th priority, and "fe037896" is the value displayed when I use the "help" command in the console. Adding the item using "player.additem fe037896 1" works as expected. However, I'm experiencing an issue where IPM is not successfully changing the item's name, despite this correct identification.
Here's my "how to reference FormIDs with SKSE tools" copypasta:
Cut out any characters related to load order and any leading zeros and just take the static section of the FormID put 0x at the front and ~PluginName.esx at the end.
Cast Duration seems to be useless. I tried looking it up, and couldn't find anything, so I checked in the Creation Kit and couldn't find anything that didn't have it greyed out, so I tried adding it to a spell and More Informative Console doesn't even show it in the spells information, so if you or anyone knows what it's used for, please let me know. Also that thing with esl files not being recognized as active that was happening with FormList Manipulator seems to happen with this too.
[Filter.SkyUIWeaponsPackKeywordsFilter] Condition=+SkyUI Weapons Pack Keywords.esl [Filter.OCFFilter] Condition=+OCF.esp [Filter.OCFORSkyUIWeaponsPackKeywordsFilter] Condition=+OCF.esp Condition=+SkyUI Weapons Pack Keywords.eslI have SkyUI Weapons Pack Keywords.esl in my load order but this happens: [2023-10-11 18-22-38.984] [ info ]Processing Data/!Weapon Speed Filters_IPM.ini... [2023-10-11 18-22-38.984] [ info ]Filter 1: OCFFilter meet criteria and was added. [2023-10-11 18-22-38.984] [ info ]Filter 2: OCFORSkyUIWeaponsPackKeywordsFilter meet criteria and was added. [2023-10-11 18-22-38.984] [ info ]Filter 3: SkyUIWeaponsPackKeywordsFilter does not meet criteria and was added. [2023-10-11 18-22-38.985] [warning]Collection WeaponSpear has filter skyuiweaponspackkeywordsfilter that do not meet conditions, skipping! [2023-10-11 18-22-39.006] [warning]Weapon SpearWeaponSpeedMod has filter skyuiweaponspackkeywordsfilter that do not meet conditions, skipping!
Is this the esl issue or is there something else going on?
I'm trying to add a space to the front of an item's name, but it seems like all spaces in front aren't counted or are removed before the name change. Is there some other symbol I'm supposed to be using as a space or is what I'm trying to do currently not possible?
All spaces are stripped from front and back of names in ini file. I will make them stay when I will go back to this mod (hopefully soon, as BG3 is eating my free time rn :D ).
If possible, maybe allow using quotes for strings to allow deliberately keeping whitespace.
So that all these turn into ' Gold Septim': Name=" Gold Septim" Name =" Gold Septim" Name = " Gold Septim" Name = "Gold Septim" Name =" Gold Septim"
But all these still turn into 'Gold Septim': Name=Gold Septim Name = "Gold Septim" Name=Gold Septim Name= "Gold Septim" Name =Gold Septim Hope to see you back to Skyrim sometime, but I'm glad you're having fun with BG3. :)
107 comments
- Add value "modifiers",
- Add Perks, Projectiles, MagicEffect
- Add group changes for example for names
I love your mod it opens a new world to modding. I want to change the name of roundabout 2000 spells in over 100 mods. With your mod no problem. Just wanted to know if you recommend keeping all in one ini file or should I make a file for each supported mod.
I have an installer for my mod to add support for this 100 spell mods. Should I keep all renaming in one ini or should I make for each mod its own ini. I would prefer one ini. But I do not know if it is good for performance if most people have maybe 10% of the spells installed.
I could then place the inis in Data\IPM?
Kind regards
Rotol
Always use the method that will make it more readable. Performance wise, one INI is better, but the difference is so small, that you can ignore it.
100 mods with 100 INIs is overkill, better use Filters and one INI. So to sum up, pick the method that makes maintenance easy. Ignore performance, does not matter at all.
One .ini file is easier for me anyway. I can not filter as I give every single spell a custom name :D
Is it possible to efficiently rename all spells and tomes of one mod and add a prefix to their name?
For the 'Apocalypse' spell pack for example, I want my spells and books to start with 'Apocalyptic'.
Can I add that prefix to all spells and books of a mod without having to rename each spell/book individually?
All properties of armor I've tested change correctly except Armor (Name, Weight). Also tried weapons to try to figure out what's going on. All properties of weapons change correctly including damage---haven't tested anything else.
Strangely the armor value is changed to "1" for most small values. I tried float instead thinking maybe the documentation was wrong, but no dice. When I set the value to 1000, like in the example below, the imperial helmet I'm testing with goes up to an in-game armor value of 11.
