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BAT Scripts Collection

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YOU ARE NOT ALLOWED TO USE MY WORK IN PAID MODS.

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SSE VERSION WHERE

Here. These scripts will work with both LE and SE. There were only minor changes to to console command logic and I accounted for it.

 

WHAT IT IS

It's a compilation of my old BAT scripts I had posted on Nexus + some new ones. I'm banned there, so I'm migrating here.
These scripts serve many different purposes, some are actually useful.
Others were made for testing and cheating purposes.

 

CORRECT LOAD ORDER
Some of the scripts deal with Dawnguard/Dragonborn content, but will work just as good without them installed.
Everything works based on assumption that your load order is correct, which means:
00: (Skyrim.esm)
01: (Update.esm)
03: Dawnguard.esm
04: HearthFires.esm
05: Dragonborn.esm
...: (other ESM & ESP files)
This is the correct load order for both SE (with or without USSEP) and LE (with or without USLeEP).

USSEP and USLeEP are the Unoficial Patches for SE and LE respectively.

 

HOW TO USE IT
To use BAT scripts they need to be in Data folder. Then you call them in game console with "bat filename" command.
Example: "bat addshouts" executes the code from Data\AddShouts.txt file.

Remember that console commands are case-insensitive, so "bat stats" is the same thing as "BaT sTaTs".

Below is a full list of commands with descriptions what they do and how to use them:
bat addshouts Adds all shouts to your magic menu (they will be greyed out and ready to unlock with dragon souls).
bat aelaeq Gives Aela's equipment to player (only if not in inventory already) and equips as much of it as possible.
bat divorce Click spouse and use it to remove all marriage data allowing for a new one. Wait 24h for AI to reset.
bat experimenter Unlocks all tiers of Experimenter perk. Requirements are bypassed, no perk points are spent.
bat paybounty Removes all bounty on your head from all Holds. If bounty was the reason guards were attacking, they will stop (even if they already spotted you).
bat perks Unlocks all perks (werewolf/vampire too).
bat perks0 Unlocks all perks (werewolf/vampire too). Additionally, reduces shouts cooldown to 0%.
bat perks50 Unlocks all perks (werewolf/vampire too). Additionally, reduces shouts cooldown to 50%.
bat stats Sets all your stats to 100 with fully filled progress bars. Also 1000 hp/magicka/stamina and carryweight 9000 (plus natural bonuses).
bat unlockshouts Unlocks all the shouts you've learned so far (the greyed out ones) without spending dragon souls.

Scripts are well commented so feel free to edit them to suit your needs.

 

MOD ORGANIZER 2
Despite being one of the best mod managers around, MO2 doesn't understand my mod.

It fails to recognize that TXT files can be used by game engine and gives you an error that my mod contains no valid files.

Solution: either tell MO2 to ignore the problem or edit meta.ini manually, by adding this line under [General]:

validated=true

Oh and make sure TXT files ended up directly in the Data folder and not data\data or something.


  • Submitter
  • Submitted
    02/16/2015
  • Category
  • Requires
  • Special Edition Compatible
    Yes

 

  • 2 years later...
  • 3 years later...
Posted

Question:

can I alter the "Aela" equipment bat in txt editor to equip my standard player armor?


It uses pieces from different armor mods so I wonder how I would have to setup the bat to work. 
Where do I define the two "ID" parts of the mod which come with the loader order (Like 01, E5 etc.)?

From what I see the additem commands do not have those attached. Or is it because its skyrim.esm files that are added?

thx alot :)

 

hmm, from looking again I think I need to add the necessary "ID" parts. So if I change the load order the bat will no longer work?

 

And is editing the txt file destroying it? I m not sure if I understand entirely what a bat file exactly is. Or if it is in fact just a txt file? :D
 

Posted
On 9/26/2020 at 11:52 PM, Nymra said:

Question:

can I alter the "Aela" equipment bat in txt editor to equip my standard player armor?


It uses pieces from different armor mods so I wonder how I would have to setup the bat to work. 
Where do I define the two "ID" parts of the mod which come with the loader order (Like 01, E5 etc.)?

From what I see the additem commands do not have those attached. Or is it because its skyrim.esm files that are added?

thx alot :)

 

hmm, from looking again I think I need to add the necessary "ID" parts. So if I change the load order the bat will no longer work?

 

And is editing the txt file destroying it? I m not sure if I understand entirely what a bat file exactly is. Or if it is in fact just a txt file? :D
 

Yeah, you could do that, kind of.

 

Aela's bat script works fine, because it's all vanilla Skyrim items, so I know the ID beforehand.

In case of items from mods... well, the ID may vary, depending on your mods' load order. The first 2 numbers are load order dependent.

If you don't change your load order, then what you're planning is doable.

Basically, just replace the ID of Aela's equipment with whatever you want.

 

Example:

Let's say your load order is:

00: Skyrim.esm

01: Update.esm

02: Dawnguard.esm

03: Hearthfire

 

Then Wooden Sword, which is a Hearthfire item, will have ID 03004D91. But if you change your load order and remove Dawnguard.esm (somehow), then suddenly Wooden Sword will get the 02004D91 ID. I hope my explanation is understandable.

Posted
20 minutes ago, Erundil said:

Yeah, you could do that, kind of.

 

Aela's bat script works fine, because it's all vanilla Skyrim items, so I know the ID beforehand.

