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KWs Ultimate BETA

 

KWs Easy Item Distribution to Leveled lists

 

 

 

THIS IS BETA AND NEED TO BE TESTED MORE.

 

Since my description how to use isn't easy enough to understand,
I've added some pictures to illustrate at the bottom of page and to downloads.
(hopefully they are understandable)
-Remember to "create mod" from overwrite in Mod Organizer if using that, from the esp you created and load it in the load order.
-And create a bashed patch from Wrye.

 

SUBLISTS: K.E.I.D.L Sublist

 

-I've been playing around with leveled lists the last week to be able to use TrX Standalone and Remodeled Armors Standalone
together (plus more), and have them distributed to the World of Skyrim together with Vanilla items.
-And i ended up with this, so why not share it?

 

 

 

REQUIRES:
Skyrim LEGENDARY or Skyrim plus all DLCs (Hearthfire have no entries, but is a master to the esp)
TESVEdit (and very basic knowledge with it for adding stuff)
Wrye bash (for bashed patch)

 

COMPATIBILITY:
-NONE if bashed patch is used, hopefully..
-Any mod changing the Outfit Lists in the "KWs Outfitlist - load after bashed.esp" will not work. -choose one or merge them in bashed and let some NPCs have tons of stuff.

 

CONTAINS:
-NO SCRIPTS
-ONLY LEVELED LISTS and OUTFITS for Armors and Clothes (including most helmets and circlets)
-The lists should still be leveled like in Vanilla.

 

DOES NOT:
-Add items to crafting recipes. (unless items comes with that they won't have it)
-Add Weapons yet.
-Make the world unleveled.

 

SO:

 

What is this ?


-This is an attempt to easily put any item to the world of Skyrim using TES5Edit.
-For now it's for Clothes and Armors plus Shields, Helmets and Circlets.

 

 

How does it work?


-Kws Sublist simply put Armors and Clothes into Sublists first and then the Sublists are put into the leveled lists.
-Instead of having to put a given item into many different leveled lists, outfits and so on,
now it's only needed to put it into one sublist and the sublist is already put into all those leveled lists.
Example:
Dwarven Cuirass.
-All dwarven Cuirass and any other armors that's should be used in that category are put into one single list.
-Kws Sublist Vanilla.esp -> Leveled Item -> KWsDwarvenCuirass
-The KwsDwarvenCuirass is a sublist containing many armors of that class and that list is shared
in 16 different leveled lists that uses the Dwarven Cuirass. (in this beta test at least)
-And one armor is randomly selected from that list instead of only one type of Dwarven Cuirass.

 

So now I can download an Ebony armor, and just put it into 4 sublist
-KWsEbonyBoots
-KWsEbonyCuirass
-KWsEbonyGauntlets
-KWsEbonyHelmet
And it should be shared among all leveled lists Ebony Armors are implemented by Vanilla
and put into all those the lists. (17+17+15+2 lists, 51 lists total in this beta version)

 

 

NOTE:
When using bashed patch Original Vanilla lists will be added also so they will have slightly bigger chance to be chosen (no major issue).

 

 

 

HOW to use?


1.Just open KWsSublist Vanilla.esp in TES5Edit
2.Deep Copy "Leveled Item" into a new esp with KWsSublist Vanilla.esp as master.
3.Copy FormID of the item to be added and find the list it fits (example KWsIronCuirass for an Iron Armor)
4.Replace or add new Leveled List Entries and paste the FormID(s) there.
5.When all new items are added delete all unused leveled item entries or they will have higher chance than the new ones to be added ingame.
6.Save new esp and quit TES5Edit
7.Sort with LOOT and create a bashed patch. (the new list will be deactivated by creating an bashed patch so it wont be one more esps in use)
8.Play the game.

 

IMPORTANT:
There must be a Male and Female model (plus beast races, argonians and khajiits maybe?) or else a lot of NPCs will run around with invisible body parts.


READ AT POST 3 in SUPPORT THREAD for more details if needed.

 

NOTE:
KWs Sublist Vanilla.esp put most Vanilla armors and clothes into sublists.
KWs Sublist Implementation.esp will put all those sublists into the Vanilla leveled lists.
KWs Outfitlist - load after bashed.esp puts Sublist into Vanilla Outfits so the will become more random,
but must be loaded after bashed or Vanilla items will also be added into it and NPCs will have two cuirass, boots and so on.

 

I'm no expert on this so,
if this works as intended and if it's any useful,
well,
guess I'll find out.

 

ERRORS/BUGS:
-most likely yes

 

FUTURE PLANS:
-Add Weapons.

 

PERMISSIONS:
-Feel free to add any new armor/outfit lists (must have KWs Sublist Vanilla.esp as Master or lists will most likely be useless).
-Do not share on other sites than LL. (except links)
-No money or values should be gained from this.

 

 

 

CREDITS:
Bethesda for Skyrim
Sharlikran for TES5Edit
lojack for Wrye Bash


  • Submitter
  • Submitted
    06/20/2016
  • Category
  • Requires
    Skyrim Legendary, Wrye and TESVEdit
  • Special Edition Compatible

 

Link to comment

I'm always open to new ways of implementing a type of lootification, but i'm a little confused about how it works at the moment.

So you can download custom armours, and replace the vanilla armours sublists such that you effectively replace the vanilla armours in the game with custom armours, without having to create your own levelled lists, because you are using the vanilla levelled lists?

 

I also think you should move your "what is this?" to the top of the mod description. I don't have much experience with TES5EDIT other than created merged patch, but if the process is quite simple that even I could follow it, it might be something worth considering downloading for me.

Also, how is your process better than lootification (http://www.nexusmods.com/skyrim/mods/32339/?) or modded loot (http://www.nexusmods.com/skyrim/mods/64778/?)? The other 2 don't require TES5EDIT and have a nice UI but have other limitations obviously.

 

Thanks for sharing your efforts so far, but I just don't understand enough at the moment to make an informed decision to use it.

Link to comment

I'm always open to new ways of implementing a type of lootification, but i'm a little confused about how it works at the moment.

 

So you can download custom armours, and replace the vanilla armours sublists such that you effectively replace the vanilla armours in the game with custom armours, without having to create your own levelled lists, because you are using the vanilla levelled lists?

 

I also think you should move your "what is this?" to the top of the mod description. I don't have much experience with TES5EDIT other than created merged patch, but if the process is quite simple that even I could follow it, it might be something worth considering downloading for me.

 

Also, how is your process better than lootification (http://www.nexusmods.com/skyrim/mods/32339/?) or modded loot (http://www.nexusmods.com/skyrim/mods/64778/?)? The other 2 don't require TES5EDIT and have a nice UI but have other limitations obviously.

 

Thanks for sharing your efforts so far, but I just don't understand enough at the moment to make an informed decision to use it.

