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Skyrim Utility Mod (LE)

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Description

First, this mod (SUM) is a framework for all my other mods. This is to eliminate a lot of redundancy between all my mods.

Understandably, that makes this mod a dependency for all my mods. However, I have added a few features to this, that should justify the extra load order slot. Certain restrictions apply. Ask your doctor if SUM is right for you.

 

Requirements

  • Required Mods

SexLab

Zaz Animation Pack

PapyrusUtil

SkyUI (5.1 or later)

 

  • Optional Mods

UI Extensions (UIE) 

Devious Devices - Equip

Prison Overhaul Patched

Wider MCM (Allows for more visible text in the MCM.)

 

Install/Uninstall

Install it using your favorite mod manager.

 

Installation Steps

   1. Install ‘SUM’.
   2. Install the latest ‘SUM - UIE Patch’ available in the download section, only if you have UIE installed already.

 

Uninstallation Steps

   1. Uninstall ‘SUM - UIE Patch’ if installed.
   2. Uninstall ‘SUM’.

 

Updating to the Latest Version

   1. Follow ‘Uninstallation Steps’, for the existing version. 
   2. Follow ‘Installation Steps’, for the new version. 

 

Versioning

For example, given version No. 1.2.3

A change in,

3 -> Patch, can be installed on the previous version (uninstall the old, then install the new version).

2 -> Content update, clean save is recommended. 

1 -> Major update, clean save required, new save recommended. 

 

Features

(More details in post No. 2)

ZAP posing system. 
This is using the MCM and the UI Extensions (if installed) to store and use potentially all poses available in ZAP. It does this by using .json files to store all (entered) poses, then the MCM and/or UI Extensions mod to access and use the poses on the PC and NPCs.

 

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. 

 

Skills Transfer 
Have you ever though to yourself “... I sure would like to try some new mod that just came out, but then I found out that it requires a new save, and to top it off a level 66 PC?” Neither have I; nevertheless, with this feature you can transfer skills between all your PCs. Yes you’ve guess it, it is all done through the MCM. There you can save and transfer skills, spells, inventory and factions between your PCs, you can even share them with your friends. Nothing sweeter than a digital sweetroll, no? Yum... yum!  

 

StorageUtil Page
This is useful for troubleshooting mods that use the StorageUtil mod variables. 

 

Game Stats Management
With this feature each game and actor stat can be viewed and modified individually in the MCM.

 

Form Lists Page
With this feature form lists can be created by clicking/selecting objects in game. Form lists can contain locations, furniture, doors, misc objects, etc. 

 

SUM For Skyrim Anniversary Edition (AE)

 

Update Log

Spoiler

Version 3.6.3

  • Patched .::. Some transfer options.
  • Added .::. Actors to the game values lists. 
  • Added .::. More game values lists options.
  • Added .::. Misc things.
  • Changed .::. Other things.

Version 3.3.3

  • Patched .::. See this post. https://www.loverslab.com/topic/216469-skyrim-utility-mod-ae/?do=findComment&comment=4157965
  • Patched .::. Some duplicate records.
  • Patched .::. Log misprints. 
  • Added .::. Options to add or remove music to/from the game music queue. Yes, this should work with stuck combat music.
  • Added .::. Some sound files used by DDe.
  • Added .::. Transfer lists for NPCs stats, outfits and inventory. This will allow you to transfer outfits, stats and inventory to NPCs on a new save. 
  • Added .::. Transfer lists for containers. This will allow you to transfer container contents from your current save to a new save. 
  • Changed .::. See above link.

Version 2.60.0

  • Patched .::. Nothing.
  • Added .::. A feature to maintain your game settings changes made in ‘Stats Lists’ page, as those changes will not persist on a subsequent game load. The feature is on the second ‘Stats Lists’ page. To use it, select the game setting on the first ‘Stats Lists’ page, switch to the second page and save the setting in one of the .json lists there or create a new list. The list name is inconsequential.
  • Changed .::. MCM saved configuration folder names. The old folder \Data\SKSE\Plugins\Skyrim - Utility Mod\Stuff\MCM\ now becomes \Data\SKSE\Plugins\Skyrim - Utility Mod\Player\SavedMCM\. If you want to use your old config files, you need to make the change.

Version 2.50.0

  • Added .::. Option to add the selected actor to the selected faction/form. The option will only appear if the selected form is a faction.
  • Added .::. All available game settings to .jsons, all available in the MCM.
  • Added .::. Option to get random MCM/screen text colors. Just enter 'Random' instead of the RGB hex color code.
  • Changed .::. Many of the options in the ‘StorageUtil’ page. 
  • Changed .::. Options in the ‘Strings List’ page.
  • Changed .::. ConsoleUtil/SSE is no longer used to print logs to console. This should help with SE CTDs.
  • Changed .::. Misc. other things. 

