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Found 19 results

  1. I'm not sure where to post this but like the title says I want to store my Devious Devices for later but it won't let me put any of them down. Is there a setting I can change or a command that can allow me to put them in containers?
  2. View File I'm surprised that this worked so well and so easily (maybe I should save this info for later in the OP). Radiant Prostitution 3.2.2 and its requirements What does this do? -Storage for Radiant Prostitutes adds PlayerFaction owned chests to each established inn on Skyrim's mainland. Solsteim will have to wait for at least another week (maybe). -Storage for Radiant Prostitutes adds Vekel the Man from the Ragged Flagon to the JobInnkeeperFaction. This allows the player to whore in the extremely sleazy tavern under Riften. After collecting the three debts that Riften residents owe to the Thieves' Guild, the player will have access to the chest in the back room on the way to the Cistern. Future plans (I hope): -Add Haelga from the Bunkhouse to the JobInnkeeperFaction with quest content that can go seriously wrong for the player (not including death, of course; that breaks the flow of the gameplay). This is actually a priority in contrast to the following two plans. I've long wanted to bring out Haelga's full potential as the bitch that everyone knows she is. -Perhaps add inns to oddball locations for some of the more shady types of NPCs to hang out in for more sleazy whoring opportunities. -Maybe utilize the Warrens in Markarth. Thanks for reading, following, and downloading. Submitter Storms of Superior Submitted 04/30/2017 Category Quest Requires Radiant Prostitution 3.2.2 and its requirements Special Edition Compatible  
  3. Storage for Radiant Prostitutes

    Version 0.1

    1,102 downloads

    I'm surprised that this worked so well and so easily (maybe I should save this info for later in the OP). Radiant Prostitution 3.2.2 and its requirements What does this do? -Storage for Radiant Prostitutes adds PlayerFaction owned chests to each established inn on Skyrim's mainland. Solsteim will have to wait for at least another week (maybe). -Storage for Radiant Prostitutes adds Vekel the Man from the Ragged Flagon to the JobInnkeeperFaction. This allows the player to whore in the extremely sleazy tavern under Riften. After collecting the three debts that Riften residents owe to the Thieves' Guild, the player will have access to the chest in the back room on the way to the Cistern. Future plans (I hope): -Add Haelga from the Bunkhouse to the JobInnkeeperFaction with quest content that can go seriously wrong for the player (not including death, of course; that breaks the flow of the gameplay). This is actually a priority in contrast to the following two plans. I've long wanted to bring out Haelga's full potential as the bitch that everyone knows she is. -Perhaps add inns to oddball locations for some of the more shady types of NPCs to hang out in for more sleazy whoring opportunities. -Maybe utilize the Warrens in Markarth. Thanks for reading, following, and downloading.
  4. View File YOU NEED TO HAVE THE HEARTHFIRE DLC ENABLED FOR THIS MOD TO WORK. This mod adds to the game a basement in the Inner Sanctum that you can use as a player home. For role-play purposes it would make more sense to do the quest "The Heart of Dibella" before you use this mod (although this mod will work even if you have not done that quest yet). All containers should be safe to store items in. Look at the title image to see where the entrance is located. Anyway, enjoy my mod Submitter OverGamer Submitted 01/25/2017 Category Regular Mods Requires Regular Edition Compatible  
  5. Inner Sanctum Player Home

    Version Version 1.0

    226 downloads

    YOU NEED TO HAVE THE HEARTHFIRE DLC ENABLED FOR THIS MOD TO WORK. This mod adds to the game a basement in the Inner Sanctum that you can use as a player home. For role-play purposes it would make more sense to do the quest "The Heart of Dibella" before you use this mod (although this mod will work even if you have not done that quest yet). All containers should be safe to store items in. Look at the title image to see where the entrance is located. Anyway, enjoy my mod
  6. So I've been cleaning up my computer and working on my personal mods database. I have a few questions for those who have more experience with database management. 1. How do you compile your personal database folder structure? (GOAL: Looking for comparisons and better ways of doing things.) 2. How do you deal with multiple files that may go to 1 mod? (Example: Ashara Elven Armor + Multiple Retex's) 3. How do you deal with files that seam unidentifiable but may be important and belonging to other mods such as fixes and updates. How do you find out what these mods are and who the parent files are.? 4. What are some tips and tricks you may offer someone who usually lets nmm splatter its own folder for storage but wants to change to a personal database? Thanks for your time and responses ahead of time. I may be back in a day or so.
  7. Which Cloud Storage for LL files?