-First of all, I have never claimed that this is better than anything else :)

 

Lootification may be better, I dunno, but lootification do need one to create a XML list for it to implement stuff correctly and it's harder to know where to put everything there (at least I think so) than here. Also I'm not sure where it put stuff in the leveled lists compared to this.

 

Modded Loot is limited to only 250 items from 100 mods and you must start the process to get stuff in the game in mcm and create outfits, it's not that simple and where does it put an custom Daedric armor for example?

 

-What this does (or are supposed to do) is to blend new stuff together alongside Vanilla stuff, not replace anything.

 

------------------------------------------------------------------------------------------------

So it basically takes all vanilla items and put them into sublists:

One list for all armors like this:

 

Cuirass (one for iron, steel, glass, leather and so on..)

Boots

Gauntlets

Helmets

Circlets (all vanilla ones is in this one list) 

Clothes (one for farm boots, farm clothes, farm hats, farm gloves, fine boots, fine clothes and so on)

-and various

 

All of those sublists, like KWsIronCuirass for example are linked to where in the VANILLA game ALL Iron Armors (Cuirass) are located.

So if I put a custom made Iron Armor (named whatever) that have male and female model (just open in CK or ingame and check) and put that custom armor into KWsIronCuirass list, it will be distributed ingame just like Vanilla Iron Armors are in many different lists.

 

When combined with a bashed patch (which should be used) the distribution would be like this randomly chosen ingame:

X1:Iron Armor (from Vanilla Game leveled lists)

X2:Iron Armor (From KWsSublist Vanilla)

X3:Custom Iron Armor (From KWsSublist Custom Iron Armor)

 

So the Vanilla Armor Will have 2/3 chance to be chosen, but if there are more custom Iron armors put in the list, less chance for vanilla one offcourse.

 

 

The Reason I did it like this is:

Elven Boots for example can be located in 16 different leveled lists and Outfits (in my Beta version at least)

When manually adding a pair of new Elven Boots to the game

and wanting them distributed alongside Vanilla elven boots in the same way

you must put them in 16 different places

or put them in one place, KWsElvenBoots when using this

 

------------------------------------------------------------------------------------------------

 

To explain how to use it again in more details:

 

 

 

 

1.

-Install a new outfit or armor

(check if have both Male and Female Model ingame or a lot of invisible, not nude, NPCs will appear.)

 

2.

-Open the "new armor.esp" and "KWs Sublist Vanilla.esp" inTESVEdit.

 

3.

-Click on "KWs Sublist Vanilla.esp"

-right click Leveled Item and choose "Deep copy as overrride into..."

-click <new file> and ok

-write a new name, like for example KWs Sublist (name on armor or mod to be added)

-choose yes on pop-up window

 

4.

-Right Click on new esp and choose Add Masters... and choose the new armor.

 

 

 

5.

Let's say the new armor is an armor that is similar to Glass Armors and you want it into the game alongside that.

-Open the new armors esp and choose the Armor tab.

-click on one of the items there once and double click on the name in the FormID to the right

-mark the the name and copy it

(just look at where it's equipped if in doubt of what it is, in the right window, 37-Feet for example is Boots or Shoes)

-Now choose the new esp and find the location of Glass Boots if the item is a glass boot or similar.

(it's easier to spot all if u click on Editor ID at the top on the left to sort lists like that)

-in the list to the far right (Reference) right click->Edit and paste the new Glass boots FormID there and click OK.

-Repeat the process for all items to be added and put it in their respective lists.

 

6.

When done pasting in all new Form IDs

DELETE all green lists (yellow are edited) on the left in TES5Edit in the NEW esp or else they will double up

(no emergency if u dont but better do it like this)

 

7.

Save the new esp only (untick any other esps if they are listed unless u have made changes u want to have and know what are)

 

8.

Take the new esp and put it into a new folder with the name of the new submod and activate it

 

9.

Sort with LOOT and create a new bashed patch

 

 

 

Items don't have to be put in the "correct" lists, but lists that would fit the item best. 

 

For example:

 

If I wanted to add a lot of backpacks from a mod,

but there are no Vanilla lists that uses backpacks,

so where to put it?

 

-I chose KWsClothesFarmHats because farmers could use a backpack instead of a hat if using one and maybe bandits would like one instead of helmets, so why not put it in KWsBanditHelmets as well. 

-If I put it in the list for Farm Clothes instead of hats the NPCs would sometimes use the backpack instead of farm clothes,

so I would not put it there.

 

An Iron armor suited best for bandits or forsworn

could be put in the bandit list or forsworn list instead of iron list

or all of them at  once.

Link to comment

Hold on, why is this in the adult modding section? If all this does is spread out armors and weapons from mods to various NPCs then there is no violence, sexuality or foul humor in it. 

 

In essence this mod would on its own be rated E not AO or even M. You could use super skimpy armor but that has nothing to do with this mod. It's just a framework.

Link to comment

Hold on, why is this in the adult modding section? If all this does is spread out armors and weapons from mods to various NPCs then there is no violence, sexuality or foul humor in it. 

 

In essence this mod would on its own be rated E not AO or even M. You could use super skimpy armor but that has nothing to do with this mod. It's just a framework.

Yea, Its not an adult mod..

 

I put it in another category

 

-thnx for notifying me :)

Link to comment

Detailed description of how the mod works + steps how to create your own sublists

 |

V

 

 

 

 

I'm always open to new ways of implementing a type of lootification, but i'm a little confused about how it works at the moment.

So you can download custom armours, and replace the vanilla armours sublists such that you effectively replace the vanilla armours in the game with custom armours, without having to create your own levelled lists, because you are using the vanilla levelled lists?

 

I also think you should move your "what is this?" to the top of the mod description. I don't have much experience with TES5EDIT other than created merged patch, but if the process is quite simple that even I could follow it, it might be something worth considering downloading for me.

Also, how is your process better than lootification (http://www.nexusmods.com/skyrim/mods/32339/?) or modded loot (http://www.nexusmods.com/skyrim/mods/64778/?)? The other 2 don't require TES5EDIT and have a nice UI but have other limitations obviously.

 

Thanks for sharing your efforts so far, but I just don't understand enough at the moment to make an informed decision to use it.

-First of all, I have never claimed that this is better than anything else :)

 

Lootification may be better, I dunno, but lootification do need one to create a XML list for it to implement stuff correctly and it's harder to know where to put everything there (at least I think so) than here. Also I'm not sure where it put stuff in the leveled lists compared to this.

 

Modded Loot is limited to only 250 items from 100 mods and you must start the process to get stuff in the game in mcm and create outfits, it's not that simple and where does it put an custom Daedric armor for example?

 

-What this does (or are supposed to do) is to blend new stuff together alongside Vanilla stuff, not replace anything.

 

------------------------------------------------------------------------------------------------

So it basically takes all vanilla items and put them into sublists:

One list for all armors like this:

 

Cuirass (one for iron, steel, glass, leather and so on..)

