自动水平列表添加

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详细介绍

简单简介

在3DM Mod站下载上古卷轴5:重置版最新的自动水平列表添加 Mod,由Gorgoth24制作。zhumin87在我们的平台上分享了这个免费且高质量的游戏模组,让玩家们可以享受到更加丰富的游戏体验。快来3DM Mod站下载并尝试吧!

详细介绍

Mod作者: Gorgoth24 Mod版本: 0.0.1.2 Mod大小: 60.7 KB 更新时间: 2019-06-16 19:56:18 发布时间: 2019-06-16 19:56:18

详细说明

导言

你刚刚下载了一个甜蜜的护甲模从连接,并意识到它只能通过一个工艺配方或一个小箱子在里弗伍德。你想让它自然地出现在你的游戏中,但缺乏知识,或者更有可能的是,意志力手动将它添加到所有适当的水平列表中。你来对地方了。

自动水平列表添加是一个恰当的名为xEdit的脚本,它将项集成的所有方面减少到一次点击..等等!如果这个Mod这么简单为什么有这么多该死的按钮?!?我创造了一个视频涵盖以下解释的特性,但~90%以上的用户只需要“OK”按钮。

你可以把这个脚本想象成一个被粉碎的物品修补程序。

常见问题

-这种模式与被粉碎的补丁有何不同?

此脚本使项与水平列表兼容。一个被击打的/粉碎的修补程序,然后使水平列表相互兼容。

-这个模组和模组有什么不同呢?Lootification?

Lootification使用SkyProc修补程序和某种XML数据库进行编辑。这个模块所做的更改比Lootification这样的MODS更稳定、更兼容,并且有更多的选项。此MOD不使用数据库或一组静态列表;此MOD以不提供其他任何地方的方式动态检测和添加水平列表。

-这种模式与SkyAI? 

我的模块与SkyAI类似,都是xEdit脚本,但是添加到所有的水平列表(而不仅仅是选择列表),并生成迷人的版本/食谱。它也没有限制您可以包含的项目的数量。


自动水平列表添加

- 支持所有添加的mod列表。
-支持所有香草装备的物品,包括武器、盔甲、衣服和珠宝。
-支持模加槽,如斗篷,多部分装甲,附件槽等.
-支持带有关键字的男性/女性专用盔甲。

魔法版本的自动生成

      -被施魔法的项目被添加到适当的列表中。
      -支持所有香草魔法
      -支持许多新增的魔法,包括温特米斯特和夏梅斯特
      -%Chance、Enchantment强度、可配置层级别等选项菜单

[size=5]自动食谱创建

      -创建工艺,回火和分解食谱
      -支持上述所有项目类型。
      -“选项”菜单以配置菜谱、缩放和更多内容。

生活质量函数

-

“Remove”函数,以便于加载顺序的更改


-

简化兼容性补丁的“修补程序”功能


-

处理多个插件的“Bulk”函数



下载

注:这是一个xEdit脚本。把它放到安装xEdit的地方。我的已经安装在我的SkyRIM目录里了。


打开


拖落


搞定了!


正常用户不要需要知道本节的信息

MOD是专门设计的,这样普通用户所需要做的就是按‘OK’。
这些图形是为那些想要做一些特定事情的高级用户而设计的。
“如何工作”是专门为Mod作者提供的技术信息。



(0)主菜单<-- Click to jump this section in the video


(1)目前选定的记录


它是如何运作的:

此菜单将允许您选择在此菜单和其他菜单中编辑的项目。此菜单还允许您更改当前选定记录的相关游戏值。当在项目之间切换或按“确定”按钮时,对游戏值和/或只有男性/女性的脚本的更改将被保存。

只有男性/女性的脚本将添加该项目的香草对应物的网格到异性。例如,假设这个脚本是在只有女性的盔甲上运行的,具有‘Daedric’级护甲值。任何穿这件盔甲的男性角色都会看起来像穿着香草的戴德里克盔甲。任何穿此盔甲的女性角色仍将使用定制的女性专用盔甲网格。

或者,您可以添加‘FemaleOnly’关键字,或者将‘FemaleOnly’添加到装甲EditorID中,此脚本将作为正常脚本操作的一部分自动运行。这将使您不必选中此复选框一百万次。FemaleOnly关键字的Forid并不重要-脚本检查关键字的名称是否为“FemaleOnly”(如果您不知道这句话的意思,请不要担心,这并不重要)。“MaleOnly”的工作方式也是一样的。