    I'm just wondering what are some of the cloud storage services do you guys use to store files downloaded from LL. I am looking at a few services currently, but still kinda worried about the contents potentially breaching their policy terms. Any recommended cloud storage services? Thanks!
  8. View File Not mine, just putting this up here. If you use the mod Redecorate, you have undoubtedly tried to use a dresser or drawers or something else that you copied and has storage int it. This mod will stop those from respawning, as long as you have removed at least 1 original object from the container, and put something else in it. Can't make any guarantees as I had nothing to do with the making. I searched for an hr to find a mod that would let me use the dresser I copied with redecorate, and this is the closest I found, on some obscure site called lonebullet.com. Submitter Comrade Fienyx Submitted 06/02/2016 Category Other Requires  
  9. Reneer's container mod

    Version 0.9

    27 downloads

    Not mine, just putting this up here. If you use the mod Redecorate, you have undoubtedly tried to use a dresser or drawers or something else that you copied and has storage int it. This mod will stop those from respawning, as long as you have removed at least 1 original object from the container, and put something else in it. Can't make any guarantees as I had nothing to do with the making. I searched for an hr to find a mod that would let me use the dresser I copied with redecorate, and this is the closest I found, on some obscure site called lonebullet.com.
  10. [Desc}: When outside of a power armour suit you can enter a transfer window, which only allows to the transfer of PA pieces and fusion cores. But then while wearing the PA your carry weight is increased significantly, which means if you pick up lots of junk and then step out you're immediately over encumbered. This doesn't bode well for people who prefer to go through towns and dialogue options outside their suit for immersive purposes. And it does make sense to be able to store your junk on your PA much like you give to a follower, but making it accessible while wearing, and stored while not. This way you can even keep the heavy weaponry on the PA frame and not have to lug it around all the time. --- [Actual Mod]: Unlock the PA transfer window to allow all item types to be stored. --- [bonus objective]: If possible, having the max container size equal to the same amount of carry weight boost you receive while wearing would be perfect. That way a character with 300lb carry weight standard, and 450lb suited up, can only store 150lb in the suit, and it wouldn't be more powerful than normal. I'm hoping it isn't difficult, since currently the power armour pieces that are in the frame's container show up in your inventory while wearing it and can be equipped/unequipped and thrown away as normal. Let me know what you think - Cait
  11. Home101

    View File This is a mod i made awhile back but its an updated version never before released. It is a simple players home with plenty of storage. It is located in-front of Aeritech Office Park http://fallout.wikia.com/wiki/Aerotech_Office_Park Go straight back from the door its the house on the left (not the big one, the small one with white fence in front. Please comment feedback!!! What you would like to see in the next house!! Requires All DLC for Fallout New Vegas besides the weapon packs. Just main 4 DLC + Gun runner Arsenal This mod is not to be released anywhere else then Gunetwork and Loverslab. Submitter Lovely Mercy Submitted 05/05/2015 Category Other Requires  
  12. Home101

    Version 3.0

    83 downloads

    This is a mod i made awhile back but its an updated version never before released. It is a simple players home with plenty of storage. It is located in-front of Aeritech Office Park http://fallout.wikia.com/wiki/Aerotech_Office_Park Go straight back from the door its the house on the left (not the big one, the small one with white fence in front. Please comment feedback!!! What you would like to see in the next house!! Requires All DLC for Fallout New Vegas besides the weapon packs. Just main 4 DLC + Gun runner Arsenal This mod is not to be released anywhere else then Gunetwork and Loverslab.
  13. a0ne.zip

    Version 05 , 03-13-2015

    908 downloads

    whiterun stables, the first emty horsebox, find the trapdoor and see for yourself.............. Now you have outside the stables some more barrels to put your items in. Lakeview manor 3 barrels outside... 2 urns on the road to "Captured Dream Shop" to put some key's in. Inside more nice items to make it cozy... and make you filthy rich. Behind the secret doors I have Added a Jail for slaves or animals. Added two Followers , One inside and one outside in the stable. Twins..... follower friendly....... Well, most of it...... Thanks
  14. View File whiterun stables, the first emty horsebox, find the trapdoor and see for yourself.............. Now you have outside the stables some more barrels to put your items in. Lakeview manor 3 barrels outside... 2 urns on the road to "Captured Dream Shop" to put some key's in. Inside more nice items to make it cozy... and make you filthy rich. Behind the secret doors I have Added a Jail for slaves or animals. Added two Followers , One inside and one outside in the stable. Twins..... follower friendly....... Well, most of it...... Thanks Submitter tndvrs Submitted 09/14/2014 Category Other Requires Skyrim.esm and my file Special Edition Compatible  
  15. My Chest