Boots

Gauntlets

Helmets

Circlets (all vanilla ones is in this one list) 

Clothes (one for farm boots, farm clothes, farm hats, farm gloves, fine boots, fine clothes and so on)

-and various

 

All of those sublists, like KWsIronCuirass for example are linked to where in the VANILLA game ALL Iron Armors (Cuirass) are located.

So if I put a custom made Iron Armor (named whatever) that have male and female model (just open in CK or ingame and check) and put that custom armor into KWsIronCuirass list, it will be distributed ingame just like Vanilla Iron Armors are in many different lists.

 

When combined with a bashed patch (which should be used) the distribution would be like this randomly chosen ingame:

X1:Iron Armor (from Vanilla Game leveled lists)

X2:Iron Armor (From KWsSublist Vanilla)

X3:Custom Iron Armor (From KWsSublist Custom Iron Armor)

 

So the Vanilla Armor Will have 2/3 chance to be chosen, but if there are more custom Iron armors put in the list, less chance for vanilla one offcourse.

 

 

The Reason I did it like this is:

Elven Boots for example can be located in 16 different leveled lists and Outfits (in my Beta version at least)

When manually adding a pair of new Elven Boots to the game

and wanting them distributed alongside Vanilla elven boots in the same way

you must put them in 16 different places

or put them in one place, KWsElvenBoots when using this

 

------------------------------------------------------------------------------------------------

 

To explain how to use it again in more details:

 

 

 

 

1.

-Install a new outfit or armor

(check if have both Male and Female Model ingame or a lot of invisible, not nude, NPCs will appear.)

 

2.

-Open the "new armor.esp" and "KWs Sublist Vanilla.esp" inTESVEdit.

 

3.

-Click on "KWs Sublist Vanilla.esp"

-right click Leveled Item and choose "Deep copy as overrride into..."

-click <new file> and ok

-write a new name, like for example KWs Sublist (name on armor or mod to be added)

-choose yes on pop-up window

 

4.

-Right Click on new esp and choose Add Masters... and choose the new armor.

 

 

 

5.

Let's say the new armor is an armor that is similar to Glass Armors and you want it into the game alongside that.

-Open the new armors esp and choose the Armor tab.

-click on one of the items there once and double click on the name in the FormID to the right

-mark the the name and copy it

(just look at where it's equipped if in doubt of what it is, in the right window, 37-Feet for example is Boots or Shoes)

-Now choose the new esp and find the location of Glass Boots if the item is a glass boot or similar.

(it's easier to spot all if u click on Editor ID at the top on the left to sort lists like that)

-in the list to the far right (Reference) right click->Edit and paste the new Glass boots FormID there and click OK.

-Repeat the process for all items to be added and put it in their respective lists.

 

6.

When done pasting in all new Form IDs

DELETE all green lists (yellow are edited) on the left in TES5Edit in the NEW esp or else they will double up

(no emergency if u dont but better do it like this)

 

7.

Save the new esp only (untick any other esps if they are listed unless u have made changes u want to have and know what are)

 

8.

Take the new esp and put it into a new folder with the name of the new submod and activate it

 

9.

Sort with LOOT and create a new bashed patch

 

 

 

Items don't have to be put in the "correct" lists, but lists that would fit the item best. 

 

For example:

 

If I wanted to add a lot of backpacks from a mod,

but there are no Vanilla lists that uses backpacks,

so where to put it?

 

-I chose KWsClothesFarmHats because farmers could use a backpack instead of a hat if using one and maybe bandits would like one instead of helmets, so why not put it in KWsBanditHelmets as well. 

-If I put it in the list for Farm Clothes instead of hats the NPCs would sometimes use the backpack instead of farm clothes,

so I would not put it there.

 

An Iron armor suited best for bandits or forsworn
could be put in the bandit list or forsworn list instead of iron list
or all of them at  once.

 

 

 

Sorry I meant more like "how does it compare to lootification" rather than "how is it better than lootification".

 

Thanks for the really nice and detailed description, the process looks difficult but is explained really well. I can see how useful this could be in allowing to occasionally replace specific armour pieces for specific factions, as long as the armour mod has a male and female model.

 

I noticed you recently added a monster sublist to download, but where in the process of patching would adding this go? Gamerpoets tutorials recommend TES5Merged patch -> Bashed patch -> Perma/SkyRe (and other such patchers) -> FNIS patch, but they also recommend removing all levelled lists during the creation of the merged patch, so that bashed patch can handle it instead. Would adding these sublists therefore go after creating the Merged patch but before the Bashed patch?

Link to comment

Detailed description of how the mod works + steps how to create your own sublists

 |

V

 

 

 

 

I'm always open to new ways of implementing a type of lootification, but i'm a little confused about how it works at the moment.

 

So you can download custom armours, and replace the vanilla armours sublists such that you effectively replace the vanilla armours in the game with custom armours, without having to create your own levelled lists, because you are using the vanilla levelled lists?

 

I also think you should move your "what is this?" to the top of the mod description. I don't have much experience with TES5EDIT other than created merged patch, but if the process is quite simple that even I could follow it, it might be something worth considering downloading for me.

 

Also, how is your process better than lootification (http://www.nexusmods.com/skyrim/mods/32339/?) or modded loot (http://www.nexusmods.com/skyrim/mods/64778/?)? The other 2 don't require TES5EDIT and have a nice UI but have other limitations obviously.

 

Thanks for sharing your efforts so far, but I just don't understand enough at the moment to make an informed decision to use it.

-First of all, I have never claimed that this is better than anything else :)

 

Lootification may be better, I dunno, but lootification do need one to create a XML list for it to implement stuff correctly and it's harder to know where to put everything there (at least I think so) than here. Also I'm not sure where it put stuff in the leveled lists compared to this.

 

Modded Loot is limited to only 250 items from 100 mods and you must start the process to get stuff in the game in mcm and create outfits, it's not that simple and where does it put an custom Daedric armor for example?

 

-What this does (or are supposed to do) is to blend new stuff together alongside Vanilla stuff, not replace anything.

 

------------------------------------------------------------------------------------------------

So it basically takes all vanilla items and put them into sublists:

One list for all armors like this:

 

Cuirass (one for iron, steel, glass, leather and so on..)

Boots

Gauntlets

Helmets

Circlets (all vanilla ones is in this one list) 

Clothes (one for farm boots, farm clothes, farm hats, farm gloves, fine boots, fine clothes and so on)

-and various

 

All of those sublists, like KWsIronCuirass for example are linked to where in the VANILLA game ALL Iron Armors (Cuirass) are located.

So if I put a custom made Iron Armor (named whatever) that have male and female model (just open in CK or ingame and check) and put that custom armor into KWsIronCuirass list, it will be distributed ingame just like Vanilla Iron Armors are in many different lists.