与此模式的许多其他方面一样,将网格分配给异性是基于项目模板..有关如何更改模板的信息,请参见(3)自动水平列表添加 它是如何工作的部分及相应的(3)自动水平列表添加视频的一部分。


(2)输出插件


它是如何运作的:


输出插件可以分别为脚本的三个主要部分设置。如果没有检测到插件,就会创建插件。这里有一个确认框,以确保您不会意外地将所有内容都转储到一个错误中。此外,默认输出插件可以在代码顶部的“设置”部分设置,以避免每次运行脚本时重新输入插件名称。


(3)自动水平列表添加


它是如何运作的:



当前列表是以下所有级别列表的列表:选定项目将被添加到。脚本填充当前列表通过比较选定项目到香草层(包括类似于WACCF)。武器、盔甲和珠宝在确定适当的等级列表时分别使用伤害、盔甲和金币值。服装没有香草层系统,并将被分配到一个基本的‘农场服装’套随意。

例子:一个具有铁等级伤害的剑将被添加到所有使用香草铁剑的水平列表中。

非主插槽(不是头盔、高特莱特、躯干、靴子或盾牌的物品)在确定适当的列表时优先考虑香草关键字,如“衣物之手”(ClothingHands)。如果找不到可识别的关键字,则非主槽项将与默认的主槽相关联。

例子:插槽131与头部相关联。如果没有像“ClothingBody”这样的覆盖关键字,那么当确定适当的列表时,插槽131项将与插槽30(头盔插槽)相关联。

支持的装甲槽的完整列表可以在本页..在此页中可以找到默认时隙关联的列表。

*设置模板项(高级) 打开允许手动设置模板项的菜单。

了解模板是什么以及如何设置自定义模板对于Mod作者最大限度地利用这个脚本是非常重要的。大多数脚本基于一个函数:GetTemplate。此函数返回一个普通的等价物,作为添加列表、结界生成和创建COBJ的基础。

例子:您正在创建一个模块,添加新的银武器,使每个伤害等级都有自己的银武器。GetTemplate使用的是一把具有铁级伤害的银剑。GetTemplate将香草Skyrim中的“铁剑”作为模板返回。该脚本运行使用香草‘铁剑’作为模板。你的物品将被添加到任何包含香草‘铁剑’的水平列表中。它也将有任何魔法‘铁剑’有,并有一个类似于‘铁剑’的工艺配方。

但是如果我不想为玩家添加一个新的项目呢?如果我想给天空猎鹰增加一种新的盔甲呢?实现这一目标的最简单方法是设置自定义模板。按*打开自定义模板菜单,并从项目类型下拉选择“自定义”。然后在Skyrim.esm中使用下坠找到香草Falmer盔甲,然后单击“OK”。运行脚本。就像上面的例子一样,你的盔甲会出现在香草法尔默盔甲会出现的任何等级列表中。它还将拥有香草法尔默盔甲的任何魔法,并有一个类似法尔默盔甲的制作配方。

这也可用于快速复制自定义项的实现。假设您正在创建一个大型MOD,并将多个类似记录的实例添加到相同的级别列表中。手动将第一项A项添加到正确的水平列表中。然后,使用项目A作为模板,在所有其他项上运行此脚本。现在,包含项目A的水平列表也包含所有其他记录。


(4)自动生成魔法版本


它是如何运作的:

脚本自动检测支持的插件,如温特米斯特和夏梅斯特,和生成魔法版本基于项目的类型。通过将原始项的任何实例替换为具有以下内容的级别列表,可以将受施魔法的版本添加到级别列表中。百分比机会为了一个被施了魔法的物品。

例子:剧本是用铁剑写的。(4)自动生成魔法版本使用以下级别创建一个等级列表,列出魔法版本(霜之铁剑、火之剑等)配置层(弗罗斯特四级铁剑将出现在第04层:30级)。然后将此列表添加到一个列表中,其中包含9份原始项目和1份魔法列表副本。这导致90%的机会为常规项目和10%的机会,一个被施魔法的项目。更强的项目将出现,因为你的水平,就像在香草天边。

兼容插件的完整列表可以在兼容性和权限部分找到。请张贴,如果你想看到一个新的魅力模式支持-它通常是简单的添加一行代码。


(5)工艺/回火/击穿


它是如何运作的:



注:如果一个项目已经有一个工艺,回火,或故障配方,脚本将自动跳过本节。

工艺设计在决定配料时,优先考虑材料类型。铁剑需要铁锭等等。配方缩放是我的解决方案,游戏平衡问题介绍时,一个低层材料类型的MOD项目有很高的损害,为后期游戏的可行性。

例子:魔剑的钢剑具有令人眩晕的伤害等级,所以它可以在游戏后期存活。因为它是一把钢剑,所以它将用钢锭制作。配方缩放增加所需的锭数,以保持某种游戏平衡。所以,它不需要从2个钢锭中获得一柄宝剑,而是需要大约32个钢锭。

回火方法使用改写的SkyrimUtils的makeTemperable函数创建。当一个项目有合适的关键字时,这个函数仍然工作得最好,但是如果一个关键字不可用,它现在将根据一个项目的盔甲/伤害/值生成一个配方。与脚本的许多其他部分一样,在关键字不可用时使用什么项是基于项的模板的。更多信息可在*设置模板.段(3)自动水平列表添加.

分解规律使用精确的函数生成Mator自动化工具(获得Mator的许可),它使用项的手工COBJ创建一个菜谱,为您提供从已完成项中提取的资源。有关此功能的更多信息可在他的modpage上获得。

[size=5]QOL函数


它是如何运作的:

如果希望在不破坏输出文件的情况下从加载顺序中删除mod,则首先需要使用移除功能。移除将搜索选定文件任何记录移除插件作为一名大师。

例子:我想移除第三个时代的武器从我的Mod名单上。在您的输出文件,典型自动调平列表加法(尤指自动调平列表加法),并按移除..确保选定文件是对的。那就去找第三版武器(尤指第三版)在移除插件名单。最后,单击加标记第三版武器(尤指第三版)移走。然后按“OK”键。你现在可以移除第三个时代的武器从你的装货订单中移除插件,通常自动调平列表加法(尤指自动调平列表加法)


它是如何运作的:

补片简化了兼容性补丁的创建。只要完成这个句子,脚本就会自动创建两个MOD之间的兼容性补丁。请随时上传此工具生成的任何兼容性补丁到Nexus,只要有信用。

此函数的工作方式是在普通脚本操作中添加一个步骤,检查是否在目标文件..其他菜单中指定的所有选项都应包含在生成的修补程序中。

注:我在视频中提到了一个没有问题的问题。把UUNP加入Skyrim.esm绝对有效。还有处理脚本中的加载顺序问题的代码。


它是如何运作的:

散装只允许您指定多个输入插件作为脚本的输入。使用此函数几乎肯定需要使用xEdit的64位版本,以便为脚本正常运行分配足够的内存。所有受支持的项目都将被处理并转储到一个庞大的输出文件中。注:这需要一个极时间长,硬件依赖。


脚本将添加到基于特定加载顺序的水平列表中。这意味着再平衡的mods就像安魂曲, 明天-终极,和雅什是支持的。使用脚本注入的水平列表操作的mods,如掠夺和退化和世界黎明都是未经测试的,如果你使用这些MODS,请贴上反馈信息。

我允许你把你用脚本创建的任何东西上传到Nexus,作为你自己的作品。信用是非常感谢的!

我得到Mator的许可,可以使用Mator自动化工具..虽然我使用过的所有SkyrimUtils函数都是从头开始重写的,但我仍然觉得我应该把SkyrimUtils归功于总体上很棒的功能。我还要感谢马丁内泽和他的生成魔法版本开始这整个冒险的脚本。虽然这两个mod不再共享代码,但他的mod是这个mod的灵感来源。

目前支持的Enchantment方法:
- 温特米斯特
- 夏梅斯特
- 神圣的魔法
- 失物
- 更多的插曲


0.0.1-释放
0.0.2-消除了对SkyrimUtils的错误依赖
0.0.3-删除一个“继续”,在不应该出现的地方
0.0.4-修正了第3174行单元‘CustomFunctionList’中的错误:未声明的标识符‘Record_Full’
0.0.5-将错误“后缀”更正为“后缀”
0.0.6-修正了当一件衣服没有关键字时会出现的“超出范围的列表索引(-1)”错误。
0.0.7-修正了“z”应该是“i”的错误
0.0.8-修正了一个操作错误顺序,该错误破坏了仅限男性/女性的QOL脚本。
0.0.9-修正了一个逻辑错误,当列表缩小时,这个逻辑错误会导致索引超出界限
0.0.10-修正了“添加级别列表”菜单中的一个问题,该问题导致新的级别列表的级别值为-1。
0.0.11-修正了一个导致睡袍魔法出现在他们不应该出现的物品上的问题。修正了有时脚本只处理列表中的最后一个项目的问题。
0.0.12-修正了一个导致魔法不会在某些插槽上产生的问题

