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SkyAI SE-Skyrim添加项目

作者:Ruddy88
发布:LUOHUISHU98
发布日期:2019-11-22 21:58:27
更新时间:2019-11-22 21:58:27
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1.3
上古卷轴5:重置版
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这一模式只适用于SE目前阶段。
我不久将致力于制作一个与le兼容的版本。
这一模式将不可能,或极不可能,端口到Fallout 4。
这是因为FO4有可选附件(OMOD),用于将
把物品调平非常复杂。

欢迎来到SkyAI

SkyAI是一个新的模式,专为特别版。
是干什么的呢?
它从您的特定MOD列表中添加项目,并自动分发给香草商人。
它以一种平直的方式来做这件事,所以较弱的物品会在游戏的早期出现,而更强大的武器要到很久以后才会出现。
在发布时,SkyAI目前处理以下项目类型:
*装甲
*武器
*Ammo
*拼写Tomes
*炼金术和成分
这给你提供了一个对知识友好和平衡的方法,以同样的方式获得所有你最喜欢的经过修饰的物品。
使用控制台命令或浏览6000个钢类工艺配方的日子一去不复返了,
或者只是“碰巧在里弗伍德碰到一个隐藏的藏品”。
不,相反,你可以从一家商店到另一家商店,用老式的方式购买你的装备。
Mod将以一种明智的方式出售物品,铁匠将出售经过修饰的物品和盔甲,但通常不会储存法术,而法师则会出售相反的物品。
食品和配料将由旅店和炼金术士出售。
你知道这个主意。

安装-免责声明

这个模块使用XEdit运行一个脚本,该脚本将根据您当前的mod列表自动修补您的游戏。
它包括一个简单的菜单来自定义您的修补程序,这样您就可以选择您希望包括的mods以及选项。
若要选择要包含的项类型,请执行以下操作。
它确实需要一些初始的设置,因此,我设法解决了伽美尔诗人迈克尔自己去做
开始完成安装视频。

我还为那些喜欢阅读的人在视频下面提供了一些逐步的文本说明。
安装可能看起来有点牵扯,但我向你保证这很简单,我和Michael只是非常彻底的人。





安装-所需文件

SkyAI使用其他一些程序和资源来工作。

SSEEdit-在xEdit自始至终提到。
MXPF-这是一个与Skyrim有关的图书馆,SkyAI将使用这些功能。
非官方Skyrim特版补丁-这是必要的,因为我的基地,特别是将使用一些USSEP记录。
SkyAI-包括一个基本文件和一个脚本文件。

很明显,你还需要一些添加盔甲、武器、法术或成分的MODS.否则,你为什么在这里?


安装-所需文件

1.通过从其mod页面下载文件并将内容提取到您选择的位置来安装xEdit。
xEdit通常需要作为管理员运行,因此它可能有助于右键单击exe并在“兼容性”选项卡下选择“始终以管理员身份运行”。

2.下载MXPF,这是一个为32位Skyrim(Oldrim)制作的文件,但它也适用于特殊版本。
只需将其内容解压缩到安装xEdit的相同位置即可。确保“编辑脚本”文件夹与xEdit位置中的同一文件夹合并。

3.下载USSEP并使用您选择的MOD管理器安装。

4.下载SkyAI_Script,就像您使用MXPF一样,将其内容解压到xEdit位置,确保“编辑脚本”文件夹合并在一起。

5.下载SkyAI_Base,安装您选择的mod管理器。

6.您现在已经安装了所有必需的文件。确保SkyAI_base已启用并移至负载顺序的底部。


安装-运行修补程序

现在我们要谈的是物质税。
1.首先运行xEdit(作为admin)。会出现一个菜单,显示所有的mods。默认情况下,所有当前启用的MODS都将被选中,保持原样。确保你启用了SkyAI_Base。
注意:如果您以前运行过修补程序并希望添加更多项,请确保SkyAI_PATCH.esp也在这里启用。
命中好。