Version 2.42.5

  • Patched .::. Not displaying stats pages properly.
  • Patched .::. Stop scene not working for NPCs.
  • Patched .::. MCM lists/arrays not displaying evenly.
  • Patched .::. Not being able to adjust stats items per list.
  • Patched .::. Misc. things.
  • Added .::. MCM option to auto load crosshair selection into the MCM, instead of having to select it in the SUM lists. If nothing is selected in the crosshair, it defaults to the previous SUM list selection (must select something in the list after the update for this to work, tho.)
  • Added .::. Status MCM page to check SUM’s well, status. 
  • Added .::. Paging system for actors, forms, strings, stats and custom outfits .jsons.
  • Changed .::. Some more debug options.

Version 2.33.1

  • Patched .::. A bug where the wrong SUM version would be recommended as being compatible, as discovered by @Cthugha99.
  • Added .::. UIe SUM patch version No. in the MCM.
  • Added .::. FOMOD. 
  • Added .::. MCM options to edit StorageUtil lists.
  • Added .::. Other things.

Version 2.30.5

  • Patched .::. More things. 
  • Added .::. Version checks for SKSE and SkyUI.

Version 2.30.1

  • Patched .::. Just things. 
  • Added .::. New wheel keyword to load a folder into a UIe list, ‘Folder ’. For example making a wheel option ‘Folder iSUmPoses’ will open SUM poses folder as a UIe list. 
  • Changed .::. All my mods to the romantic versioning system for... semantic reasons. (Actually, it seems that Vortex only recognizes semantic versioning now. :classic_huh:)
  • Changed .::. Removed the MCM folder from the Global one, adjust your data accordingly. Basically just move everything from the MCM folder to the Global one.
  • Changed .::. Keywords for loading lists from ‘List ’ to ‘ListPose ’ and ‘ListStr ’. ‘ListPose ’ will open lists in ...\Global\Poses\ folder, whereas ‘ListStr ’ will open lists in the ...\Global\Strings\ folder. 
  • Changed .::. Expanded the forms, strings, wheels and lists editing capabilities while in game.  
  • Changed .::. Expanded the folder path shortcut system, for example entering one of my mods' prefix and folder name will open that folder. For example entering ‘iSUmActors’ will open the folder in ..\Skyrim - Utility Mod\Global\Actors\, or ‘iDDeOutfits’ will open ..\Devious Devices - Equip\Global\Outfits\ etc.

Version 2.02

  • Patched .::. Other things. 
  • Added .::. System .json check. 
  • Added .::. MCM paging(as in multiple pages) system for actor, custom outfits and form lists. 
  • Added .::. SlowMo toggle hotkey.
  • Added .::. Selective MCM text coloring. 
  • Added .::. Bunch of UIE wheel options noone will use. 

Version 2.01

  • Patched .::. Some things. 
  • Patched .::. Stats folder path not getting saved properly.
  • Added .::. A function required by the new POP. 

Version 2.00

  • Patched .::. Things. 
  • Patched .::. Transfer quests bug, as observed by @Scrider.
  • Added .::. A bunch of functions required by POP and SDP. 
  • Added .::. MCM options to make individual .json files for the various SUM lists. 

 

Older Updates

Spoiler

Version No. 1.61

  • Patched .::. Things. 

Version No. 1.60

  • Patched .::. Things. 
  • Added .::. More MCM options wheel shortcut keywords. See post No. 2 for details. 
  • Added .::. MCM option to list all stats (UIE required) for the currently selected list of actors. Only accessible through a UIE wheel option keyword “MCM Actors Stats”.  
  • Added .::. MCM option to change the selected MCM actor through a UIE wheel option keyword, MCM Actor Select.
  • Added .::. Made the UIE wheel options also work in the UIE lists. Just save the UIE wheel keywords in a UIE list (by editing the json directly). 
  • Added .::. MCM option to manipulate all available bounties in Skyrim. Available in the ‘Stats’ page. Select the ‘Bounties’ list.
  • Added .::. MCM option to store a list of containers contents to json and restore it to a list of containers in a different save. For example, if in one save you have a container full of books, and a container full of weapons, you can move(duplicate) the contents of these two containers to two different containers in the same save or a new save. The only drawback is you have to save the list of containers contents to json, before leaving the cell as the list (in SUM) might be invalidated once you leave the cell. 
  • Added .::. MCM option to store/restore a single container contents to json.
  • Added .::. MCM option to store/restore shouts to json (only for PC). 
  • Added .::. MCM option to store/restore bounties to json (only for PC).
  • Changed .::. The location of the default ZAP poses, make sure to install the default MCM file from the downloads section.
  • Changed .::. The skills saving system. Best to load the save with the skills you want saved and save them with SUM 1.60.

Version No. 1.53

  • Patched .::. Addressed an array shortcoming, as pointed out by @Hylysi. '
  • Added .::. MCM option to manually toggle the night eye. Also, added a keyword for the UIE wheel for it. The keyword is Toggle NightEye. The MCM option must be set to 'manual' for the wheel option to work.

