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Skyrim Utility Mod (LE)


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Posted

Faction Management
With this feature the player can manage all PC and NPC factions. The factions will be listed in the MCM. There the player can change faction ranks and/or membership. 

 

Can I change faction ranks/membership for my followers or other NPC's?   

Posted

Does the skills transfer work on spells added by mods and if so does it still add spells despite me say changing my load order? I run loot before starting a new game and that likely messes with the mod's ID.

Posted
14 hours ago, Inte said:

However I am planning on moving the POPBH to SUM (among many) so that any mod can call them by simply using a mod event and have the PC escorted to some location.

:classic_ohmy:

*flabbergasted* *speechless*

I only noticed the implications of it on my second reading. That would just be great!

modevent(actor-to-be-escorted, actor-to-escort, destination-map-marker)

in the most simple form. The calling mod would have to take care about the rest.

 

But I could think of some more refined ones.

  • boolean simplewristbinding <- similar to the radiant NPC prisoner scene on the roads
  • list of actors to escort the actor <- similar to the radiant NPC prisoner scene on the roads, just with the player in the middle of it
  • boolean escapable <- 100% forced leash or moments of opportunity to run and escape
  • list of items <- to give SUM/IUM the desired bondage items
  • list of keywords <- to let SUM/IUM select the binding by keywords alone
  • boolean unlock-at-end <- lock or unlock the bindings at the destination
  • boolean remove-at-end <- remove items at the destination or leave them on the player
  • list of keys <- the list of the keys for the bindings
  • actor-key-receiver <- which actor will get the keys at the end of the escort sequence
  • ....

:classic_blush: I stop here, possibilities, possibiities, possibilities.....

The calling mod would just need to know (get a signal), when the escort scene has reached the destination and is done with all it's tasks.

Posted
On 1/19/2019 at 8:41 PM, Celedhring said:

Faction Management
With this feature the player can manage all PC and NPC factions. The factions will be listed in the MCM. There the player can change faction ranks and/or membership. 

 

Can I change faction ranks/membership for my followers or other NPC's?   

Should be able to. Just make sure they are the selected actor. Also, you can only modify/remove existing factions. 

Posted
On 1/19/2019 at 9:44 PM, Darkpig said:

Does the skills transfer work on spells added by mods and if so does it still add spells despite me say changing my load order? I run loot before starting a new game and that likely messes with the mod's ID.

Yes, this will save the base obj spell, so load order is not important. Mod's ID not important either, as long as it is installed correctly, its spells will show up. 

Posted
On 1/19/2019 at 3:53 PM, AthenaESIV said:

Will this play nice with PCEA2?

Not sure. But, I don't see why not. 

Posted
On 1/19/2019 at 2:22 PM, White Banshee said:

Hello! I don't know if it's SUM new installation or the new version of POP, but after updating,  the Deviously Enslaved Continued MCM is completely empty and the attempt of a new installation of the same in a clean save is ignored. I have no idea if this can be of any help. Thanks

That is strange. Try switching load orders. 

Posted
On 1/19/2019 at 12:21 PM, Joes92 said:

Great start with this mod hated starting a new game and having to spend 30 minutes putting points into my skills every single time since I have Ordinator lol has like 500 new skills to it this mod saves me that extra 30 mintues ty for a great start and mod @Inte

Wait, 500 new skills? :classic_ohmy:

 

Posted
34 minutes ago, Inte said:

Should be able to. Just make sure they are the selected actor. Also, you can only modify/remove existing factions. 

 I was hoping to be able to add factions...like slave factions from mods so my companion could share my PC's misfortune. 

Posted
50 minutes ago, Inte said:

Hello! I don't know if it's SUM new installation or the new version of POP, but after updating,  the Deviously Enslaved Continued MCM is completely empty and the attempt of a new installation of the same in a clean save is ignored. I have no idea if this can be of any help. Thanks

There was an Issue with DEC 13.19.0 and MCM if DFW wasn't installed (check DEC topic)

Be sure to update to DEC 13.19.4

Posted
8 hours ago, Inte said:

Wait, 500 new skills? :classic_ohmy:

 

well 400 but ya its a full facelift for the perk trees takes about 30 minutes to place all the points in lol but with this mod its instant ty for the great mod

Posted
On 1/21/2019 at 12:41 AM, Celedhring said:

 I was hoping to be able to add factions...like slave factions from mods so my companion could share my PC's misfortune. 

The reason for not being able to add factions in one word would be, tediousness. 

There are a lot of vanilla factions, then you have the factions added by mods. Also, most vanilla factions are not named. It's kind of hard to remember what faction is represented by say, 00001CC0.

If you are willing to make a .json form list file of the following format,

 

{

   "formList" :

         {

             "factions" : 
               [
                    "1077469|Skyrim.esm",
                    "1061746|Skyrim.esm",
                    "991347|Skyrim.esm",
                    "664857|Skyrim.esm",
                    "647369|Skyrim.esm",
                    "646479|Skyrim.esm",
                    "586728|Skyrim.esm",
                    "1111456|Skyrim.esm",
                    "753918|Skyrim.esm",
                    "295778|Skyrim.esm",
                    "171433|Skyrim.esm",
                    "147497|Skyrim.esm",
                    "127577|Skyrim.esm",
                    "3505|Skyrim.esm",
                    "104472|Dawnguard.esm",
                    "77483|Dawnguard.esm",
                    "13174|Dawnguard.esm",
                    "250798|Dragonborn.esm",
                    "202822|Dragonborn.esm",
                    "162284|Dragonborn.esm",
                    "130845|Dragonborn.esm",
                    "120656|Dragonborn.esm",
                    "97981|Dragonborn.esm",
                    "53317|Schlongs of Skyrim.esp",
                    "484507|SexLabAroused.esm",
                    "507941|SexLabAroused.esm",
                    "463834|SexLabAroused.esm",
                    "491399|SexLabAroused.esm",
                    "153655|SexLabAroused.esm",
                    "261174|SexLabAroused.esm",
                    "169319|Devious Devices - Integration.esm",
                    "12386|Captured Dreams.esp",
                    "1476873|Captured Dreams.esp",
                    "1476870|Captured Dreams.esp",
                    "1476871|Captured Dreams.esp",
                    "1476872|Captured Dreams.esp",
                    "1476874|Captured Dreams.esp"
             ]
        }