    Version 2.0

    298 downloads

    So, along the way, I grew tired of playing the Skyrim content. I don't want to go around buying houses any more. Last night I decided to install a chest in Whiterun, behind the Drunken Huntsman signpost. This chest is call My Chest (no, not My Manboobs, sick freak, and yes you were thinking of my manboobs). You are not allowed to use My Chest; it even tells you so, so don't use it. I'm warning you... But, seriously, I don't know if it's the kind of chest from which things disappear, so use it at your own risk. If I see the need, I will place these in other cities and villages, but for now, I just want the chest to be available in Whiterun. Have fun.
  16. JContainers

    Version 3.3.0-alpha

    171,008 downloads

    Started implementing domains feature*. Description draft: Any mod author may have one or few JContainers domains, containing _only_ the author's data. Which in return allows us to remove domain-specific data completely when a mod gets uninstalled. It's important, as it allows to remove the object you forgot to release, i.e. absolutely everything. Every domain is virtual, self-sufficient copy of JContainers. You can't transport your data across domains (unless use writeToFile/readFromFile). Basically, every user-created domain is a copy of compiled JContainers_DomainsExample.psc file and just a folder inside /JCData/Domains/ _______ @Mongomonk suggested a feature to erase some specific JDB keys if some ESP plugin missing. I thought it's not fun to implement it, but leave much radical idea behind. JContainers The main goal of the project is to extend Papyrus with JSON-based data structures (arrays and maps). Why bother? If you are familiar with other programming languages, sooner or later you'll notice the lack of many, many must-have features in Papyrus. First of all, the only instanceable data structure in Papyrus is Array. There is no way to: - append, erase values from arrays - put an array into an array (e.g. no nested arrays) - put multiple value types into a single array And I didn't mentioned the lack of associative containers or impossibility to load or save a data into a file. Though, Papyrus is a specialized language, we shouldn't expect much. The solution There is no easy way to extend existing Array (which would require to change Papyrus VM, which is tricky since we have no source code) or add new data structures into VM, thus JContainers implements it's own data structures, garbage collector and other infernal internal stuff from scratch. Features, offered by JContainers: - Data structures (arrays, dictionaries) - Import and export data to and from JSON files - Embedded Lua - it possible to use powerful Lua - C++ API - interaction with JContainers via C++ interface. See "developer resources" archive for usage example. Links Latest documentation Watch project news and updates on GitHub Can I help? Sure! Feel free to do whatever you think is good - post feature requests, report bugs, improve Wiki , improve source code. Special thanks to Saerileth and Gooser, without your interest that project would be abandoned to Skwerlman and Alexdunn for documentation improvements to Verteiron for feedback, bugreports to RealAntithesis for ideas, feedback to djarb for feedback Credits SKSE team - it would be impossible to imagine Skyrim modding without it boost framework authors - real treasure for any C++ programmer Akheron, who made jansson - nice JSON parsing library Lua and LuaJIT creators Permissions - You are free to shoot into your own foot bundle JContainers. But it's not advisable to do it, as this will inflict your users, as the plugin gets updated quite often and JContainers version downgrade, version conflicts due to mods bundling different versions WILL cause issues. This is time-proven fact. - It's up to you to report to a user of incompatibility of installed JContainers API version and the version mod has been compiled for the best user's experience. Valid condition is `JContainers.APIVersion == hardcodedAPIVersion && JContainers.featureVersion >= hardcodedFeatureVersion`. - The files in this plugin are not to be modified under any circumstance as that could cause problems when a load order includes multiple mods that use the plugin and one or more mods have modified the files in this plugin.