Version No. 1.52

  • Patched .::. A bunch of things, I’m sure. 
  • Patched .::. A bug where the pose slideshow will only end after the current playing pose delay was over, as mentioned by @Nymra
  • Added .::. MCM options for players to rename nameless factions. The new names will only be seen by SUM and once named, will work for all saves. See post No. 2 in the support thread for details.
  • Added .::. My default MCM values to the downloads section. These include new faction names. Only install this if running SUM for the first time or you don't care if your own MCM values are overwritten. 
  • Changed .::. Some other things, probably. 

Version No. 1.50

  • Patched .::. Nothing.
  • Added .::. A MCM option to save current locations to .json form lists.
  • Added .::. MCM options to create objects (form) lists, similar to the actor lists. These lists can include furniture, doors and many more. These lists can be used in all saves (new or old). The lists can also be used by other mods (see post No. 2). 
  • Added .::. A bunch of MCM form debug options. One such option is the ability to store an object’s XYZ position, angle and scale to .json and restore that among other saves, or make objects persistent, etc. 
  • Added .::. MCM will now automagically load the last saved settings on update or reset. 
  • Added .::. A UIE wheel option to execute the form debug action selected in the MCM by using a UIE wheel keyword (‘MCM Form Debug‘).
  • Added .::. MCM will now show all available saved configuration .json files. 
  • Added .::. MCM options to show all available skill .json files.
  • Changed .::. StorageUtil MCM options to include a selection of the newly added form lists as containers not just the actors.  
  • Changed .::. The actor wheel shortcut to the actor debug action, the new keyword is ‘MCM Actor Debug ’.
  • Changed .::.  New versions kept overriding players existing settings with my own, so I had to do a .json folder restructure across all my mods. Observe the changes as described bellow if you want to transfer your existing settings to the new system.

Version No. 1.31

  • Patched .::. Skill transfer bug, as discovered by @LaughingMan008.
  • Patched .::. Restraints punishing on authorized removal. 
  • Added .::. NPC inventory sharing.

Version No. 1.30

  • Added .::. Default outfit manipulation. In the MCM you can save all worn (no DDs) to a .json file. You can then set the saved as a default or sleep outfit to NPCs and worn items to the PC.  
  • Added .::. Auto night eye for the PC, vampire lord and the werewolf. All configurable in the MCM.
  • Changed .::. Some of the MCM StorageUtil options as suggested by @Lupine00.  

Version No. 1.21

  • Added .::. Functions required by DDe 4.21. 

Version No. 1.20

  • Patched .::. Functions required by DDe 4.20.
  • Added .::. Stuff I can't remember atm. 

Version No. 1.10

  • Patched .::. Some scripts pointing to the wrong properties as mentioned by @Hylysi
  • Patched .::. Some MCM startup functions. 
  • Added .::. A UIE compatibility script (separate download) for when UIE is installed. 
  • Added .::. My MCM config settings (SUM, POP, DDe) for players that do not want to bother setting their own. In each mod’s MCM under ‘Load MCM Settings’ just type ‘Nova’. 
  • Added .::. StorageUtil variables manipulation page. See post No. 2 for details.  

Version No. 1.04

  • Added .::. Some functions required by DDe 4.04. 

Version No. 1.03

  • Patched .::. Startup issue.

Version No. 1.02

  • Patched .::. CTD when saving MCM configurations to .json, as mentioned by @donttouchmethere.

Version No. 1.01

  • Patched .::. MCM toggle not working, as mentioned by @Slorm

Version No. 1.00

  • Release

 

 

 


  • Submitter
  • Submitted
    01/18/2019
  • Category
  • Requires
    SLE, ZAP, SL, PapyUtil, SkyUI
  • Special Edition Compatible
    No

 

Link to comment

Actor Selection Page

Spoiler
Spoiler

72850_20191026050634_1.png

 

Here you can store and activate actors. Most features in this mod will NOT work unless you slot an actor. 

To add an actor to the list,

  1. Select the actor with your crosshair and press the 'Select Actor' hotkey or,
  2. Select an actor in the console, exit console and hit 'Select Actor' hotkey.

ZAP Poses Page

Spoiler
Spoiler

72850_20190115000637_1.png

 

The posing system. 
Quick Slideshow

  1. Click on the ‘Refresh Poses List’ option. 
  2. If the ‘Pose List File Name’ field is left blank, this will fill the ‘Pose Lists’ space bellow with all the default poses lists available. These lists are used by POP and SDP and is therefore recommended not to change them. However, if you do decide to change them and add new poses to them, POP and all my mods will use them.  
  3. Selecting and clicking any of the lists there will load them into the ‘Slideshow’ ‘Pose List’ field. 
  4. Here you can play that list as a pose slideshow. 
  5. You can also select the number of poses to play from the list, as well as each pose duration.  