——————————————————————————————————————————

Introduction



You've just downloaded a sweet armor mod off the nexus and realized it's only available via a crafting recipe or a single dinky chest in Riverwood.  You want it to show up naturally in your game but lack the knowledge or, more likely, the willpower to manually add it to all the appropriate leveled lists.  You've come to the right place.

Automated Leveled List Addition is an aptly named xEdit script that reduces all aspects of item integration to a single click.  Wait! If this mod is so simple why are there so many goddamn buttons?!?  I've created a video covering the features explained below but ~90+% of users will only ever need the 'OK' button. 

You can think of this script like a Bashed/Smashed Patch for items. 

Frequently Asked Questions



- How does this mod differ from Bashed/Smashed Patches?

This script makes items compatible with leveled lists. A Bashed/Smashed Patch then makes leveled lists compatible with each other. 

- How does this mod differ from a mod like Lootification?

Lootification uses a SkyProc patcher and some sort of XML database to make edits. The changes made by this mod are more stable, more compatible, and have more options than mods like Lootification. This mod doesn't use a database or a set of static lists; this mod dynamically detects and adds to leveled lists in a way not offered anywhere else.

- How does this mod differ from SkyAI? 

My mod is similar to SkyAI, both are xEdit scripts, but adds to all leveled lists (instead of just select lists) and generates enchanted versions/recipes.  It also has no limit on the number of items you can include.  






Automated Leveled List Addition

- Supports all mod-added lists
- Supports all vanilla equipable items including Weapons, Armor, Clothes, and Jewelry
- Supports mod-added slots like capes, multi-part armor, accessory slots, etc.
- Supports Male/Female-Only armors with a keyword

Automated Generation of Enchanted Versions

      - Enchanted items are added to the appropriate lists
      - Supports all vanilla enchantments
      - Supports many mod-added enchantments, including Wintermyst and Summermyst
      - Options menu for %Chance, Enchantment strength, configurable tier levels, and more

[size=5]Automated Recipe Creation

      - Creates crafting, tempering, and breakdown recipes
      - Supports all item types above
      - Options menu to configure recipes, scaling, and more 

QOL Functions

-

 'Remove' function for easy load order changes


-

 'Patch' function to simplify compatibility patches


-

 'Bulk' function to process multiple plugins en masse







Download

Note: This is an xEdit script. Drop it into wherever your xEdit is installed. Mine is installed in my Skyrim Directory.





Open 




Drag and Drop 





Done!






NORMAL USERS DO NOT NEED TO KNOW THE INFORMATION IN THIS SECTION



The mod is specifically designed so that all a normal user needs to do is press 'Ok'.  
The graphics are for power users who want to do something specific.
'How it works' is technical information intended for mod authors.



(0) Main Menu <-- Click to jump this section in the video




(1) Currently Selected Records





How it works: 


This menu will allow you to select which item you are editing in this menu and other menus.  This menu also allows you to change the relevant game values of the currently selected record.  Changes to the game values and/or the Male/Female-Only script are saved when switching between items or when the 'Ok' button is pressed.

The Male/Female-Only script will add the mesh for the vanilla counterpart of this item to the opposite gender.  For example, say this script is run on female-only armor with a 'Daedric' level armor value.  Any male characters that wear this armor will look like they are wearing vanilla Daedric armor.  Any female characters that wear this armor will still use the custom female-only armor mesh.

Alternatively, you could add the 'FemaleOnly' keyword or add 'FemaleOnly' to the armor EditorID and this script will automatically run as part of normal script operations.  This would save you from having to check this check box a million times.  The FemaleOnly keyword's FormID does not matter - the script checks the name of the keyword for 'FemaleOnly' (if you don't know what this sentence means don't worry, it's not important).  'MaleOnly' works the same way.

Like many other aspects of this mod, which mesh is assigned to the opposite gender is based on the Item Template.  Information on how to change the template can be found in the (3) Automated Leveled List Addition How it works section and the corresponding (3) Automated Leveled List Addition section of the video.