 

When combined with a bashed patch (which should be used) the distribution would be like this randomly chosen ingame:

X1:Iron Armor (from Vanilla Game leveled lists)

X2:Iron Armor (From KWsSublist Vanilla)

X3:Custom Iron Armor (From KWsSublist Custom Iron Armor)

 

So the Vanilla Armor Will have 2/3 chance to be chosen, but if there are more custom Iron armors put in the list, less chance for vanilla one offcourse.

 

 

The Reason I did it like this is:

Elven Boots for example can be located in 16 different leveled lists and Outfits (in my Beta version at least)

When manually adding a pair of new Elven Boots to the game

and wanting them distributed alongside Vanilla elven boots in the same way

you must put them in 16 different places

or put them in one place, KWsElvenBoots when using this

 

------------------------------------------------------------------------------------------------

 

To explain how to use it again in more details:

 

 

 

 

1.

-Install a new outfit or armor

(check if have both Male and Female Model ingame or a lot of invisible, not nude, NPCs will appear.)

 

2.

-Open the "new armor.esp" and "KWs Sublist Vanilla.esp" inTESVEdit.

 

3.

-Click on "KWs Sublist Vanilla.esp"

-right click Leveled Item and choose "Deep copy as overrride into..."

-click <new file> and ok

-write a new name, like for example KWs Sublist (name on armor or mod to be added)

-choose yes on pop-up window

 

4.

-Right Click on new esp and choose Add Masters... and choose the new armor.

 

 

 

5.

Let's say the new armor is an armor that is similar to Glass Armors and you want it into the game alongside that.

-Open the new armors esp and choose the Armor tab.

-click on one of the items there once and double click on the name in the FormID to the right

-mark the the name and copy it

(just look at where it's equipped if in doubt of what it is, in the right window, 37-Feet for example is Boots or Shoes)

-Now choose the new esp and find the location of Glass Boots if the item is a glass boot or similar.

(it's easier to spot all if u click on Editor ID at the top on the left to sort lists like that)

-in the list to the far right (Reference) right click->Edit and paste the new Glass boots FormID there and click OK.

-Repeat the process for all items to be added and put it in their respective lists.

 

6.

When done pasting in all new Form IDs

DELETE all green lists (yellow are edited) on the left in TES5Edit in the NEW esp or else they will double up

(no emergency if u dont but better do it like this)

 

7.

Save the new esp only (untick any other esps if they are listed unless u have made changes u want to have and know what are)

 

8.

Take the new esp and put it into a new folder with the name of the new submod and activate it

 

9.

Sort with LOOT and create a new bashed patch

 

 

 

Items don't have to be put in the "correct" lists, but lists that would fit the item best. 

 

For example:

 

If I wanted to add a lot of backpacks from a mod,

but there are no Vanilla lists that uses backpacks,

so where to put it?

 

-I chose KWsClothesFarmHats because farmers could use a backpack instead of a hat if using one and maybe bandits would like one instead of helmets, so why not put it in KWsBanditHelmets as well. 

-If I put it in the list for Farm Clothes instead of hats the NPCs would sometimes use the backpack instead of farm clothes,

so I would not put it there.

 

An Iron armor suited best for bandits or forsworn

could be put in the bandit list or forsworn list instead of iron list

or all of them at  once.

 

 

 

Sorry I meant more like "how does it compare to lootification" rather than "how is it better than lootification".

 

Thanks for the really nice and detailed description, the process looks difficult but is explained really well. I can see how useful this could be in allowing to occasionally replace specific armour pieces for specific factions, as long as the armour mod has a male and female model.

 

I noticed you recently added a monster sublist to download, but where in the process of patching would adding this go? Gamerpoets tutorials recommend TES5Merged patch -> Bashed patch -> Perma/SkyRe (and other such patchers) -> FNIS patch, but they also recommend removing all levelled lists during the creation of the merged patch, so that bashed patch can handle it instead. Would adding these sublists therefore go after creating the Merged patch but before the Bashed patch?

That would be the leveled lists that's inside the TESVEdit MERGED patch not all others, just create it and delete the leveled lists in it and save, then create a bashed patch from Wrye.

 

The bashed patch should be created after any KWs sublists. (except the outfit plugin, if used, that one should be loaded after the bashed and not merged)

Link to comment

 

 

 

 

1.

-Install a new outfit or armor

(check if have both Male and Female Model ingame or a lot of invisible, not nude, NPCs will appear.)

 

2.

-Open the "new armor.esp" and "KWs Sublist Vanilla.esp" inTESVEdit.

 

3.

-Click on "KWs Sublist Vanilla.esp"

-right click Leveled Item and choose "Deep copy as overrride into..."

-click <new file> and ok

-write a new name, like for example KWs Sublist (name on armor or mod to be added)

-choose yes on pop-up window

 

4.

-Right Click on new esp and choose Add Masters... and choose the new armor.

 

 

 

5.

Let's say the new armor is an armor that is similar to Glass Armors and you want it into the game alongside that.

-Open the new armors esp and choose the Armor tab.

-click on one of the items there once and double click on the name in the FormID to the right

-mark the the name and copy it

(just look at where it's equipped if in doubt of what it is, in the right window, 37-Feet for example is Boots or Shoes)

-Now choose the new esp and find the location of Glass Boots if the item is a glass boot or similar.

(it's easier to spot all if u click on Editor ID at the top on the left to sort lists like that)

-in the list to the far right (Reference) right click->Edit and paste the new Glass boots FormID there and click OK.

-Repeat the process for all items to be added and put it in their respective lists.

 

6.

When done pasting in all new Form IDs

DELETE all green lists (yellow are edited) on the left in TES5Edit in the NEW esp or else they will double up

(no emergency if u dont but better do it like this)

 

7.

Save the new esp only (untick any other esps if they are listed unless u have made changes u want to have and know what are)

 

8.

Take the new esp and put it into a new folder with the name of the new submod and activate it

 

9.

Sort with LOOT and create a new bashed patch

 

 

 

Items don't have to be put in the "correct" lists, but lists that would fit the item best. 

 

For example:

 

If I wanted to add a lot of backpacks from a mod,

but there are no Vanilla lists that uses backpacks,

so where to put it?

 

-I chose KWsClothesFarmHats because farmers could use a backpack instead of a hat if using one and maybe bandits would like one instead of helmets, so why not put it in KWsBanditHelmets as well. 

-If I put it in the list for Farm Clothes instead of hats the NPCs would sometimes use the backpack instead of farm clothes,

so I would not put it there.

 

An Iron armor suited best for bandits or forsworn

could be put in the bandit list or forsworn list instead of iron list

or all of them at  once.

 

 

hello just wanna ask in step 5 instruction is to edit references. can i just add a new level list and not edit references because if i edit references the original entry will be deleted and i want to add more than one armor to that list . and how much should i set my "count" in the leveled list ? 1 is enough ? .