Here's my test IPM file, and have tried the same thing in two separate files as well as in your examples:
[Collection.Helmets]
FormType=Armor
Keywords=ArmorHelmet
[Collection.WeaponTest]
FormType=Weapon
Keywords=WeapTypeGreatsword
[Armor.HelmetsMod]
Mode=OnStart
Collection=Helmets
Armor=1000
Weight=15.0
Name=Hat
[Weapon.TestGreatsword]
Mode=OnStart
Collection=WeaponTest
Damage=10
Weight=10.0
Name=Stick
Here's my log with debug enabled:
https://pastes.io/xeonqs3huu
Yes, value in IPM is the same as in plugin (esp), not the same as on item card. So 1000 in plugin = 10 in game.In my version of SSEEdit (xEdit v4.0.4), the "Armor" is displayed with the key `DNAM - Armor Rating` and the value formatted as a float number with 1 or more digits before the decimal separator and 6 digits after the decimal separator, eg `10.000000` (10) or `0.000000` (0).
In my version of the CK (CK v1.6.438, CK Fixes v3.6, Unofficial CK Patch v6.3, ini tweaks), the "Armor" is displayed with the key `Armor Rating` and the value formatted as a float number with 1 or more digits before the decimal separator and 2 digits after the decimal separator, eg `10.00` (10) or `0.00` (0).
Both cases are using the US/UK English decimal separator `.` as opposed to `,` if that could be a source of confusion.
How the item card interprets the data is:
a_entryObject.infoArmor = (a_itemInfo.armor > 0) ? (Math.round(a_itemInfo.armor * 100) / 100) : null;
so for `ArmorIronHelmet` it would be:(Math.round(15.0 * 100) / 100)
=(Math.round(1500.0) / 100)
=(1500 / 100)
=(15)
meaning the item card displays `15`. Maybe that could be a source of confusion.In any case, the average user would expect to input
Armor=15.0
into an INI and be shown `15` in the in-game interface.It is possible to add enchantments to weapons.
Enchantments cannot be added to armor.
[Armor.Test]
Mode=OnStart
Forms=DLC1ArmorVampireBoots
Weight=50
Enchantment=EnchArmorMuffle
In the above case, the weight will be 50, but the enchantment will not be added.
Is there a mistake?
I'm attempting to modify an item with the Form ID "FExxx896," as specified by UESP. To represent it in my configuration, I'm using "Forms = fxe037896" because it's my 37th priority, and "fe037896" is the value displayed when I use the "help" command in the console. Adding the item using "player.additem fe037896 1" works as expected. However, I'm experiencing an issue where IPM is not successfully changing the item's name, despite this correct identification.
Cut out any characters related to load order and any leading zeros and just take the static section of the FormID put 0x at the front and ~PluginName.esx at the end.
[Filter.SkyUIWeaponsPackKeywordsFilter]
I have SkyUI Weapons Pack Keywords.esl in my load order but this happens:Condition=+SkyUI Weapons Pack Keywords.esl
[Filter.OCFFilter]
Condition=+OCF.esp
[Filter.OCFORSkyUIWeaponsPackKeywordsFilter]
Condition=+OCF.esp
Condition=+SkyUI Weapons Pack Keywords.esl
[2023-10-11 18-22-38.984] [ info ]Processing Data/!Weapon Speed Filters_IPM.ini...
[2023-10-11 18-22-38.984] [ info ]Filter 1: OCFFilter meet criteria and was added.
[2023-10-11 18-22-38.984] [ info ]Filter 2: OCFORSkyUIWeaponsPackKeywordsFilter meet criteria and was added.
[2023-10-11 18-22-38.984] [ info ]Filter 3: SkyUIWeaponsPackKeywordsFilter does not meet criteria and was added.
[2023-10-11 18-22-38.985] [warning]Collection WeaponSpear has filter skyuiweaponspackkeywordsfilter that do not meet conditions, skipping!
[2023-10-11 18-22-39.006] [warning]Weapon SpearWeaponSpeedMod has filter skyuiweaponspackkeywordsfilter that do not meet conditions, skipping!
Is this the esl issue or is there something else going on?
This is what I need to find out. I got mixed results, so I need more examples with bug.
Broken:
[Filter.SkyUIWeaponsPackKeywordsFilter]
Condition equals +SkyUI Weapons Pack Keywords.esl
works:
[Filter.OCFFilter]
Condition equals +OCF.esp
[Filter.OCFORSkyUIWeaponsPackKeywordsFilter]
Condition equals +OCF.esp
Condition equals +SkyUI Weapons Pack Keywords.esl
so kinda weird.
So that all these turn into ' Gold Septim':
Name=" Gold Septim"
Name =" Gold Septim"
Name = " Gold Septim"
Name = "Gold Septim"
Name =" Gold Septim"
But all these still turn into 'Gold Septim':
Name=Gold Septim
Name = "Gold Septim"
Name=Gold Septim
Name= "Gold Septim"
Name =Gold Septim
Hope to see you back to Skyrim sometime, but I'm glad you're having fun with BG3. :)