(2) Output Plugins





How it works:


Output Plugins can be set individually for the three main sections of the script.  If the plugin is not detected it will be created.  There's a confirmation box to make sure you don't accidentally dump everything into a typo.  Additionally, the default Output Plugins can be set in the 'Settings' section at the top of the code for those looking to avoid re-entering plugin names every time the script is run.


(3) Automated Leveled List Addition





How it works:



Current Lists is a list of all the leveled lists that Selected Item will be added to.  The script populates Current Lists by comparing the Selected Item to the vanilla tiers (including changes like those made in WACCF).  Weapons, Armor, and Jewelry use Damage, Armor, and Gold Value respectively when determining appropriate leveled lists.  Clothing does not have a vanilla tier system and will be assigned to one of the basic 'farm clothes' sets at random.  

Example: A sword with iron levels of damage will be added to all leveled lists that use the vanilla Iron Sword.  

Non-primary slots (items that are not a Helmet, Gauntlets, Torso, Boots, or Shield) prioritize vanilla keywords like 'ClothingHands' when determining appropriate lists.  If a recognizable keyword is not found, a non-primary slot item will be associated with a default primary slot.  

Example: Slot 131 is associated with the head.  Without an overriding keyword like 'ClothingBody', a slot 131 item would be associated with slot 30, the helmet slot, when determining appropriate lists.

A complete list of supported armor slots can be found on this page.  A list of the default slot associations can be found on this page.

* Set Template Item (Advanced) Opens a menu that lets you manually set the template item.  

Understanding what a template is and how to set a custom template is really important for Mod Authors to get the most out of this script.  Most of the script is based on a single function: GetTemplate.  This function returns a vanilla equivalent of an item that serves as the basis for leveled list addition, enchantment generation, and COBJ creation.  

Example: You're creating a mod that adds new silver weapons so that each damage tier gets its own silver weapon.  GetTemplate runs on a silver sword that has iron levels of damage.   GetTemplate returns 'Iron Sword' from vanilla Skyrim as a template.  The script runs using the vanilla 'Iron Sword' as a template.  Your item will be added to any leveled list containing the vanilla 'Iron Sword'.  It will also have any enchantments 'Iron Sword' has and have a crafting recipe similar to 'Iron Sword'.

But what if I don't want to add a new item for the player?  What if I want to add a new kind of armor to the Falmer of Skyrim?  The easiest way to accomplish this is to set a custom template.  Press * to open the custom template menu and select 'Custom' from the Item Type drop down.  Then use the drop downs to find vanilla Falmer armor in Skyrim.esm and click 'Ok'.  Run the script.  Like the above example your armor will appear in any leveled list that the vanilla Falmer Armor would appear.  It will also have any enchantments the vanilla Falmer Armor has and have a crafting recipe similar to Falmer Armor.

This can also be used to quickly replicate the implementation of a custom item.  Let's say you're creating a big mod and adding multiple instances of similar records to the same leveled lists.  Add the first item, Item A, to the correct leveled lists manually.  Then run this script on all the other items using Item A as a template.  Now the leveled lists that contain Item A also contain all the other records.


(4) Automated Generation of Enchanted Versions





How it works:


The script automatically detects supported plugins, like Wintermyst and Summermyst, and Generates Enchanted Versions based on the type of item.  Enchanted versions are added to the leveled lists by replacing any instance of the original item with a leveled list that has Percent Chance for an enchanted item.  

Example: The script runs on an Iron Sword.  (4) Automated Generation of Enchanted Versions creates a leveled list of enchanted versions (Iron Sword of Frost, Iron Sword of Fire, etcetera) using the levels from Configure Tiers (Iron Sword of Frost IV will appear at Tier Level 04: Level 30).  This list is then added to a list with 9 copies of the original item and 1 copy of the enchanted list.  This results in a 90% chance for a regular item and a 10% chance for an enchanted item.  Stronger items will appear as you level up just like in vanilla Skyrim.

A full list of compatible plugins can be found in the Compatibility and Permissions seciton.  Please post if you'd like to see a new enchantment mod supported - it's often as simple as adding a single line of code.


(5) Crafting/Tempering/Breakdown Recipes





How it works:



Note: If an item already have a crafting, tempering, or breakdown recipe the script will automatically skip this section.  

Crafting Recipes prioritize material type when deciding on ingredients.  Iron swords require iron ingots and so on.  Recipe Scaling is my solution to game balance issues introduced when a mod item with a low-tier material type has high damage for late-game viability.