2.允许程序加载几分钟。在正确的窗口中,将出现一条消息:[后台加载程序]-已完成。
在左侧窗口中,右键单击任何列出的MODS并选择“Apply Script”(不要与Apply过滤器混淆)。

3.将出现一个菜单。展开下拉列表并导航到SkyAI_SCRIPT.PAS。
不要在窗口中键入任何内容,否则可能会弄糟脚本。
只需单击OK即可运行脚本。

4.现在将向您展示修补程序的各种选项。
第一个窗口将允许您选择要包含在修补程序中的记录类型。
选择所需的项目类型,然后单击“新修补程序”。
有关添加到现有修补程序的信息,请参阅下面的备注部分。

5.下一个窗口将再次显示所有插件的列表。
这一次,只选择要包含在修补程序中的MOD。默认情况下,普通的ESP现在应该被排除在列表之外。
仅选择要从其中添加项目的MODS。
命中好。
有关哪些MODS应该包括或省略的信息,请参见下面的备注部分。

6.这个补丁现在将根据您的选择生成一个新的插件。您需要命名新插件,我建议您使用类似SkyAI_修补程序,尽管您可以命名它任何您想要的。

7.当修补程序运行完毕后,您将收到一个消息框,其中显示复制的记录数量。如果超过项目限制,您也会收到任何错误警告(同样,请阅读下面的备注部分)。

8.现在可以关闭xEdit。一个对话框将显示任何修改的插件,一定要检查你的新插件,否则它不会保存。

9.打开你的Mod经理的选择,并启用新的插件。它应该就在SkyAI_BASE.esp下面。
你现在安装了SkyAI,享受吧。


注:

1.与所有改变商家库存的MODS一样,它可能需要48小时的游戏时间才能补充库存,并能看到变化。

2.取决于你在游戏中添加了多少个MOD,一些项目可能会出现得更频繁。这是由于可以显示的已建模项的计数。如果一个铁匠可能添加8个随机挑选的武器,而你只有4个新的武器添加到游戏中,那么你可能会经常看到这些武器。另一方面,如果你增加了700件武器,而且一次只随机选择了8件,那么试图找到一种特定的武器可能需要一些时间。我试过用对每个人都有用的数字。

3.武器、装甲和阿莫都是按等级排列和增加的。它们的最小值是通过使用来自模型项的原始数据与香草值和最小值进行比较计算的。所有法术都增加了最低等级1,这使得脚本变得更简单,而且法术也有一个固有的等级限制,因为它们需要一定数量的Magicka和所需的额外技能。

4.在选择包含哪些MODS时,我建议不要包括像沉浸式盔甲这样的MODS。
这样做没有什么错,但是这些类型的MODS已经集成到游戏中了,所以它只是多余的。
可以增加多少物品也是有限制的(765件武器、盔甲或法术,其余物品种类有255件)。
包括大的,多余的MODS增加你的机会或达到这个极限。

5.SkyAI为您提供了自定义修补程序的选项。在第一个菜单上有一个“修改”补丁的选项。
此选项允许您在不必重新开始的情况下向修补程序中添加其他项。这也意味着每次都可以设置不同的项限制,而不会影响以前添加的项。
例子:让你说你有两个MODS,一个盔甲模(Tembtra盗贼装甲),让我们说超越SkyRIM Bruma。
你想添加来自Tembtra的盔甲,你也想添加来自Bruma的食物和食材,但是不添加来自Bruma的盔甲。
只需先运行Tembtra的修补程序(以及您想要包括的任何其他MOD)。
当它完成,你可以重新运行补丁,这一次只选择包括炼金术和成分。选择修改,而不是新补丁,只选择Bruma从您的模式列表。
这将只添加成分和炼金术记录从Bruma到您以前生成的补丁。
示例2:您已经创建了修补程序,然后一个新的装甲模块出现在您必须拥有的热文件中。
您不需要制作一个全新的修补程序,只需重新加载xEdit并使用修改重新运行修补程序即可。
不过,只有选择你想要添加的新护甲模块,再选择其他的MOD就会创建重复的条目,并冒着达到物品限制的风险。

