nunyabidnez Posted Wednesday at 11:01 PM Share Posted Wednesday at 11:01 PM So, I decided to actually try to utilize keywords with the various armors, and to my dismay I quickly learned that very few armor sets actually have any of the SLA or Baka keywords. I understand the basics of how to add them, thanks to an earlier post in here, but I was wondering if there's a more streamlined method than having to go through xEdit and manually add each keyword to each armor piece? Also, I noticed that when I add a keyword in xEdit, it doesn't offer me a drop down of keywords to choose from even though they're all in SLA. I have to make a Null entry and then edit that entry to reflect the keyword I want the piece to have. Am I screwing something up, or is that "normal"? Thanks in advance for any advice or suggestions. Link to comment
RoninDog Posted Thursday at 12:28 AM Share Posted Thursday at 12:28 AM You're in luck my friend because with Automation Tools you can add a keyword to several armors at once. Just install the scripts in the scripts folder of SSEEdit, then: Load your mod Copy the keyword you want to add Select all armors you want to edit, right click and run AT - Quickchange On the page that follows, choose ElementAssign, type in KWDA(this is the code for keyword which you can see in that field on the armor) then paste the keyword you copied in the last field Run the script and watch magic happen To get keywords from SLA, you have to add SLA as master for your armor mod. Then they should appear in the dropdown, but it's a bit dodgy and some keywords don't always show up there. I don't know why. 1 Link to comment
nunyabidnez Posted Thursday at 11:15 AM Author Share Posted Thursday at 11:15 AM While on the topic, should we include SLA as a master to Devious Devices? I'd think it would make sense for NPCs to make comments and act on the player when they're locked up in gear, but when I look at DD Assets in xEdit, it doesn't show SLA as a master. I just don't know enough about mods and dependencies to know if it's a good idea to add it as a master or not, as DD does have other functionality besides just pretty bondage items. Link to comment
nilead Posted Thursday at 06:20 PM Share Posted Thursday at 06:20 PM 7 hours ago, nunyabidnez said: While on the topic, should we include SLA as a master to Devious Devices? Id recommend using an additional plugin that would have both as masters, wich would handle additional keywords, rather than editing original plugin. For SSE, KID is a vastly superior way of adding keywords as it does add them in runtime. I dont think there is a version for LE thou. Link to comment
nunyabidnez Posted Thursday at 07:14 PM Author Share Posted Thursday at 07:14 PM 51 minutes ago, nilead said: Id recommend using an additional plugin that would have both as masters, wich would handle additional keywords, rather than editing original plugin. For SSE, KID is a vastly superior way of adding keywords as it does add them in runtime. I dont think there is a version for LE thou. I actually have KID and Sonders, but for the life of me can't figure out how to use them. Again, showing my near total ignorance about how modding works behind the scenes, but I'm assuming making an additional plugin is something done in the creation kit, not xEdit? Also assuming it's a moderately complex and complicated endeavor? Link to comment
nilead Posted Thursday at 08:11 PM Share Posted Thursday at 08:11 PM 51 minutes ago, nunyabidnez said: I actually have KID and Sonders, but for the life of me can't figure out how to use them. Again, showing my near total ignorance about how modding works behind the scenes, but I'm assuming making an additional plugin is something done in the creation kit, not xEdit? Also assuming it's a moderately complex and complicated endeavor? Nope, in sseedit right click the record, choose overwrite with overwriting, it will ask where to create such a record - in a new plugin. Thou on SSE this process is practicly obsolete. Patches create issues with compability on updates, eat up load order slots etc etc. Get this: https://arcturusforge.itch.io/ini-writer Get its plugins, in this case - https://www.nexusmods.com/skyrimspecialedition/mods/92043 This should get your started. Honestly, it takes a bit of practice to get the hang of it, but distribution files are vastly superior to patches. No compability issues, no plugin slots, no hassle on updates and should you decide to remove a plugin such an .ini file riles on - just nothing happens. As opposed to CTD with a patch missing master. It sill will take time, particularly first time or two, but its quite intuitive once you get the hang of it. Link to comment
nunyabidnez Posted Thursday at 08:18 PM Author Share Posted Thursday at 08:18 PM 3 minutes ago, nilead said: Nope, in sseedit right click the record, choose overwrite with overwriting, it will ask where to create such a record - in a new plugin. Thou on SSE this process is practicly obsolete. Patches create issues with compability on updates, eat up load order slots etc etc. Get this: https://arcturusforge.itch.io/ini-writer Get its plugins, in this case - https://www.nexusmods.com/skyrimspecialedition/mods/92043 This should get your started. Honestly, it takes a bit of practice to get the hang of it, but distribution files are vastly superior to patches. No compability issues, no plugin slots, no hassle on updates and should you decide to remove a plugin such an .ini file riles on - just nothing happens. As opposed to CTD with a patch missing master. It sill will take time, particularly first time or two, but its quite intuitive once you get the hang of it. Oh, crap, totally forgot about masters and updates,... Well, fuck. I guess as long as I don't update anything until I reinstall, it'll be ok, lol. But I definitely will take a look at the ini-writer and get some practice in, so when I do inevitably have to reinstall I can do it the "right" way. Thank you! Link to comment
RoninDog Posted 7 hours ago Share Posted 7 hours ago (edited) On 9/5/2024 at 8:20 PM, nilead said: Id recommend using an additional plugin that would have both as masters, wich would handle additional keywords, rather than editing original plugin. For SSE, KID is a vastly superior way of adding keywords as it does add them in runtime. I dont think there is a version for LE thou. When it comes to making a patch it really depends on what you're trying to edit. You should probably avoid big edits to a major plugin like Devious Devices that serves as a master to several other plugins. But if it's a simple armor mod, that only adds a few armor pieces, making a patch for that is reduntant and adds an extra plugin when it wouldn't hurt to edit those records directly. It's also easy to remove the edits. I'm not so sure about adding keywords at runtime. Don't you want to limit the number of processes at runtime to a minumum? Edited 7 hours ago by RoninDog Link to comment
nilead Posted 4 hours ago Share Posted 4 hours ago 3 hours ago, RoninDog said: I'm not so sure about adding keywords at runtime. Don't you want to limit the number of processes at runtime to a minumum? Distributors, including KID, are SKSE plugins, wich to my understanding bypass poor fragile papyrus and its issues. Editing plugin itself is an option, but what if author updates it? Or someone uses it and makes a plugin relying on it that you would like to use? Say, you want to throw SLS bikini armor keyword onto a set of armor. And then, say, you want to make a playthrough with male character and dont want sls in load order. WIth additional plugin made to store the changes - you just disable SLS and your modification plugin. With modified base plugin. well, go find a version of original plugin, replace your modified .esp, store both .esp versions or package it as an overwriting mod in MO2 to toggle on and off. WIth a KID file, just diable SLS and run the game. So, while there is a potential performance cost, i doubt you could possibly slap together enough _DISTR files to even measure it, while advantages are clear cut. Link to comment
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