  17. View File Started implementing domains feature*. Description draft: Any mod author may have one or few JContainers domains, containing _only_ the author's data. Which in return allows us to remove domain-specific data completely when a mod gets uninstalled. It's important, as it allows to remove the object you forgot to release, i.e. absolutely everything. Every domain is virtual, self-sufficient copy of JContainers. You can't transport your data across domains (unless use writeToFile/readFromFile). Basically, every user-created domain is a copy of compiled JContainers_DomainsExample.psc file and just a folder inside /JCData/Domains/ _______ @Mongomonk suggested a feature to erase some specific JDB keys if some ESP plugin missing. I thought it's not fun to implement it, but leave much radical idea behind. JContainers The main goal of the project is to extend Papyrus with JSON-based data structures (arrays and maps). Why bother? If you are familiar with other programming languages, sooner or later you'll notice the lack of many, many must-have features in Papyrus. First of all, the only instanceable data structure in Papyrus is Array. There is no way to: - append, erase values from arrays - put an array into an array (e.g. no nested arrays) - put multiple value types into a single array And I didn't mentioned the lack of associative containers or impossibility to load or save a data into a file. Though, Papyrus is a specialized language, we shouldn't expect much. The solution There is no easy way to extend existing Array (which would require to change Papyrus VM, which is tricky since we have no source code) or add new data structures into VM, thus JContainers implements it's own data structures, garbage collector and other infernal internal stuff from scratch. Features, offered by JContainers: - Data structures (arrays, dictionaries) - Import and export data to and from JSON files - Embedded Lua - it possible to use powerful Lua - C++ API - interaction with JContainers via C++ interface. See "developer resources" archive for usage example. Links Latest documentation Watch project news and updates on GitHub Can I help? Sure! Feel free to do whatever you think is good - post feature requests, report bugs, improve Wiki , improve source code. Special thanks to Saerileth and Gooser, without your interest that project would be abandoned to Skwerlman and Alexdunn for documentation improvements to Verteiron for feedback, bugreports to RealAntithesis for ideas, feedback to djarb for feedback Credits SKSE team - it would be impossible to imagine Skyrim modding without it boost framework authors - real treasure for any C++ programmer Akheron, who made jansson - nice JSON parsing library Lua and LuaJIT creators Permissions - You are free to shoot into your own foot bundle JContainers. But it's not advisable to do it, as this will inflict your users, as the plugin gets updated quite often and JContainers version downgrade, version conflicts due to mods bundling different versions WILL cause issues. This is time-proven fact. - It's up to you to report to a user of incompatibility of installed JContainers API version and the version mod has been compiled for the best user's experience. Valid condition is `JContainers.APIVersion == hardcodedAPIVersion && JContainers.featureVersion >= hardcodedFeatureVersion`. - The files in this plugin are not to be modified under any circumstance as that could cause problems when a load order includes multiple mods that use the plugin and one or more mods have modified the files in this plugin. Submitter Earen Submitted 01/01/2014 Category Modders Resources Requires SKSE 1.7 Special Edition Compatible  
  18. View File 1. Description 2. Examples 3. Requirements 4. Installing 5. Uninstalling 6. Updating 7. Compatibility & issues 8. Credits 9. Changelog 1. Description SKSE plugin that allows you to save any amount of int, float, form and string values on any form or globally from papyrus scripts. Also supports lists of those data types. These values can be accessed from any mod allowing easy dynamic compatibility. Also adds the following papyrus commands: Toggle fly cam and set fly cam speed - TFC. Set menus on / off - TM. Adds an additional package stack override on actors. See ActorUtil.psc Replace any animations on selected objects. See ObjectUtil.psc Print messages to console. Get, set, save, or and load data to a custom external JSON file. See JsonUtil.psc PapyrusUtil.psc - version check & variable initialized arrays. StorageUtil.psc - store variables and lists of data on a form that can be pulled back out using the form and variable name as keys. See psc file for documentation. JsonUtil.psc - Similar to StorageUtil.psc but saves data to custom external .json files instead of forms, letting them be customizable out of game and stored independent of a users save file. ActorUtil.psc - actor package override. ObjectUtil.psc - animation replacement. MiscUtil.psc - some misc commands. 