In case of items from mods... well, the ID may vary, depending on your mods' load order. The first 2 numbers are load order dependent.

If you don't change your load order, then what you're planning is doable.

Basically, just replace the ID of Aela's equipment with whatever you want.

 

Example:

Let's say your load order is:

00: Skyrim.esm

01: Update.esm

02: Dawnguard,esm

03: Hearthfire

 

Then Wooden Sword, which is a Hearthfire item, will have ID 03004D91. But if you change your load order and remove Dawnguard,esm (somehow), then suddenly Wooden Sword will get the 02004D91 ID. I hope my explanation is understandable.

yes, understand. Cool!

I figure replacing 2 digits when I change the load order is still faster than getting the stuff via additem... :P

does this also work for console commnads like 
 

player.modav stamina 200

player.additem 000000f 1000 (gold and stuff)?

would just be cool when I could setup my character starting stats and stuff this way. really neat! :D

 

Posted
14 hours ago, Nymra said:

yes, understand. Cool!

I figure replacing 2 digits when I change the load order is still faster than getting the stuff via additem... :P

does this also work for console commnads like 
 

player.modav stamina 200

player.additem 000000f 1000 (gold and stuff)?

would just be cool when I could setup my character starting stats and stuff this way. really neat! :D

Yes, you can, that's exactly what my scripts do, if you open and read them. Like, Stats.txt for example.

 

Also, you don't need to write 000000000000000000000000f, just f is enough, like - player.additem f 1000

Have fun.

 

Also, it is adviced to use player.setav instead of modav for everything except carryweight.

You should modav carryweight, because setav carryweight changes don't get stored in savegame, just this one stat.

It's Bethesda, it's weird by design.

Posted
12 minutes ago, Erundil said:

Yes, you can, that's exactly what my scripts do, if you open and read them. Like, Stats.txt for example.

 

Also, you don't need to write 000000000000000000000000f, just f is enough, like - player.additem f 1000

Have fun.

 

Also, it is adviced to use player.setav instead of modav for everything except carryweight.

You should modav carryweight, because setav carryweight changes don't get stored in savegame, just this one stat.

It's Bethesda, it's weird by design.

cool! 

thanks for the tips. always nice to improve the experience and make settings things up easier!

Posted

Maybe you could be interested to include this little file into your collection.

I called it "nocrime" and what it does is to remove the crime tag from all holds.

 

I made it because I normally attack "on sight" all Thalmor patrols (with or without prisoner) and I was tired to always need to talk to them before and then I went attacked by the guards.

 

Note 1.  It removes the crime tag from ALL holds.

 

Note 2.  If the tag is already set (mainly because the vanilla system fails very often to clear your status even if every witness is gone), using this bat file cause you to PAY your tag anyway.

 

Note 3.  It works even if a guard has already "spotted" you, causing them to calm down.

nocrime.txt

Posted
6 hours ago, NicoleDragoness said:

Maybe you could be interested to include this little file into your collection.

I called it "nocrime" and what it does is to remove the crime tag from all holds.

 

I made it because I normally attack "on sight" all Thalmor patrols (with or without prisoner) and I was tired to always need to talk to them before and then I went attacked by the guards.

 

Note 1.  It removes the crime tag from ALL holds.

 

Note 2.  If the tag is already set (mainly because the vanilla system fails very often to clear your status even if every witness is gone), using this bat file cause you to PAY your tag anyway.

 

Note 3.  It works even if a guard has already "spotted" you, causing them to calm down.

nocrime.txt 540 B · 1 download

Very neat idea, though I'm not sure it's all correct.

Studying this site: https://en.uesp.net/wiki/Skyrim:Console, I come to a conclusion that your script sends the player to jail, or at least attempts to...

Also, you forgot about Raven Rock (Solstheim Crime Faction), so I added it.

Can you take the file I'm uploading here and test it? It should pay the bounties without stripping you of stolen items and without sending you to jail.

If your test comes in positive, I'll add it to my mod.

PayBounty.txt

Posted

I can assure you that I've already used several times my bat file and I was never sent in jail.

The worst happened was that I paid the bounty "to no one". I mean that the bounty amount was taken out from my inventory even if I was out in the wilderness, were I stay.

And this happened ONLY when the vanilla system failed to recognized that all witnesses are gone. Stolen items were never taken out, anyway.

 

But you're right I forgot Raven Rock.

 

I'll give a try to your version, of course.

Posted

Ok.

Not counting the Raven Rock bit ...

 

The first half of the two files (yours and mine) are the same.

 

The second part is different for one parameter:

- Mine =  Player.paycrinegold 1 0 (ID)

- Yours=  Player.paycrimegold 0 (ID)

 

Yours, accordingly with UESP Wiki, should be correct BUT I can assure that I was never sent to jail even with mine. So I'm a bit confused.

 

Next report after I will have a chance to try your file. Cheers.

Posted

Yup, all I did was:

1. add Raven Rock

2. comment the file heavily, so anyone can figure which command does what

3. change the jail switch to 0

 

Awaiting your report.

 

Posted

Well,

I didn't notice differences.

Your bat file works as espected. It removes bounties (paying the bill in case), it does not sent you to jail and makes the guards neutral again.

It works even if a guard has already spotted you when you have a bounty. The bat in console makes the guard to return to its normal routine.

 

Cheers.

Posted

Thank you for your hard work. Your file is getting included in the new version of my BAT collection.

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