 

Filling a UI list menu pose list so you can pose on the fly. 

  1. If you have done the steps in the ‘Quick Slideshow’ above you are good to go.
  2. Press your UI list menu hotkey, and a list of all the poses within that list will appear. Clicking on any of them will start playing the particular pose. 
  3. Basically, any valid pose list entered in the ‘Pose List’ field will also be loaded into the UI list menu. 

 

Adding poses to a list. 

New list.

  1. Select ‘Pose List File Name’. Here you can enter the folder and file name where you want to save the poses lists*. You can save a bunch of lists in the same file. The format is ‘Folder/SubFolder/FileName’. Example: Entering MyFolder/MySubfolder/My Lists -> will create a .json file named ‘My Lists.json ’ and place it in ‘MyFolder/MySubfolder/’. This convention applies throughout the mod. 
  2. Enter a pose list name in ‘Pose List’ field. Say, ‘Bound Poses’. 
  3. Enter a pose ID and a description (optional) in the ‘Save Pose’ field. Say, ‘IdleHandsBehindBack, Hands behind back idle.' This pose will be saved inside your ‘Bound Poses’ list. 
  4. To play your newly saved pose you can hit ‘Start’ under the Slideshow options, or access it through the UI list menu. 

Removing a pose from a list.

  1. To remove your newly added pose from above, just enter its ID in the ‘Remove Pose’ field. 

 

Alternatively, you can remove/add poses directly by editing the created .json file.

 

The poses ID .json is located here,

 

Spoiler

01.png

 

The pose names,

 

Spoiler

02.png

You can also play a single pose by entering its name in the ‘Single Pose’ option. 

UI Wheel Page

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72850_20191029024207_1.png

 

 

72850_20191029024254_1.png

 

Here you can enter up to 8 pose ID/names and custom keywords.

You can quickly access these from the UI wheel menu by pressing the UI wheel menu ‘hotkey’.

You can also create custom wheels which will be saved to .json files. Custom UI wheels can be linked. There can be about 127 custom UI wheels linked. 

 

Poses ID/Names

You can enter poses ID/names into any of your custom wheels slots.

Poses ID/names format,

  • Pose ID, Pose Description -> will play the pose with that particular ID. 
    • Entering ZazAPFSA001, The tub animation pose. in any of the wheel option fields will save that pose ID and Name. Selecting it from the wheel, will play that pose/animation. Separate the pose ID and the description with a , (comma). Pose name/description is optional.

For the above example,

ZazAPFSA001 -> is the pose ID. (required)

The tub animation pose. -> is the pose name/description. (optional)

 

Custom Keywords. 

You can enter custom keywords into any of your custom wheels slots.

Keywords supported so far,

  • Reset -> will reset a currently playing pose on the selected actor.  
  • Start Slideshow -> Will start the current slideshow that has been setup in the MCM.
  • Stop Slideshow -> Will stop the slideshow.
  • Load 'Wheel Name' -> Will open the custom wheel with the specified name. E.g. Setting this option to Load Default will open the default wheel.
  • Force AI Pk -> Will force reload the currently running AI package on the PC.
  • Release AI Pk -> Will force stop the currently running AI package on the PC.
  • Release All AI Pk -> Will stop all running AI packages and a bunch of other reset actions on the selected actor. 
  • Stop Scene -> Will stop the currently running scene for the selected actor.
  • Restart Scene -> Will stop and then restart the currently running scene for the selected actor.
  • Enable Controls -> Will enable the PC controls.
  • List 'List Name' -> Will open the UIE list with the given name. 
  • MCM Actor Debug -> Will execute the actor debug action selected in the MCM. 
  • MCM Form Debug -> Will execute the form debug action selected in the MCM. 
  • Toggle NightEye -> Will manually toggle the night eye. It must be set to manual in the MCM first.
  • MCM Actor Select -> Will open a UIE actor list for faster MCM actor selection.
  • MCM Actors Stats -> Will open a UIE actor stats for the selected MCM actor list. 

Factions Page

Spoiler
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20200806023338_1.jpg

 

Here the selected actor's factions are displayed. 

The factions that have the 'Enter New Name' for a name, do not have a name set in game. For these factions selecting and clicking that option will allow you to enter your own name. This name will only be seen by SUM and will persist throughout all your saves new or old, so this only needs to be done once. 

 

Spoiler

20200806023434_1.jpg

 

 All factions can be renamed this way.

 

Clear (leave blank) the new or the existing name to return the faction name to the default.  

Skills Page

Spoiler
Spoiler

72850_20190115000828_1.png

 

Self explanatory, no? 

System Page

Spoiler
Spoiler

72850_20190115000608_1.png

 

Here you can set your ‘hotkeys’ for actor selection, PC AI control, UI wheel menu (for posing on the fly), UI list menu for pose lists. You can also save and load your MCM settings. 