2. Examples Example 1: Setting and getting simple values StorageUtil.SetIntValue(none, "myGlobalVariable", 5) ; // enter none as first argument to set global variableStorageUtil.SetIntValue(Game.GetPlayer(), "myVariable", 25) ; // set "myVariable" to 25 on playerStorageUtil.SetFloatValue(akTarget, "myVariable", 75.3) ; // set "myVariable" to 75.3 on akTargetStorageUtil.SetStringValue(none, "myGlobalVariable", "hello") ; // enter none as first argument to set global variableint ivalue1 = StorageUtil.GetIntValue(none, "myGlobalVariable") ; // get the previously saved global variableint ivalue2 = StorageUtil.GetIntValue(Game.GetPlayer(), "myVariable") ; // get value of myVariable from player; // myGlobalVariable can exist both as int and string at the same time.; // Different type values are separate from each other.float fvalue = StorageUtil.GetFloatValue(akTarget, "myVariable") ; // get float value from akTargetstring svalue1 = StorageUtil.GetStringValue(none, "myGlobalVariable") ; // get "hello"string svalue2 = StorageUtil.GetStringValue(none, "myMissingVariable", "goodbye") ; // get "goodbye"; // an optional 3rd variable can be passed in the Get function to be returned if the given key "myMissingVariable" doesn't exists. Example 2: Saving object references Actor akCasterActor akTargetStorageUtil.SetFormValue(akTarget, "Friend", akCaster)Actor friend = StorageUtil.GetFormValue(akTarget, "Friend") as Actor Example 3: Value lists StorageUtil.IntListAdd(none, "myGlobalList", 5)StorageUtil.IntListAdd(none, "myGlobalList", 27)StorageUtil.IntListAdd(none, "myGlobalList", 183)StorageUtil.IntListAdd(none, "myGlobalList", 3)StorageUtil.IntListAdd(none, "myGlobalList", -12398); // iterate list from last added to first addedint valueCount = StorageUtil.IntListCount(none, "myGlobalList")while(valueCount > 0) valueCount -= 1 Debug.Notification("List[" + valueCount + "] = " + StorageUtil.IntListGet(none, "myGlobalList", valueCount))endwhile; // iterate list from first added to last addedvalueCount = StorageUtil.IntListCount(none, "myGlobalList")int i = 0while(i < valueCount) Debug.Notification("List[" + i + "] = " + StorageUtil.IntListGet(none, "myGlobalList", o)) i += 1endwhile; // Get the 2nd, 3rd, and 4th elements of the list into an arrayint[] myList = new int[3]StorageUtil.IntListSlice(none, "myGlobalList", myList, 1) ; // starts pulling elements from the list starting from from the 1 index; // skipping the 0 index value, "5" will fill the papyrus array until it runs out of either list or papyrus array elementsDebug.Notification("2nd: " + myList[0]) ; // prints "2nd: 27"Debug.Notification("3rd: " + myList[1]) ; // prints "3rd: 183"Debug.Notification("4th: " + myList[2]) ; // prints "4th: 3"; // remove 27 from the listStorageUtil.IntListRemove(none, "myGlobalList", 27); // remove last element of listStorageUtil.IntListRemoveAt(none, "myGlobalList", StorageUtil.IntListCount(none, "myGlobalList") - 1); // set first element to -7StorageUtil.IntListSet(none, "myGlobalList", 0, -7); // find first occurance of element in listint index = StorageUtil.IntListFind(none, "myGlobalList", 183)if(index < 0) Debug.Notification("Not found!")else Debug.Notification("Element 183 is at index " + index)endif; // clear listStorageUtil.IntListClear(none, "myGlobalList"); // create a new list from a papyrus arrayfloat[] newList = new float[3]newList[0] = 4.04newList[1] = 39.2newList[2] = -42.25StorageUtil.FloatListCopy(PlayerRef, "myCopiedList", newList)Debug.Notification("Copied value 0 = " +StorageUtil.FloatListGet(PlayerRef, "myCopiedList", 0)) ; // 4.04Debug.Notification("Copied value 1 = " +StorageUtil.FloatListGet(PlayerRef, "myCopiedList", 1)) ; // 39.2Debug.Notification("Copied value 2 = " +StorageUtil.FloatListGet(PlayerRef, "myCopiedList", 2)) ; // -42.25 Example 4: Saving values that are shared among all savegames in an externally saved file. JsonUtil.SetIntValue("MyModConfig.json", "AnswerToLifeUniverseEverything", 42); // (optional) Save any changes made to your file and creates it if it does not yet exists.; // This is done automatically without needing to be done manually whenever a player saves their game.; // Files are saved and loaded from Skyrim/data/SKSE/Plugins/StorageUtilDataJsonUtil.Save("MyModConfig.json") ; // ... Start a new game ...int mySetting = JsonUtil.GetIntValue("MyModConfig.json", "AnswerToLifeUniverseEverything") ; // mySetting == 3; // Alternative version using the globally shared external file; // All mods using these commands share this file, saved/loaded from Skyrim/data/SKSE/Plugins/StorageUtil.jsonStorageUtil.SetIntValue("AnswerToLifeUniverseEverything", 42); // ... Start a new game ...int mySetting = StorageUtil.GetIntValue("AnswerToLifeUniverseEverything") ; mySetting == 3 3. Requirements SKSE 1.7.3 latest version: http://skse.silverlock.org/ 4. Installing Use mod manager or extract files manually. 