6.SkyAI将在补丁中包含的任何MOD上创建依赖项。
这意味着,如果稍后卸载补丁中包含的mod,您将经历崩溃。
如果发生这种情况,只需从SkyRIM SE数据文件夹中删除SkyAI_PATCH.esp。
您不需要卸载SkyAI_BASE.esp。
然后,您需要重新运行SkyAI_Script来生成一个新的修补程序。

7.我已经使用了许多过滤器尝试和省略的项目是不可玩的或打算为玩家。这方面的一个例子是任何带有假名关键字的项或具有不可播放标志的项。这些项目将不会添加。
这可能会导致某些项目没有达到应有的效果。如果发生这种情况,请让我知道,以便我可以调查和改进过滤。


兼容性

不应该有太多,如果有的话,与这一模式的冲突。唯一接触到的香草记录是香草商人的cont(容器)记录。一般来说,大多数改变供应商库存的MOD都是通过编辑他们使用的水平列表来实现的,而不是容器记录本身。
如果有任何这样的MODS出现,请让我知道,我会考虑释放一个补丁。我也在研究如何自动修补这些记录,作为脚本的一部分,以完全避免将来的任何冲突。


   学分

如果没有这种方式,这种模式甚至是不可能实现的。永恒的物质...他不仅创建了这个MOD使用的MXPF库,而且还在整个过程中为我提供了艰苦的帮助。大部分剧本是由他设计的,我只是简单地对它进行了修改,并将它塑造成了我想做的事情。
也对SSEEdit背后的团队发出了巨大的呼喊。这是一个非常强大的程序和许多有趣的学习。


变化量g

v1.0-初始上传

v1.1-更新的法术分布,允许更多的法术记录(现在允许在3个列表上增加最多765个法术)

v1.2修改后的ARMO和WEAP记录的分布,现在允许每种类型的765个更均匀的分布。
还增加了一个新的名单,专门为孤独弗莱彻和醉酒猎人只出售射箭相关的武器和较少的盔甲。

v1.3-修正了一个错误,导致第一个项目从一个MOD没有被添加。还添加了错误消息。————————————————————————————————————————————————————

This mod is for SE only at this stage.
I will be working on making an LE compatible version soon.
This mod will not be possible, or highly unlikely, to port to Fallout 4.
This is due to FO4 having optional attachments (OMODs) for items that would make
leveling the items extremely complicated.



Welcome to SkyAI

SkyAI is a new mod made specifically for Special Edition.
What does it do?
It adds items from YOUR SPECIFIC MOD LIST and automatically distributes them to the vanilla merchants.
It does this in a leveled fashion, so weaker items will show up early in the game where stronger weapons wont show up until much later.
At the time of release, SkyAI currently handles the following item types:
* Armor
* Weapons
* Ammo
* Spell Tomes
* Alchemy and Ingredients
This gives you a lore-friendly and balanced method of obtaining all your favorite modded items the same way.
Gone are the days of using console commands, or navigating through 6000 crafting recipes in the steel category, 
or just "happening to come across a hidden stash in Riverwood".
Nope, instead, you can travel from shop to shop and buy your gear the old fashioned way.
The mod will sell items in a sensible way, blacksmiths will sell modded items and armors but typically wont stock spell tomes, whereas mages will sell the opposite.
Food and ingredients will be sold by inns and alchemists. 
You get the idea.



INSTALLATION - DISCLAIMER

This mod uses XEdit to run a script that will automatically patch your game based on your current mod list.
It includes a simple menu to customize your patch so you can choose which mods you wish to include as well as options 
to choose what item types to include.
It DOES require some initial setup, as such, I managed to wrangle up GamerPoets Michael himself to do up
a start to finish installation video.

I've also included some step by step text instructions beneath the video for those that prefer reading.
The installation may seem a little, involved, but I assure you it is very simple, Myself and Michael are just very thorough people.





INSTALLATION - REQUIRED FILES

SkyAI uses a few other programs and resources to work.