 

about outfitlist, should i include in wyrebash to be bashed and then change its load order  below bashed patch or i just install the esp after i already make  / update bashed patch  ?. thanks for the reply and sorry for my grammar because english is not my native language :)

 

Link to comment

 

 

 

 

 

1.

-Install a new outfit or armor

(check if have both Male and Female Model ingame or a lot of invisible, not nude, NPCs will appear.)

 

2.

-Open the "new armor.esp" and "KWs Sublist Vanilla.esp" inTESVEdit.

 

3.

-Click on "KWs Sublist Vanilla.esp"

-right click Leveled Item and choose "Deep copy as overrride into..."

-click <new file> and ok

-write a new name, like for example KWs Sublist (name on armor or mod to be added)

-choose yes on pop-up window

 

4.

-Right Click on new esp and choose Add Masters... and choose the new armor.

 

 

 

5.

Let's say the new armor is an armor that is similar to Glass Armors and you want it into the game alongside that.

-Open the new armors esp and choose the Armor tab.

-click on one of the items there once and double click on the name in the FormID to the right

-mark the the name and copy it

(just look at where it's equipped if in doubt of what it is, in the right window, 37-Feet for example is Boots or Shoes)

-Now choose the new esp and find the location of Glass Boots if the item is a glass boot or similar.

(it's easier to spot all if u click on Editor ID at the top on the left to sort lists like that)

-in the list to the far right (Reference) right click->Edit and paste the new Glass boots FormID there and click OK.

-Repeat the process for all items to be added and put it in their respective lists.

 

6.

When done pasting in all new Form IDs

DELETE all green lists (yellow are edited) on the left in TES5Edit in the NEW esp or else they will double up

(no emergency if u dont but better do it like this)

 

7.

Save the new esp only (untick any other esps if they are listed unless u have made changes u want to have and know what are)

 

8.

Take the new esp and put it into a new folder with the name of the new submod and activate it

 

9.

Sort with LOOT and create a new bashed patch

 

 

 

Items don't have to be put in the "correct" lists, but lists that would fit the item best. 

 

For example:

 

If I wanted to add a lot of backpacks from a mod,

but there are no Vanilla lists that uses backpacks,

so where to put it?

 

-I chose KWsClothesFarmHats because farmers could use a backpack instead of a hat if using one and maybe bandits would like one instead of helmets, so why not put it in KWsBanditHelmets as well. 

-If I put it in the list for Farm Clothes instead of hats the NPCs would sometimes use the backpack instead of farm clothes,

so I would not put it there.

 

An Iron armor suited best for bandits or forsworn

could be put in the bandit list or forsworn list instead of iron list

or all of them at  once.

 

 

hello just wanna ask in step 5 instruction is to edit references. can i just add a new level list and not edit references because if i edit references the original entry will be deleted and i want to add more than one armor to that list . and how much should i set my "count" in the leveled list ? 1 is enough ? .

 

about outfitlist, should i include in wyrebash to be bashed and then change its load order  below bashed patch or i just install the esp after i already make  / update bashed patch  ?. thanks for the reply and sorry for my grammar because english is not my native language :)

 

 

When you deep copy the leveled list from KWs Sublist Vanilla.esp into a new esp,

you replace the the Reference already there, to the far right (the ones copied to your new esp)

If u need more Leveled list Entries, simply drag one from the left (KWs Vanilla.esp) over to the right (new esp) and replace the references, or right click and choose "add" and a new one with "NULL - Null Reference [00000000]" will appear.

 

The number counts is:

-The top one is the level for getting it, but those levels are Vanilla Standard where the Leveled list are Referenced by (lower tab) and should be set to 1, unless u want some items there at a specific level.

-The second number is the amount of items that will be spawned if that entry is chosen, so 1 means one item 2 means two..

 

The outfit list should be loaded after bashed, because if it get merged into bashed the NPCs will get the regular Vanilla Equipment plus the new from KWs lists, so they will get more stuff than they should (like 2 armors and 2 boots and so on).

 

Also when copying the leveled list into a new esp, the entries not used should be deleted in the new esp and only edited ones should be used and saved, or there will be twice the number of the ones from KWs Sublist Vanilla.esp when merging bashed patch.

Link to comment

 

 

 

 

 

 

1.

-Install a new outfit or armor

(check if have both Male and Female Model ingame or a lot of invisible, not nude, NPCs will appear.)

 

2.

-Open the "new armor.esp" and "KWs Sublist Vanilla.esp" inTESVEdit.

 

3.

-Click on "KWs Sublist Vanilla.esp"

-right click Leveled Item and choose "Deep copy as overrride into..."

-click <new file> and ok

-write a new name, like for example KWs Sublist (name on armor or mod to be added)

-choose yes on pop-up window

 

4.

-Right Click on new esp and choose Add Masters... and choose the new armor.

 

 

 

5.

Let's say the new armor is an armor that is similar to Glass Armors and you want it into the game alongside that.

-Open the new armors esp and choose the Armor tab.

-click on one of the items there once and double click on the name in the FormID to the right

-mark the the name and copy it

(just look at where it's equipped if in doubt of what it is, in the right window, 37-Feet for example is Boots or Shoes)

-Now choose the new esp and find the location of Glass Boots if the item is a glass boot or similar.

(it's easier to spot all if u click on Editor ID at the top on the left to sort lists like that)

-in the list to the far right (Reference) right click->Edit and paste the new Glass boots FormID there and click OK.

-Repeat the process for all items to be added and put it in their respective lists.

 

6.

When done pasting in all new Form IDs

DELETE all green lists (yellow are edited) on the left in TES5Edit in the NEW esp or else they will double up

(no emergency if u dont but better do it like this)

 

7.

Save the new esp only (untick any other esps if they are listed unless u have made changes u want to have and know what are)

 

8.

Take the new esp and put it into a new folder with the name of the new submod and activate it

 

9.

Sort with LOOT and create a new bashed patch

 

 

 

Items don't have to be put in the "correct" lists, but lists that would fit the item best. 

 

For example:

 

If I wanted to add a lot of backpacks from a mod,

but there are no Vanilla lists that uses backpacks,

so where to put it?

 

-I chose KWsClothesFarmHats because farmers could use a backpack instead of a hat if using one and maybe bandits would like one instead of helmets, so why not put it in KWsBanditHelmets as well. 

-If I put it in the list for Farm Clothes instead of hats the NPCs would sometimes use the backpack instead of farm clothes,

so I would not put it there.

 

An Iron armor suited best for bandits or forsworn

could be put in the bandit list or forsworn list instead of iron list

or all of them at  once.

 

 

hello just wanna ask in step 5 instruction is to edit references. can i just add a new level list and not edit references because if i edit references the original entry will be deleted and i want to add more than one armor to that list . and how much should i set my "count" in the leveled list ? 1 is enough ? .