5. Uninstalling Remove the files you added in Installing step. 6. Updating Just overwrite all files. 7. Compatibility & issues Should be compatible with everything. 8. Credits Ashal - refactoring of original plugin's source code h38fh2mf - original version and idea SKSE team - for making this plugin possible milzschnitte - for suggestions 9. Changelog 3.3 - 09/15/2016 JsonUtil New Functions: Added arbitrary path functions to allow custom JSON formatting JsonInFolder(string folder) to get array of JSON files that exist in a given folder [*]MiscUtil New Function: ScanCellNPCsByFaction() to search cell for actors within a given faction [*]PapyrusUtil New Function: GetScriptVersion() to get current installed script version, which might differ from GetVersion()'s DLL value depending on user's varied and/or bad mod installation. [*]Fixes: Some fixes to JsonUtil file handling and missing values Many other fixes I can't specifically remember at the moment 3.2 - 01/04/2016 Many fixes for various CTD and performance issues JsonUtil New Functions: Unload() - Unloads a file from memory that has been used by JsonUtil, optionally saving changes first IsPendingSave() - Checks if the given Json file has been modified since it was last loaded/saved IsGood() - Checks if the given Json file is currently loaded or not and has no errors GetErrors() - Returns a formatted string of any Json parsing errors, if any JsonInFolder() - Returns an array of all Json files in a given directory. [*]StorageUtil New Functions: CountObj<type>Prefix() - counts the number of keys that start with string on a specific object ClearObj<type>Prefix() - removes any values with keys that start with string on a specific object [*]MiscUtil New Functions: FilesInFolder() - Returns an array of all files, or with a given extensions, contained in a folder. ScallCellActors() - Get an array of nearby actors in a cell matching criteria. ScanCellObjects() - Get an array of nearby objects of specific form type in a cell matching criteria. WriteToFile() - Readded after having removed in previous update. ReadFromFile() - Readded after having removed in previous update. 3.1 - 09/01/2015 Fixed a bug causing CTD during save load for some users. Added Count<type>Prefix() to StorageUtil and JsonUtil - counts the number of keys that start with string Added Clear<type>Prefix() to StorageUtil - removes any values with keys that start with string Added Pluck<type>() to StorageUtil - gets a value and returns it, then removes it from storage. Added Shift<type>List() to StorageUtil - gets the first value of a list and then removes it from that list. Added Pop<type>List() to StorageUtil - gets the last value of a list and then removes it from that list. 3.0 - 08/21/2015 REQUIRES SKSE 1.7.3 StorageUtil & JsonUtil Int/Float/String/FormListToArray() Various new utility and array functions in PapyrusUtil.psc Various other new functions I can't remember, mostly related to dealing with or returning arrays Fixed various crash related bugs Improved performance for many functions REMOVED MiscUtil.WriteToFile(),ReadFromFile(),ExecuteBat() - Functions were largely unused, a security risk, and better accomplished by other means. 2.8 - 10/03/2014 Fixed critical bug causing StringListRemove to do exactly the opposite of what you want it to do Fixed crash to desktop issue some users have experienced when plugin loads an external json files for reading Added papyrus array initializing functions to PapyrusUtil.psc 2.7 - 09/09/2014 Added back package override saving. Added AdjustInt/FloatValue() and Int/FloatListAdjust() functions to StorageUtil and JsonUtil, shortcut function for adjusting existing values +/- a given amount Added a ClearAll() function to JsonUtil for emptying out an external json files contents. Cleaned up various native functions to better check for proper arguments being passed to prevent potential crashes. 2.6 - 08/11/2014 Fixed bug causing crash/freeze when attempting to load a nonexistent external file. 2.5 - 08/08/2014 REQUIRES SKSE 1.7.1 Rewrite of plugin source code Added new JsonUtil script ListSlice() function for copying list into a Papyrus array ListCopy() function for copying a Papyrus array into a list ListResize() function for changing the length of list Various other bug fixes and minor new functions Submitter Ashal Submitted 12/07/2013 Category Modders Resources Requires SKSE 1.7.3 Special Edition Compatible
  19. PapyrusUtil