Misc. Page

Spoiler
Spoiler

72850_20191026050937_1.png

 

Here a bunch of miscellaneous options can be performed on the selected actor.

StorageUtil Page

Spoiler
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20200504015730_1.jpg

 

Here you can view and/or change the StorageUtil values. This is useful for troubleshooting mods that use the StorageUtil mod. 
 

To change a StorageUtil value.

  1. Select a container (usually an actor) in the ‘Select Actor’ page. 
  2. In the ‘StorageUtil’ page under the ‘StorageUtil Lists’ option, select the type of variable (INT, FLOAT etc.) you wish to modify.
  3. Pick a list/key name from the list. 
  4. In the ‘Set StorageUtil Values’, type your list/key name in the corresponding field (INT, FLOAT etc.) and its value should be displayed to the right. You can modify the value by clicking and typing in the desired value. 

 

Example

If the POP MCM menu is empty. To check and/or fix the problem, 

  1. Select a global container. 
  2. In the ‘Set StorageUtil Values’ under the STRING option, type xpopConfigBusy (or select it from the list bellow) and look at the existing value to the right of it in 'STRING Value' field. In this example, anything other than an empty field there will indicate that the POP MCM is marked as busy. 
  3. Change the value to empty by deleting whatever is in there. 
  4. Save the game. 
  5. Load the save from 4. 
  6. The POP MCM should initialize properly.    

Form Lists Page

Spoiler
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20200427000314_1.jpg

 

Here you can save game objects (forms) in .json form lists. These lists can be used by other mods. 
 

To select or save an object, 

  1. Make a new list, by typing a name in the ‘Form List Name’ field. 
  2. Walk up to the object you want saved into the list, until its name appears by your crosshair.
  3. Or, select the object in the console.
  4. Hit your ‘Select Actor/Form’ hotkey.
  5. Depending on your other SUM MCM settings, 
       ■ If the ‘Set Added Object/Form To Slot’ option is set to,
            ♥ [<0] - (negative values), the new object will be added to the end of the existing list and saved automatically.
            ♥ [] - (blank), It will do nothing. You will have to manually store the new object by selecting ‘Store Form’ in the MCM.
            ♥ [>0] - (positive values), will add the new object to that slot in the list, moving the existing objects in the list down a notch.
  6. Done.

Other mods can access these lists like so,  

Say a mod is trying to do something if a location ‘loLoc’ is found in the list named ‘xpopNoGoLocations’;

That could be coded something like this,

STRING sJson = StorageUtil.GetStringValue(None, "iSUmFormsJson", "")
	If (sJson && (JsonUtil.FormListFind(sJson, "xpopNoGoLocations", loLoc) > -1))
		;Do stuff for location found.
	EndIf

The same procedure can be applied to any of SUM’s form lists including the actors. 
To get the actors .json use

StorageUtil.GetStringValue(None, "iSUmActorsJson", "")

Here is a list of available SUM StorageUtil jsons, 

 

"iSUmWheelsJson" - Json with all the SUM wheels.
"iSUmWheelsJsonNames" - Json with all the SUM wheels names. 
"iSUmActorsJson" - Json with all the SUM actors.
"iSUmFormsJson" - Json with all the SUM form lists.
"iSUmAVsJson" - Json with all the SUM actor values(stats). 

 

Stats Page

Spoiler
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72850_20200118035215_1.png

 

Here each individual actor and game stat can be modified. 

Custom stats can also be added via the MCM or by editing the .json file directly. 

 

Spoiler

Stats.png

 

Debug Page

Spoiler
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20200806031642_1.jpg

 

Here a bunch of debug options can be performed on the selected actor.

 

Older Updates

Spoiler

Version No. 1.61

  • Patched .::. Things. 

Version No. 1.60

  • Patched .::. Things. 
  • Added .::. More MCM options wheel shortcut keywords. See post No. 2 for details. 
  • Added .::. MCM option to list all stats (UIE required) for the currently selected list of actors. Only accessible through a UIE wheel option keyword “MCM Actors Stats”.  
  • Added .::. MCM option to change the selected MCM actor through a UIE wheel option keyword, MCM Actor Select.
  • Added .::. Made the UIE wheel options also work in the UIE lists. Just save the UIE wheel keywords in a UIE list (by editing the json directly). 
  • Added .::. MCM option to manipulate all available bounties in Skyrim. Available in the ‘Stats’ page. Select the ‘Bounties’ list.
  • Added .::. MCM option to store a list of containers contents to json and restore it to a list of containers in a different save. For example, if in one save you have a container full of books, and a container full of weapons, you can move(duplicate) the contents of these two containers to two different containers in the same save or a new save. The only drawback is you have to save the list of containers contents to json, before leaving the cell as the list (in SUM) might be invalidated once you leave the cell. 
  • Added .::. MCM option to store/restore a single container contents to json.
  • Added .::. MCM option to store/restore shouts to json (only for PC). 
  • Added .::. MCM option to store/restore bounties to json (only for PC).
  • Changed .::. The location of the default ZAP poses, make sure to install the default MCM file from the downloads section.
  • Changed .::. The skills saving system. Best to load the save with the skills you want saved and save them with SUM 1.60.