 

about outfitlist, should i include in wyrebash to be bashed and then change its load order  below bashed patch or i just install the esp after i already make  / update bashed patch  ?. thanks for the reply and sorry for my grammar because english is not my native language :)

 

 

When you deep copy the leveled list from KWs Sublist Vanilla.esp into a new esp,

you replace the the Reference already there, to the far right (the ones copied to your new esp)

If u need more Leveled list Entries, simply drag one from the left (KWs Vanilla.esp) over to the right (new esp) and replace the references, or right click and choose "add" and a new one with "NULL - Null Reference [00000000]" will appear.

 

The number counts is:

-The top one is the level for getting it, but those levels are Vanilla Standard where the Leveled list are Referenced by (lower tab) and should be set to 1, unless u want some items there at a specific level.

-The second number is the amount of items that will be spawned if that entry is chosen, so 1 means one item 2 means two..

 

The outfit list should be loaded after bashed, because if it get merged into bashed the NPCs will get the regular Vanilla Equipment plus the new from KWs lists, so they will get more stuff than they should (like 2 armors and 2 boots and so on).

 

Also when copying the leveled list into a new esp, the entries not used should be deleted in the new esp and only edited ones should be used and saved, or there will be twice the number of the ones from KWs Sublist Vanilla.esp when merging bashed patch.

 

 

thank you . about outfit again what i mean is should i include outfitlist to be merged in bashed patch and then put itbelow bashed patch or i just installed it after i have merged / updated my bashed patch and put it below the bashed patch.

 

Link to comment

 

 

 

 

 

 

 

1.

-Install a new outfit or armor

(check if have both Male and Female Model ingame or a lot of invisible, not nude, NPCs will appear.)

 

2.

-Open the "new armor.esp" and "KWs Sublist Vanilla.esp" inTESVEdit.

 

3.

-Click on "KWs Sublist Vanilla.esp"

-right click Leveled Item and choose "Deep copy as overrride into..."

-click <new file> and ok

-write a new name, like for example KWs Sublist (name on armor or mod to be added)

-choose yes on pop-up window

 

4.

-Right Click on new esp and choose Add Masters... and choose the new armor.

 

 

 

5.

Let's say the new armor is an armor that is similar to Glass Armors and you want it into the game alongside that.

-Open the new armors esp and choose the Armor tab.

-click on one of the items there once and double click on the name in the FormID to the right

-mark the the name and copy it

(just look at where it's equipped if in doubt of what it is, in the right window, 37-Feet for example is Boots or Shoes)

-Now choose the new esp and find the location of Glass Boots if the item is a glass boot or similar.

(it's easier to spot all if u click on Editor ID at the top on the left to sort lists like that)

-in the list to the far right (Reference) right click->Edit and paste the new Glass boots FormID there and click OK.

-Repeat the process for all items to be added and put it in their respective lists.

 

6.

When done pasting in all new Form IDs

DELETE all green lists (yellow are edited) on the left in TES5Edit in the NEW esp or else they will double up

(no emergency if u dont but better do it like this)

 

7.

Save the new esp only (untick any other esps if they are listed unless u have made changes u want to have and know what are)

 

8.

Take the new esp and put it into a new folder with the name of the new submod and activate it

 

9.

Sort with LOOT and create a new bashed patch

 

 

 

Items don't have to be put in the "correct" lists, but lists that would fit the item best. 

 

For example:

 

If I wanted to add a lot of backpacks from a mod,

but there are no Vanilla lists that uses backpacks,

so where to put it?

 

-I chose KWsClothesFarmHats because farmers could use a backpack instead of a hat if using one and maybe bandits would like one instead of helmets, so why not put it in KWsBanditHelmets as well. 

-If I put it in the list for Farm Clothes instead of hats the NPCs would sometimes use the backpack instead of farm clothes,

so I would not put it there.

 

An Iron armor suited best for bandits or forsworn

could be put in the bandit list or forsworn list instead of iron list

or all of them at  once.

 

 

hello just wanna ask in step 5 instruction is to edit references. can i just add a new level list and not edit references because if i edit references the original entry will be deleted and i want to add more than one armor to that list . and how much should i set my "count" in the leveled list ? 1 is enough ? .

 

about outfitlist, should i include in wyrebash to be bashed and then change its load order  below bashed patch or i just install the esp after i already make  / update bashed patch  ?. thanks for the reply and sorry for my grammar because english is not my native language :)

 

 

When you deep copy the leveled list from KWs Sublist Vanilla.esp into a new esp,

you replace the the Reference already there, to the far right (the ones copied to your new esp)

If u need more Leveled list Entries, simply drag one from the left (KWs Vanilla.esp) over to the right (new esp) and replace the references, or right click and choose "add" and a new one with "NULL - Null Reference [00000000]" will appear.

 

The number counts is:

-The top one is the level for getting it, but those levels are Vanilla Standard where the Leveled list are Referenced by (lower tab) and should be set to 1, unless u want some items there at a specific level.

-The second number is the amount of items that will be spawned if that entry is chosen, so 1 means one item 2 means two..

 

The outfit list should be loaded after bashed, because if it get merged into bashed the NPCs will get the regular Vanilla Equipment plus the new from KWs lists, so they will get more stuff than they should (like 2 armors and 2 boots and so on).

 

Also when copying the leveled list into a new esp, the entries not used should be deleted in the new esp and only edited ones should be used and saved, or there will be twice the number of the ones from KWs Sublist Vanilla.esp when merging bashed patch.

 

 

thank you . about outfit again what i mean is should i include outfitlist to be merged in bashed patch and then put itbelow bashed patch or i just installed it after i have merged / updated my bashed patch and put it below the bashed patch.

 

 

The outfit plugin should be marked as no merge in wrye (mark the esp and right click in the lower left bashed tag window and  choose no merge) and load it after bashed.

-So don't merge it in bashed.

-You don't have to, but if it get merged it will contain more items than it should.

Link to comment
  • 1 month later...

 

Detailed description of how the mod works + steps how to create your own sublists

 |

V

 

 

 

 

I'm always open to new ways of implementing a type of lootification, but i'm a little confused about how it works at the moment.

 

So you can download custom armours, and replace the vanilla armours sublists such that you effectively replace the vanilla armours in the game with custom armours, without having to create your own levelled lists, because you are using the vanilla levelled lists?

 

I also think you should move your "what is this?" to the top of the mod description. I don't have much experience with TES5EDIT other than created merged patch, but if the process is quite simple that even I could follow it, it might be something worth considering downloading for me.

 

Also, how is your process better than lootification (http://www.nexusmods.com/skyrim/mods/32339/?) or modded loot (http://www.nexusmods.com/skyrim/mods/64778/?)? The other 2 don't require TES5EDIT and have a nice UI but have other limitations obviously.