    Version 3.3

    213,791 downloads

    1. Description 2. Examples 3. Requirements 4. Installing 5. Uninstalling 6. Updating 7. Compatibility & issues 8. Credits 9. Changelog 1. Description SKSE plugin that allows you to save any amount of int, float, form and string values on any form or globally from papyrus scripts. Also supports lists of those data types. These values can be accessed from any mod allowing easy dynamic compatibility. Also adds the following papyrus commands: Toggle fly cam and set fly cam speed - TFC. Set menus on / off - TM. Adds an additional package stack override on actors. See ActorUtil.psc Replace any animations on selected objects. See ObjectUtil.psc Print messages to console. Get, set, save, or and load data to a custom external JSON file. See JsonUtil.psc PapyrusUtil.psc - version check & variable initialized arrays. StorageUtil.psc - store variables and lists of data on a form that can be pulled back out using the form and variable name as keys. See psc file for documentation. JsonUtil.psc - Similar to StorageUtil.psc but saves data to custom external .json files instead of forms, letting them be customizable out of game and stored independent of a users save file. ActorUtil.psc - actor package override. ObjectUtil.psc - animation replacement. MiscUtil.psc - some misc commands. 2. Examples Example 1: Setting and getting simple values StorageUtil.SetIntValue(none, "myGlobalVariable", 5) ; // enter none as first argument to set global variableStorageUtil.SetIntValue(Game.GetPlayer(), "myVariable", 25) ; // set "myVariable" to 25 on playerStorageUtil.SetFloatValue(akTarget, "myVariable", 75.3) ; // set "myVariable" to 75.3 on akTargetStorageUtil.SetStringValue(none, "myGlobalVariable", "hello") ; // enter none as first argument to set global variableint ivalue1 = StorageUtil.GetIntValue(none, "myGlobalVariable") ; // get the previously saved global variableint ivalue2 = StorageUtil.GetIntValue(Game.GetPlayer(), "myVariable") ; // get value of myVariable from player; // myGlobalVariable can exist both as int and string at the same time.; // Different type values are separate from each other.float fvalue = StorageUtil.GetFloatValue(akTarget, "myVariable") ; // get float value from akTargetstring svalue1 = StorageUtil.GetStringValue(none, "myGlobalVariable") ; // get "hello"string svalue2 = StorageUtil.GetStringValue(none, "myMissingVariable", "goodbye") ; // get "goodbye"; // an optional 3rd variable can be passed in the Get function to be returned if the given key "myMissingVariable" doesn't exists. Example 2: Saving object references Actor akCasterActor akTargetStorageUtil.SetFormValue(akTarget, "Friend", akCaster)Actor friend = StorageUtil.GetFormValue(akTarget, "Friend") as Actor Example 3: Value lists StorageUtil.IntListAdd(none, "myGlobalList", 5)StorageUtil.IntListAdd(none, "myGlobalList", 27)StorageUtil.IntListAdd(none, "myGlobalList", 183)StorageUtil.IntListAdd(none, "myGlobalList", 3)StorageUtil.IntListAdd(none, "myGlobalList", -12398); // iterate list from last added to first addedint valueCount = StorageUtil.IntListCount(none, "myGlobalList")while(valueCount > 0) valueCount -= 1 Debug.Notification("List[" + valueCount + "] = " + StorageUtil.IntListGet(none, "myGlobalList", valueCount))endwhile; // iterate list from first added to last addedvalueCount = StorageUtil.IntListCount(none, "myGlobalList")int i = 0while(i < valueCount) Debug.Notification("List[" + i + "] = " + StorageUtil.IntListGet(none, "myGlobalList", o)) i += 1endwhile; // Get the 2nd, 3rd, and 4th elements of the list into an arrayint[] myList = new int[3]StorageUtil.IntListSlice(none, "myGlobalList", myList, 1) ; // starts pulling elements from the list starting from from the 1 index; // skipping the 0 index value, "5" will fill the papyrus array until it runs out of either list or papyrus array elementsDebug.Notification("2nd: " + myList[0]) ; // prints "2nd: 27"Debug.Notification("3rd: " + myList[1]) ; // prints "3rd: 183"Debug.Notification("4th: " + myList[2]) ; // prints "4th: 3"; // remove 27 from the listStorageUtil.IntListRemove(none, "myGlobalList", 27); // remove last element of listStorageUtil.IntListRemoveAt(none, "myGlobalList", StorageUtil.IntListCount(none, "myGlobalList") - 1); // set first element to -7StorageUtil.IntListSet(none, "myGlobalList", 0, -7); // find first occurance of element in listint index = StorageUtil.IntListFind(none, "myGlobalList", 183)if(index < 0) Debug.Notification("Not found!")else Debug.Notification("Element 183 is at index " + index)endif; // clear listStorageUtil.IntListClear(none, "myGlobalList"); // create a new list from a papyrus arrayfloat[] newList = new float[3]newList[0] = 4.04newList[1] = 39.2newList[2] = -42.25StorageUtil.FloatListCopy(PlayerRef, "myCopiedList", newList)Debug.Notification("Copied value 0 = " +StorageUtil.FloatListGet(PlayerRef, "myCopiedList", 0)) ; // 4.04Debug.Notification("Copied value 1 = " +StorageUtil.FloatListGet(PlayerRef, "myCopiedList", 1)) ; // 39.2Debug.Notification("Copied value 2 = " +StorageUtil.FloatListGet(PlayerRef, "myCopiedList", 2)) ; // -42.25 Example 4: Saving values that are shared among all savegames in an externally saved file. JsonUtil.SetIntValue("MyModConfig.json", "AnswerToLifeUniverseEverything", 