Version No. 1.53

  • Patched .::. Addressed an array shortcoming, as pointed out by @Hylysi. '
  • Added .::. MCM option to manually toggle the night eye. Also, added a keyword for the UIE wheel for it. The keyword is Toggle NightEye. The MCM option must be set to 'manual' for the wheel option to work.

Version No. 1.52

  • Patched .::. A bunch of things, I’m sure. 
  • Patched .::. A bug where the pose slideshow will only end after the current playing pose delay was over, as mentioned by @Nymra
  • Added .::. MCM options for players to rename nameless factions. The new names will only be seen by SUM and once named, will work for all saves. See post No. 2 in the support thread for details.
  • Added .::. My default MCM values to the downloads section. These include new faction names. Only install this if running SUM for the first time or you don't care if your own MCM values are overwritten. 
  • Changed .::. Some other things, probably. 

Version No. 1.50

  • Patched .::. Nothing.
  • Added .::. A MCM option to save current locations to .json form lists.
  • Added .::. MCM options to create objects (form) lists, similar to the actor lists. These lists can include furniture, doors and many more. These lists can be used in all saves (new or old). The lists can also be used by other mods (see post No. 2). 
  • Added .::. A bunch of MCM form debug options. One such option is the ability to store an object’s XYZ position, angle and scale to .json and restore that among other saves, or make objects persistent, etc. 
  • Added .::. MCM will now automagically load the last saved settings on update or reset. 
  • Added .::. A UIE wheel option to execute the form debug action selected in the MCM by using a UIE wheel keyword (‘MCM Form Debug‘).
  • Added .::. MCM will now show all available saved configuration .json files. 
  • Added .::. MCM options to show all available skill .json files.
  • Changed .::. StorageUtil MCM options to include a selection of the newly added form lists as containers not just the actors.  
  • Changed .::. The actor wheel shortcut to the actor debug action, the new keyword is ‘MCM Actor Debug ’.
  • Changed .::.  New versions kept overriding players existing settings with my own, so I had to do a .json folder restructure across all my mods. Observe the changes as described bellow if you want to transfer your existing settings to the new system.

Version No. 1.31

  • Patched .::. Skill transfer bug, as discovered by @LaughingMan008.
  • Patched .::. Restraints punishing on authorized removal. 
  • Added .::. NPC inventory sharing.

Version No. 1.30

  • Added .::. Default outfit manipulation. In the MCM you can save all worn (no DDs) to a .json file. You can then set the saved as a default or sleep outfit to NPCs and worn items to the PC.  
  • Added .::. Auto night eye for the PC, vampire lord and the werewolf. All configurable in the MCM.
  • Changed .::. Some of the MCM StorageUtil options as suggested by @Lupine00.  

Version No. 1.21

  • Added .::. Functions required by DDe 4.21. 

Version No. 1.20

  • Patched .::. Functions required by DDe 4.20.
  • Added .::. Stuff I can't remember atm. 

Version No. 1.10

  • Patched .::. Some scripts pointing to the wrong properties as mentioned by @Hylysi
  • Patched .::. Some MCM startup functions. 
  • Added .::. A UIE compatibility script (separate download) for when UIE is installed. 
  • Added .::. My MCM config settings (SUM, POP, DDe) for players that do not want to bother setting their own. In each mod’s MCM under ‘Load MCM Settings’ just type ‘Nova’. 
  • Added .::. StorageUtil variables manipulation page. See post No. 2 for details.  

Version No. 1.04

  • Added .::. Some functions required by DDe 4.04. 

Version No. 1.03

  • Patched .::. Startup issue.

Version No. 1.02

  • Patched .::. CTD when saving MCM configurations to .json, as mentioned by @donttouchmethere.

Version No. 1.01

  • Patched .::. MCM toggle not working, as mentioned by @Slorm

Version No. 1.00

  • Release

 

 

Edited by Inte
Link to comment

Examples

Spoiler

To Add an Object to a SUM Form List

Spoiler

1. In SUM MCM go to the ‘Form Lists’ page.

Spoiler

25.jpg

2. Make sure that the ‘Set Added Object/Form to Slot’ option is set to -1. 
3. Leave the ‘How to Store Forms’ option as ‘Auto’.

4. Select ‘Folder Path' and delete whatever text is in there.

Spoiler

26.jpg

5. Select ‘Json Name’ and delete whatever is in there. This will reset both fields to the SUM default.
7. Select a list from bellow, in this example ‘Some Objects’ or enter a new one in ‘Form List Name’.
8. Walk up to the object you want to add to the list until its name appears in the crosshair, in this example a bucket. 