 

Thanks for sharing your efforts so far, but I just don't understand enough at the moment to make an informed decision to use it.

-First of all, I have never claimed that this is better than anything else :)

 

Lootification may be better, I dunno, but lootification do need one to create a XML list for it to implement stuff correctly and it's harder to know where to put everything there (at least I think so) than here. Also I'm not sure where it put stuff in the leveled lists compared to this.

 

Modded Loot is limited to only 250 items from 100 mods and you must start the process to get stuff in the game in mcm and create outfits, it's not that simple and where does it put an custom Daedric armor for example?

 

-What this does (or are supposed to do) is to blend new stuff together alongside Vanilla stuff, not replace anything.

 

------------------------------------------------------------------------------------------------

So it basically takes all vanilla items and put them into sublists:

One list for all armors like this:

 

Cuirass (one for iron, steel, glass, leather and so on..)

Boots

Gauntlets

Helmets

Circlets (all vanilla ones is in this one list) 

Clothes (one for farm boots, farm clothes, farm hats, farm gloves, fine boots, fine clothes and so on)

-and various

 

All of those sublists, like KWsIronCuirass for example are linked to where in the VANILLA game ALL Iron Armors (Cuirass) are located.

So if I put a custom made Iron Armor (named whatever) that have male and female model (just open in CK or ingame and check) and put that custom armor into KWsIronCuirass list, it will be distributed ingame just like Vanilla Iron Armors are in many different lists.

 

When combined with a bashed patch (which should be used) the distribution would be like this randomly chosen ingame:

X1:Iron Armor (from Vanilla Game leveled lists)

X2:Iron Armor (From KWsSublist Vanilla)

X3:Custom Iron Armor (From KWsSublist Custom Iron Armor)

 

So the Vanilla Armor Will have 2/3 chance to be chosen, but if there are more custom Iron armors put in the list, less chance for vanilla one offcourse.

 

 

The Reason I did it like this is:

Elven Boots for example can be located in 16 different leveled lists and Outfits (in my Beta version at least)

When manually adding a pair of new Elven Boots to the game

and wanting them distributed alongside Vanilla elven boots in the same way

you must put them in 16 different places

or put them in one place, KWsElvenBoots when using this

 

------------------------------------------------------------------------------------------------

 

To explain how to use it again in more details:

 

 

 

 

1.

-Install a new outfit or armor

(check if have both Male and Female Model ingame or a lot of invisible, not nude, NPCs will appear.)

 

2.

-Open the "new armor.esp" and "KWs Sublist Vanilla.esp" inTESVEdit.

 

3.

-Click on "KWs Sublist Vanilla.esp"

-right click Leveled Item and choose "Deep copy as overrride into..."

-click <new file> and ok

-write a new name, like for example KWs Sublist (name on armor or mod to be added)

-choose yes on pop-up window

 

4.

-Right Click on new esp and choose Add Masters... and choose the new armor.

 

 

 

5.

Let's say the new armor is an armor that is similar to Glass Armors and you want it into the game alongside that.

-Open the new armors esp and choose the Armor tab.

-click on one of the items there once and double click on the name in the FormID to the right

-mark the the name and copy it

(just look at where it's equipped if in doubt of what it is, in the right window, 37-Feet for example is Boots or Shoes)

-Now choose the new esp and find the location of Glass Boots if the item is a glass boot or similar.

(it's easier to spot all if u click on Editor ID at the top on the left to sort lists like that)

-in the list to the far right (Reference) right click->Edit and paste the new Glass boots FormID there and click OK.

-Repeat the process for all items to be added and put it in their respective lists.

 

6.

When done pasting in all new Form IDs

DELETE all green lists (yellow are edited) on the left in TES5Edit in the NEW esp or else they will double up

(no emergency if u dont but better do it like this)

 

7.

Save the new esp only (untick any other esps if they are listed unless u have made changes u want to have and know what are)

 

8.

Take the new esp and put it into a new folder with the name of the new submod and activate it

 

9.

Sort with LOOT and create a new bashed patch

 

 

 

Items don't have to be put in the "correct" lists, but lists that would fit the item best. 

 

For example:

 

If I wanted to add a lot of backpacks from a mod,

but there are no Vanilla lists that uses backpacks,

so where to put it?

 

-I chose KWsClothesFarmHats because farmers could use a backpack instead of a hat if using one and maybe bandits would like one instead of helmets, so why not put it in KWsBanditHelmets as well. 

-If I put it in the list for Farm Clothes instead of hats the NPCs would sometimes use the backpack instead of farm clothes,

so I would not put it there.

 

An Iron armor suited best for bandits or forsworn

could be put in the bandit list or forsworn list instead of iron list

or all of them at  once.

 

 

 

Sorry I meant more like "how does it compare to lootification" rather than "how is it better than lootification".

 

Thanks for the really nice and detailed description, the process looks difficult but is explained really well. I can see how useful this could be in allowing to occasionally replace specific armour pieces for specific factions, as long as the armour mod has a male and female model.

 

I noticed you recently added a monster sublist to download, but where in the process of patching would adding this go? Gamerpoets tutorials recommend TES5Merged patch -> Bashed patch -> Perma/SkyRe (and other such patchers) -> FNIS patch, but they also recommend removing all levelled lists during the creation of the merged patch, so that bashed patch can handle it instead. Would adding these sublists therefore go after creating the Merged patch but before the Bashed patch?

That would be the leveled lists that's inside the TESVEdit MERGED patch not all others, just create it and delete the leveled lists in it and save, then create a bashed patch from Wrye.

 

The bashed patch should be created after any KWs sublists. (except the outfit plugin, if used, that one should be loaded after the bashed and not merged)

 

     I understand how it works, but you're not very clear about instructions, first you open TE5EDIT then do you have to unselect all the boxes for the Esp. and only select some of them? also is it possible to select all the armor esp you want to add or does it need to be done one by one? still I think this  is amazing good work.

Link to comment

 

 

Detailed description of how the mod works + steps how to create your own sublists

 |

V

 

 

 

 

I'm always open to new ways of implementing a type of lootification, but i'm a little confused about how it works at the moment.

 

So you can download custom armours, and replace the vanilla armours sublists such that you effectively replace the vanilla armours in the game with custom armours, without having to create your own levelled lists, because you are using the vanilla levelled lists?

 

I also think you should move your "what is this?" to the top of the mod description. I don't have much experience with TES5EDIT other than created merged patch, but if the process is quite simple that even I could follow it, it might be something worth considering downloading for me.

 

Also, how is your process better than lootification (http://www.nexusmods.com/skyrim/mods/32339/?) or modded loot (http://www.nexusmods.com/skyrim/mods/64778/?)? The other 2 don't require TES5EDIT and have a nice UI but have other limitations obviously.