42); // (optional) Save any changes made to your file and creates it if it does not yet exists.; // This is done automatically without needing to be done manually whenever a player saves their game.; // Files are saved and loaded from Skyrim/data/SKSE/Plugins/StorageUtilDataJsonUtil.Save("MyModConfig.json") ; // ... Start a new game ...int mySetting = JsonUtil.GetIntValue("MyModConfig.json", "AnswerToLifeUniverseEverything") ; // mySetting == 3; // Alternative version using the globally shared external file; // All mods using these commands share this file, saved/loaded from Skyrim/data/SKSE/Plugins/StorageUtil.jsonStorageUtil.SetIntValue("AnswerToLifeUniverseEverything", 42); // ... Start a new game ...int mySetting = StorageUtil.GetIntValue("AnswerToLifeUniverseEverything") ; mySetting == 3 3. Requirements SKSE 1.7.3 latest version: http://skse.silverlock.org/ 4. Installing Use mod manager or extract files manually. 5. Uninstalling Remove the files you added in Installing step. 6. Updating Just overwrite all files. 7. Compatibility & issues Should be compatible with everything. 8. Credits Ashal - refactoring of original plugin's source code h38fh2mf - original version and idea SKSE team - for making this plugin possible milzschnitte - for suggestions 9. Changelog 3.3 - 09/15/2016 JsonUtil New Functions: Added arbitrary path functions to allow custom JSON formatting JsonInFolder(string folder) to get array of JSON files that exist in a given folder [*]MiscUtil New Function: ScanCellNPCsByFaction() to search cell for actors within a given faction [*]PapyrusUtil New Function: GetScriptVersion() to get current installed script version, which might differ from GetVersion()'s DLL value depending on user's varied and/or bad mod installation. [*]Fixes: Some fixes to JsonUtil file handling and missing values Many other fixes I can't specifically remember at the moment 3.2 - 01/04/2016 Many fixes for various CTD and performance issues JsonUtil New Functions: Unload() - Unloads a file from memory that has been used by JsonUtil, optionally saving changes first IsPendingSave() - Checks if the given Json file has been modified since it was last loaded/saved IsGood() - Checks if the given Json file is currently loaded or not and has no errors GetErrors() - Returns a formatted string of any Json parsing errors, if any JsonInFolder() - Returns an array of all Json files in a given directory. [*]StorageUtil New Functions: CountObj<type>Prefix() - counts the number of keys that start with string on a specific object ClearObj<type>Prefix() - removes any values with keys that start with string on a specific object [*]MiscUtil New Functions: FilesInFolder() - Returns an array of all files, or with a given extensions, contained in a folder. ScallCellActors() - Get an array of nearby actors in a cell matching criteria. ScanCellObjects() - Get an array of nearby objects of specific form type in a cell matching criteria. WriteToFile() - Readded after having removed in previous update. ReadFromFile() - Readded after having removed in previous update. 3.1 - 09/01/2015 Fixed a bug causing CTD during save load for some users. Added Count<type>Prefix() to StorageUtil and JsonUtil - counts the number of keys that start with string Added Clear<type>Prefix() to StorageUtil - removes any values with keys that start with string Added Pluck<type>() to StorageUtil - gets a value and returns it, then removes it from storage. Added Shift<type>List() to StorageUtil - gets the first value of a list and then removes it from that list. Added Pop<type>List() to StorageUtil - gets the last value of a list and then removes it from that list. 3.0 - 08/21/2015 REQUIRES SKSE 1.7.3 StorageUtil & JsonUtil Int/Float/String/FormListToArray() Various new utility and array functions in PapyrusUtil.psc Various other new functions I can't remember, mostly related to dealing with or returning arrays Fixed various crash related bugs Improved performance for many functions REMOVED MiscUtil.WriteToFile(),ReadFromFile(),ExecuteBat() - Functions were largely unused, a security risk, and better accomplished by other means. 2.8 - 10/03/2014 Fixed critical bug causing StringListRemove to do exactly the opposite of what you want it to do Fixed crash to desktop issue some users have experienced when plugin loads an external json files for reading Added papyrus array initializing functions to PapyrusUtil.psc 2.7 - 09/09/2014 Added back package override saving. Added AdjustInt/FloatValue() and Int/FloatListAdjust() functions to StorageUtil and JsonUtil, shortcut function for adjusting existing values +/- a given amount Added a ClearAll() function to JsonUtil for emptying out an external json files contents. Cleaned up various native functions to better check for proper arguments being passed to prevent potential crashes. 2.6 - 08/11/2014 Fixed bug causing crash/freeze when attempting to load a nonexistent external file. 2.5 - 08/08/2014 REQUIRES SKSE 1.7.1 Rewrite of plugin source code Added new JsonUtil script ListSlice() function for copying list into a Papyrus array ListCopy() function for copying a Papyrus array into a list ListResize() function for changing the length of list Various other bug fixes and minor new functions
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