Example: A mod's steel sword has daedric levels of damage so that it can be viable in the late game.  Since it is a steel sword it will be crafted with steel ingots.  Recipe Scaling increases the number of ingots required in order to preserve some semblance of game balance.  So, instead of getting a daedric-level sword out of 2 steel ingots, it'll require something like 32 steel ingots.

Tempering Recipes are created using a rewritten-from-scratch SkyrimUtils' makeTemperable function.  The function still works best when an item has the proper keywords but it will now generate a recipe based on an item's Armor/Damage/Value if a keyword is unavailable.  Like many other parts of the script, what item is used when keywords are unavailable is based on an item's template.  More information can be found in the * Set Template section of (3) Automated Leveled List Addition.

Breakdown Recipes are generated using the exact function from Mator's Automation Tools (with Mator's permission) that uses an item's crafting COBJ to create a recipe that gives you smithing resources from completed items.  More information on this function is available on his modpage.

[size=5]QOL Functions





How it works:


If you want to remove a mod from your load order without breaking the output file you first need to use the Remove function. Remove will search Selected File for any record that has Remove Plugin as a master.  

Example: I want to remove Weapons of the 3rd Era from my mod list.  Run the script on your Output File, typicallyAutomated Leveled List Addition.esp, and press Remove.  Make sure the Selected File is correct.  Then find Weapons of the 3rd Era.esp in the Remove Plugin list.  Finally, click Add to mark Weapons of the 3rd Era.esp for removal.  Then press 'Ok'.  You are now able to remove Weapons of the 3rd Era from your load order without breaking Remove Plugin, usuallyAutomated Leveled List Addition.esp.




How it works:



Patch simplifies compatibility patch creation.  Simply complete the sentence and the script will automatically create a compatibility patch between two mods.  Feel free to upload any compatibility patch generated by this tool to the Nexus as long as credit is given.  

This function works by adding a step in normal script operations that checks if the record in question is found in Destination File.  All options specified in other menus should be included in the generated patch.

Note: I mention an issue in the video where there isn't one. Adding UUNP to Skyrim.esm would absolutely work. There's also code to handle load order issues baked into the script.





How it works:



Bulk simply allows you to specify multiple Input Plugins as input for the script.  Using this function will almost certainly require using the 64-bit version of xEdit in order to allocate enough memory for the script to run properly.  All supported items will be processed and dumped into a single massive output file.  Note: This can take an extremely long time and is hardware-dependent.  




The script will add to leveled lists based on your specific load order.  This means that re-balancing mods like Requiem, MorrowLoot Ultimate, and YASH are supported.  Mods that use script-injected leveled list manipulation like Loot and Degradation and World's Dawn are untested; post with feedback if you use these mods.

You have my permission to upload anything you create with the script to nexus as your own work. Credit is appreciated!

I have Mator's permission to use some code from Mator's Automation Tools. While all the SkyrimUtils functions I've used are re-written from scratch I still feel like I should credit SkyrimUtils for being awesome in general. I'd also like to thank Martinezer and his Generate Enchanted Versions script for starting this whole adventure. While the two mods no longer share code his mod is the inspiration for this mod.

Currently Supported Enchantment Mods: 
- Wintermyst
- Summermyst
- Holy Enchantments
- Lost Enchantments
- More Interesing Loot




0.0.1 - Release
0.0.2 - Removed an errant dependency on SkyrimUtils
0.0.3 - Removed a 'Continue;' where it shouldn't have been
0.0.4 - Fixed “Error in unit ‘CustomFunctionList’ on line 3174 : Undeclared Identifier ‘record_full’
0.0.5 - Corrected typo 'sufffix' to 'suffix'
0.0.6 - Fixed a 'List Index Out of Bounds (-1)' error that would occur when a piece of clothing had no keywords
0.0.7 - Fixed a typo where 'z' should have been 'i'
0.0.8 - Fixed an order of operations bug that was breaking the Male/Female-Only QOL script
0.0.9 - Fixed a logic error that was throwing Index Out of Bounds errors as lists shrank
0.0.10 - Fixed an issue with the 'Add Leveled List' menu that caused new leveled lists to have a -1 for their level value
0.0.11 - Fixed an issue that caused robe enchantments to appear on items they shouldn't. Fixed an issue where sometimes the script would only process the final item in a list.
0.0.12 - Fixed an issue that caused enchantments not to generate on some slots


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