 

Thanks for sharing your efforts so far, but I just don't understand enough at the moment to make an informed decision to use it.

-First of all, I have never claimed that this is better than anything else :)

 

Lootification may be better, I dunno, but lootification do need one to create a XML list for it to implement stuff correctly and it's harder to know where to put everything there (at least I think so) than here. Also I'm not sure where it put stuff in the leveled lists compared to this.

 

Modded Loot is limited to only 250 items from 100 mods and you must start the process to get stuff in the game in mcm and create outfits, it's not that simple and where does it put an custom Daedric armor for example?

 

-What this does (or are supposed to do) is to blend new stuff together alongside Vanilla stuff, not replace anything.

 

------------------------------------------------------------------------------------------------

So it basically takes all vanilla items and put them into sublists:

One list for all armors like this:

 

Cuirass (one for iron, steel, glass, leather and so on..)

Boots

Gauntlets

Helmets

Circlets (all vanilla ones is in this one list) 

Clothes (one for farm boots, farm clothes, farm hats, farm gloves, fine boots, fine clothes and so on)

-and various

 

All of those sublists, like KWsIronCuirass for example are linked to where in the VANILLA game ALL Iron Armors (Cuirass) are located.

So if I put a custom made Iron Armor (named whatever) that have male and female model (just open in CK or ingame and check) and put that custom armor into KWsIronCuirass list, it will be distributed ingame just like Vanilla Iron Armors are in many different lists.

 

When combined with a bashed patch (which should be used) the distribution would be like this randomly chosen ingame:

X1:Iron Armor (from Vanilla Game leveled lists)

X2:Iron Armor (From KWsSublist Vanilla)

X3:Custom Iron Armor (From KWsSublist Custom Iron Armor)

 

So the Vanilla Armor Will have 2/3 chance to be chosen, but if there are more custom Iron armors put in the list, less chance for vanilla one offcourse.

 

 

The Reason I did it like this is:

Elven Boots for example can be located in 16 different leveled lists and Outfits (in my Beta version at least)

When manually adding a pair of new Elven Boots to the game

and wanting them distributed alongside Vanilla elven boots in the same way

you must put them in 16 different places

or put them in one place, KWsElvenBoots when using this

 

------------------------------------------------------------------------------------------------

 

To explain how to use it again in more details:

 

 

 

 

1.

-Install a new outfit or armor

(check if have both Male and Female Model ingame or a lot of invisible, not nude, NPCs will appear.)

 

2.

-Open the "new armor.esp" and "KWs Sublist Vanilla.esp" inTESVEdit.

 

3.

-Click on "KWs Sublist Vanilla.esp"

-right click Leveled Item and choose "Deep copy as overrride into..."

-click <new file> and ok

-write a new name, like for example KWs Sublist (name on armor or mod to be added)

-choose yes on pop-up window

 

4.

-Right Click on new esp and choose Add Masters... and choose the new armor.

 

 

 

5.

Let's say the new armor is an armor that is similar to Glass Armors and you want it into the game alongside that.

-Open the new armors esp and choose the Armor tab.

-click on one of the items there once and double click on the name in the FormID to the right

-mark the the name and copy it

(just look at where it's equipped if in doubt of what it is, in the right window, 37-Feet for example is Boots or Shoes)

-Now choose the new esp and find the location of Glass Boots if the item is a glass boot or similar.

(it's easier to spot all if u click on Editor ID at the top on the left to sort lists like that)

-in the list to the far right (Reference) right click->Edit and paste the new Glass boots FormID there and click OK.

-Repeat the process for all items to be added and put it in their respective lists.

 

6.

When done pasting in all new Form IDs

DELETE all green lists (yellow are edited) on the left in TES5Edit in the NEW esp or else they will double up

(no emergency if u dont but better do it like this)

 

7.

Save the new esp only (untick any other esps if they are listed unless u have made changes u want to have and know what are)

 

8.

Take the new esp and put it into a new folder with the name of the new submod and activate it

 

9.

Sort with LOOT and create a new bashed patch

 

 

 

Items don't have to be put in the "correct" lists, but lists that would fit the item best. 

 

For example:

 

If I wanted to add a lot of backpacks from a mod,

but there are no Vanilla lists that uses backpacks,

so where to put it?

 

-I chose KWsClothesFarmHats because farmers could use a backpack instead of a hat if using one and maybe bandits would like one instead of helmets, so why not put it in KWsBanditHelmets as well. 

-If I put it in the list for Farm Clothes instead of hats the NPCs would sometimes use the backpack instead of farm clothes,

so I would not put it there.

 

An Iron armor suited best for bandits or forsworn

could be put in the bandit list or forsworn list instead of iron list

or all of them at  once.

 

 

 

Sorry I meant more like "how does it compare to lootification" rather than "how is it better than lootification".

 

Thanks for the really nice and detailed description, the process looks difficult but is explained really well. I can see how useful this could be in allowing to occasionally replace specific armour pieces for specific factions, as long as the armour mod has a male and female model.

 

I noticed you recently added a monster sublist to download, but where in the process of patching would adding this go? Gamerpoets tutorials recommend TES5Merged patch -> Bashed patch -> Perma/SkyRe (and other such patchers) -> FNIS patch, but they also recommend removing all levelled lists during the creation of the merged patch, so that bashed patch can handle it instead. Would adding these sublists therefore go after creating the Merged patch but before the Bashed patch?

That would be the leveled lists that's inside the TESVEdit MERGED patch not all others, just create it and delete the leveled lists in it and save, then create a bashed patch from Wrye.

 

The bashed patch should be created after any KWs sublists. (except the outfit plugin, if used, that one should be loaded after the bashed and not merged)

 

     I understand how it works, but you're not very clear about instructions, first you open TE5EDIT then do you have to unselect all the boxes for the Esp. and only select some of them? also is it possible to select all the armor esp you want to add or does it need to be done one by one? still I think this  is amazing good work.

 

Ok, I'll try to explain it like this:

 

1. When opening TES5Edit, right click and choose "Select None".

(you can open all if you want, but it takes longer to load and may look a bit messy when doing stuff)

2.Click on the boxes for KWs Sublist Vanilla AND the esp for the armor(s) you want to add,

3.Click "OK"

4.Wait for it to complete the loading.

 

THEN:

 

Do stuff like on the pictures.

 

-and Yes you can open all the armor esps you want to add at once.

If you have several armor esps with no scripts in them and no other esps that depends on them, I would recommend:

Merge Plugins

Before you add them to KWs Sublist to reduce esp amount.

 

 

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-You can also open 2 TES5Edit windows to more easily copy names from one and paste in the other,

BUT if you do that its CRITICAL to close the one you COPIED names from BEFORE you close the one you PASTED into or else it will not be  SAVED.

In other words, you must only edit one window and close that one last or it will not be saved.

(Disregard this part if you do not get it)

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