}  

for all the factions available in Skyrim, DLC, and mods; I'll be willing to integrate it into the MCM. 

Posted
1 hour ago, Inte said:

The reason for not being able to add factions in one word would be, tediousness. 

There are a lot of vanilla factions, then you have the factions added by mods. Also, most vanilla factions are not named. It's kind of hard to remember what faction is represented by say, 00001CC0.

If you are willing to make a .json form list file of the following format,

  Reveal hidden contents

{

   "formList" :

         {

             "factions" : 
               [
                    "1077469|Skyrim.esm",
                    "1061746|Skyrim.esm",
                    "991347|Skyrim.esm",
                    "664857|Skyrim.esm",
                    "647369|Skyrim.esm",
                    "646479|Skyrim.esm",
                    "586728|Skyrim.esm",
                    "1111456|Skyrim.esm",
                    "753918|Skyrim.esm",
                    "295778|Skyrim.esm",
                    "171433|Skyrim.esm",
                    "147497|Skyrim.esm",
                    "127577|Skyrim.esm",
                    "3505|Skyrim.esm",
                    "104472|Dawnguard.esm",
                    "77483|Dawnguard.esm",
                    "13174|Dawnguard.esm",
                    "250798|Dragonborn.esm",
                    "202822|Dragonborn.esm",
                    "162284|Dragonborn.esm",
                    "130845|Dragonborn.esm",
                    "120656|Dragonborn.esm",
                    "97981|Dragonborn.esm",
                    "53317|Schlongs of Skyrim.esp",
                    "484507|SexLabAroused.esm",
                    "507941|SexLabAroused.esm",
                    "463834|SexLabAroused.esm",
                    "491399|SexLabAroused.esm",
                    "153655|SexLabAroused.esm",
                    "261174|SexLabAroused.esm",
                    "169319|Devious Devices - Integration.esm",
                    "12386|Captured Dreams.esp",
                    "1476873|Captured Dreams.esp",
                    "1476870|Captured Dreams.esp",
                    "1476871|Captured Dreams.esp",
                    "1476872|Captured Dreams.esp",
                    "1476874|Captured Dreams.esp"
             ]
        }

}  

for all the factions available in Skyrim, DLC, and mods; I'll be willing to integrate it into the MCM. 

The reason I brought it up is that for some situations I'd like to bring my follower into slavery with my character...but that'd mean adding my follower to the necessary factions to make her a slave as well. 

Posted

2 questions:

1) is the setup page suppose to be blank?

2) although i installed sanguine Debauchery, the utility reports them as not found, is there a specific version for SDP to be "found"?

Posted
2 hours ago, leddmirage said:

2 questions:

1) is the setup page suppose to be blank?

2) although i installed sanguine Debauchery, the utility reports them as not found, is there a specific version for SDP to be "found"?

1) I was wondering too, and you are right, it's supposed to be blank

2) good question need to check what it says in my game

 

EDIT: should look like this in SUM:

Spoiler

1082635817_SUMMCMmods.jpg.543c8c800c987a71525129b2bb3a7595.jpg

SUM should recognize SDP 311

if not check if you have SDP 311 installed and not an older version

you only need [SD Patches 311.7z] from the SD patches page and newest SD+

move SDP below SD+ in load order

SUM found SDP right away on a new game, I'm sure you need a clean save if you update on a running game

 

Posted
6 hours ago, donttouchmethere said:

@Inte

what would happen if ConsoleUtil is not installed?

I don't see it in requirements, but I think I have read somewhere that it is somehow needed?

at least in POP it's absence seems to have "soft" consequences and just messes up the log.

 

Posted
8 hours ago, donttouchmethere said:

@Inte

what would happen if ConsoleUtil is not installed?

I don't see it in requirements, but I think I have read somewhere that it is somehow needed?

Nothing. Well, you'll have a couple of warnings in your log about SUM not finding it when you load a save, all harmless tho. 

Posted
On 1/29/2019 at 11:19 AM, Shep67 said:

Hi there :)

Nice mod. !

It is just a liddle thing :

 

  Reveal hidden contents

 

:) ThaT Happens to me alot :)

 

Great work !

If it is once on startup for each mod, SUM, POP, DDe, SDP, then that is normal. You can turn screen notifications off in each mod's MCM. 

Posted
13 hours ago, leddmirage said:

2 questions:

1) is the setup page suppose to be blank?

2) although i installed sanguine Debauchery, the utility reports them as not found, is there a specific version for SDP to be "found"?

SDP = SD Patched, not SD+:classic_wink:

Posted
3 hours ago, worik said:

at least in POP it's absence seems to have "soft" consequences and just messes up the log.

 

AH! That's where I have read about it^^

ConsoleUtil is installed on my game for DDi anyways.

Is there a plan to have the DDi blindfold effect for POP?

yes yes Iknow, in my brain ConsoleUtil is only always a blindfold  :classic_cool:

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