9. Hit your select actor/form hotkey. 

Spoiler

29.jpg

10. The object should appear in the ‘Form Lists’ page under the ‘Stored Forms'.

Spoiler

30.jpg

11. Done.
 

 

 

 

Edited by Inte
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*sigh* I'm drawn apart in my opinion here. :classic_undecided:

 

What I care for is the full POP.

To have that, I needed DDE in the past to handle DDs and now I need also SUM. All this in a situation where slots are precious things :classic_sad:.

And I have the nagging feeling that it is a waste of time to talk you into a (re-)combination of SUM and DDE, because I can clearly see why you created two complementary mods. I would have done the same.

 

Brain-storming-while-typing:
 

Spoiler

 

Since POP is the only mod that cares about the existance of DDE and SUM, a home-brew merge of those is my first idea to get that wasted slot back. The problem is now of course, that all features will be there in the merge, but they will come under a different esp name => dang. :classic_sad::classic_sad:

I guess POP checks with getmodbyname("_hardcoded_name") and probably uses a lot getformfromfile() ? If that could be shifted into something where the player can tell POP the true name (e.g. "my-sunday-morning-merge.esp") it could work.

For reference, Radiant Prostitution has a mechanic like this in place with a simple txt file. Or maybe it could work with the POP.json ? ...

?

 

(need more coffee to overcome my sadness)

 

 

Link to comment

I completely freaked out for a moment, when I saw SUM mentioned in a post.

 

That damn thing was last updated at 2014! What was Inte thinking?

 

Then I realized that you had created completely another mod, which is also called SUM. ?

 

Okay. Looks interesting. I just started a new game yesterday, but didn't get far. I'll throw this and POP update in, for a restart.

Link to comment
8 minutes ago, Shep67 said:

Hi :)

Nice work you have done !!

 

May ai ask a dum question:

Your utility mod works with zap 7 .

 

What about taras zaz 8  and zaz8 plus ?

Some mod's need this. Will this work together ?

 

Thank you :)

I am using it with ZAP 8. 

Link to comment
1 hour ago, Morferous said:

I completely freaked out for a moment, when I saw SUM mentioned in a post.

 

That damn thing was last updated at 2014! What was Inte thinking?

 

Then I realized that you had created completely another mod, which is also called SUM. ?

 

Okay. Looks interesting. I just started a new game yesterday, but didn't get far. I'll throw this and POP update in, for a restart.

Had no idea there was another SUM. :classic_happy:

Still, there isn't one here on LL, is there? 

Link to comment
2 hours ago, worik said:

*sigh* I'm drawn apart in my opinion here. :classic_undecided:

 

What I care for is the full POP.

To have that, I needed DDE in the past to handle DDs and now I need also SUM. All this in a situation where slots are precious things :classic_sad:.

And I have the nagging feeling that it is a waste of time to talk you into a (re-)combination of SUM and DDE, because I can clearly see why you created two complementary mods. I would have done the same.

 

Brain-storming-while-typing:
 

  Reveal hidden contents

(need more coffee to overcome my sadness)

 

 

The loss of 1/253 slots is regrettable, but necessary. When a mod becomes too big it is harder to find bugs. Also maintaining the same animating functions and animation lists across 4 mods was frustrating. This way I make a change in one place and all my mods will react accordingly. 

Link to comment
2 hours ago, Inte said:

Also maintaining the same animating functions and animation lists across 4 mods was frustrating. This way I make a change in one place and all my mods will react accordingly. 

I understand that from the heart. Such a thing as "a common library" can not be valued high enough. And I am totally with your reasoning on that end.

Still-brainstorming

Spoiler

What's the saddening part for me (as a player) is that in the current form, I can't merge them together SUM+DDE or SUM+DDE+POP, because of the hardcoded way they are set up. At least as far as I understood from the first peek into it. Like in :


;API
iSUmMain Function GetAPI() GLOBAL
	RETURN (Game.GetFormFromFile(0x00000D63, "Skyrim - Utility Mod.esm") AS iSUmMain)
EndFunction

Even the option to merge SUM+DDE into some myUtil.esp would be terribly helpful.

When we achieve that ^, we have reached the paradies!

 

Big BUT: it must still be maintainable for you on a single click, because that was the primary goal!

?

I think, I will come back to you later with one or some proposals what could be done about that.

Right now my thoughts are not coherent enough and spinning in a self-fueling loop. :classic_blink:

...

ehem..  err.. and while we are talking here, you know, there was this guard coming up the road before I hit F5 yesterday... I guess it will take a few days. :classic_blush:

 

 

 

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Dear Inte, i just installed your 3 mods (SUM, DDE, POP) and came into following issue: i can in all 3 mods make no more changes: example DDE Hardcore mode can not be deactivated, POP using arrest through DA can not be deactivated, arresting through POP can not be activated. i can only activate things which are extensions like food, drink, outfits for release and so on. i get all mcm menus. i installed them on a new game. i hope i am understandable. any suggestions whats going wrong?

Link to comment

Bug Report

 

The debug options reporting toggles aren't working on SUM or DDE. I've not tested POP as I'll stick with the older versions of DDE and POP for now until this settles. It's also a bit fiddly as this is an esm so it took a bit of experimenting to keep the following mods in their same slots. As luck would have it the esp that came after was okay to move to the end of the list without problems, so everything else stayed put.

 

I'm a bit over a 100 hours in this game so try to avoid anything that might upset it this far in.

 

Screenies below

 

Spoiler

ScreenShot238.jpg.86bae10c4cd01b7dc0b1a4853b8a431b.jpg

 

ScreenShot239.jpg.91934a41f04e67881808003146631a5a.jpg

 

Link to comment
4 hours ago, Inte said:

Had no idea there was another SUM. :classic_happy:

Still, there isn't one here on LL, is there? 

 

Not that I know of.

 

The old SUM was well known and widely used application. It fell out of date, because it was never fixed for subrecord handling issue, which plagued all SkyProc tools. All other tools were fixed, but not SUM.

 

In theory, someone might take a peak of your mods, mistakenly believe that they now require an obsolete tools that can not run USLEEP and move on.

 

Just something to keep in mind.

Link to comment
1 hour ago, Slorm said:

Bug Report

 

The debug options reporting toggles aren't working on SUM or DDE. I've not tested POP as I'll stick with the older versions of DDE and POP for now until this settles. It's also a bit fiddly as this is an esm so it took a bit of experimenting to keep the following mods in their same slots. As luck would have it the esp that came after was okay to move to the end of the list without problems, so everything else stayed put.

 

I'm a bit over a 100 hours in this game so try to avoid anything that might upset it this far in.

 

Screenies below

 

  Reveal hidden contents

 

Oh, that looks like a big one, don't it? 

I'll take a look right now. 

Link to comment
2 hours ago, DarkRose said:

Dear Inte, i just installed your 3 mods (SUM, DDE, POP) and came into following issue: i can in all 3 mods make no more changes: example DDE Hardcore mode can not be deactivated, POP using arrest through DA can not be deactivated, arresting through POP can not be activated. i can only activate things which are extensions like food, drink, outfits for release and so on. i get all mcm menus. i installed them on a new game. i hope i am understandable. any suggestions whats going wrong?

Yup, looking into that right now. 

Link to comment
45 minutes ago, Morferous said:

 

Not that I know of.

 

The old SUM was well known and widely used application. It fell out of date, because it was never fixed for subrecord handling issue, which plagued all SkyProc tools. All other tools were fixed, but not SUM.

 

In theory, someone might take a peak of your mods, mistakenly believe that they now require an obsolete tools that can not run USLEEP and move on.

 

Just something to keep in mind.

How about SUm?

IDK that one looks weird. 

Link to comment
3 hours ago, worik said:

I understand that from the heart. Such a thing as "a common library" can not be valued high enough. And I am totally with your reasoning on that end.

Still-brainstorming

  Hide contents

What's the saddening part for me (as a player) is that in the current form, I can't merge them together SUM+DDE or SUM+DDE+POP, because of the hardcoded way they are set up. At least as far as I understood from the first peek into it. Like in :



;API
iSUmMain Function GetAPI() GLOBAL
	RETURN (Game.GetFormFromFile(0x00000D63, "Skyrim - Utility Mod.esm") AS iSUmMain)
EndFunction

Even the option to merge SUM+DDE into some myUtil.esp would be terribly helpful.

When we achieve that ^, we have reached the paradies!

 

Big BUT: it must still be maintainable for you on a single click, because that was the primary goal!

?

I think, I will come back to you later with one or some proposals what could be done about that.

Right now my thoughts are not coherent enough and spinning in a self-fueling loop. :classic_blink:

...

ehem..  err.. and while we are talking here, you know, there was this guard coming up the road before I hit F5 yesterday... I guess it will take a few days. :classic_blush:

 

 

 

Actually DDe and POP are only using SUM's scripts right now, so by using that very function you would not need the .esm checked in your load order, you would still need SUM installed tho. 

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. So, that will cement SUM.esm as a required master. 

Link to comment
2 hours ago, Slorm said:

Bug Report

 

The debug options reporting toggles aren't working on SUM or DDE. I've not tested POP as I'll stick with the older versions of DDE and POP for now until this settles. It's also a bit fiddly as this is an esm so it took a bit of experimenting to keep the following mods in their same slots. As luck would have it the esp that came after was okay to move to the end of the list without problems, so everything else stayed put.

 

I'm a bit over a 100 hours in this game so try to avoid anything that might upset it this far in.

 

Screenies below

 

  Reveal hidden contents

 

Bug found and squashed. :classic_blush:

Thanks for the bug report. :classic_happy:

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