SSEEdit - referred to throughout at xEdit.                                                                                                 
MXPF - This is a library of Skyrim related functions that SkyAI will use.                                                      
Unofficial Skyrim Special Edition Patch - This is necessary as my BASE esp will use some of USSEPs records.
SkyAI - Includes a BASE file and a SCRIPT file.                                                                                           

You will also obviously need some mods that add armor, weapons, spells or ingredients... otherwise, why are you here?


INSTALLATION - REQUIRED FILES CONT'D

1. Install xEdit by downloading the files from its mod page and extracting the contents to a location of your choice.
xEdit will generally need to be run as administrator, so it may help to right click on the exe and under the "compatibility" tab choose "Always run as administrator".

2. Download MXPF, this is a file made for 32 bit Skyrim (oldrim) but it will work for special edition as well.
Simply extract its contents to the same location you installed xEdit. Make sure the "EDIT SCRIPTS" folder merges with the same folder in xEdit's location.

3. Download USSEP and install with a mod manager of your choice.

4. Download SkyAI_SCRIPT, just as you did with MXPF, extract its contents in to the xEdit location ensuring the "EDIT SCRIPTS" folders merge together.

5. Download SkyAI_BASE, install with a mod manager of your choice.

6. You have now installed all required files. Make sure SkyAI_BASE is enabled and moved to the bottom of your load order.


INSTALLATION - RUNNING THE PATCH

Now we're down to the brass tax of things.
1. Begin by running xEdit (as admin). A menu will appear showing all your mods. By default, all of yours currently enabled mods will be checked, Leave this as is. Ensure you have enabled SkyAI_BASE.
NOTE: If you have previously run the patch and wish to add more items, make sure the SkyAI_PATCH.esp is also enabled here.
Hit OK.

2. Allow a few minutes for the program to load. In the right window, a message will appear saying [BACKGROUND LOADER] - FINISHED.
In the LEFT hand window, right click on any of the listed mods and choose "APPLY SCRIPT" (not to be confused with apply filter).

3. A menu will appear. Expand the drop down list and navigate to SkyAI_SCRIPT.pas.
DO NOT type anything in to the window or you may mess up the script.
Simply click OK to run the script.

4. You will now be presented with various options for the patch.
The first window will let you choose what record types you want to include in the patch.
Select the item types you want and then click NEW PATCH.
See the NOTES section below for information on ADDING to an existing patch.

5. The next window will display a list of all your plugins again.
This time, only select the mods that you want to include in the patch. By default, the vanilla ESPs should now be excluded from the list.
ONLY select the mods that you want to add items from.
Hit OK.
See notes section below for information on what mods should be included or omitted.

6. The patch will now generate a new plugin based on your selections. You will need to name the new plugin, I recommend using something like SkyAI_PATCH though you can name it anything you want.

7. When the patch has finished running, you will receive a message box displaying the amount of records copied. You will also receive any error warnings if the item limits have been exceeded (again, read the NOTEs section below).

8. You can now close xEdit. A dialogue will appear displaying any modified plugins, be sure to leave your new plugin checked or it will not save.

9. Open up your mod manager of choice and enable the new plugin. It should be sitting just below SkyAI_BASE.esp.
You have now installed SkyAI, enjoy.


NOTES:

1. As with all mods that change merchant inventories, it may take up to 48 hours in game for stock to replenish and changes to be seen.

2. Depending on just how many mods you have added to your game, some items may appear more frequently. This is due to the COUNT of modded items that can appear. If a blacksmith potentially adds 8 randomly picked modded weapons and you only have 4 new weapons added to the game, then you will likely see those weapons very frequently. On the other hand, if you have 700 weapons added and only 8 random ones are being chosen at a time, then trying to find a specific weapon may take some time. I've tried to use numbers that work for everyone.

3. Weapons, Armor and Ammo are all ranked and added by level. Their minimum level has been calculated by using raw data from the modded item compared to vanilla values and their minimum levels. Spell tomes have all been added with a minimum level of 1. This made the script much simpler, and spells have an inherent level restriction anyway since they require a certain amount of magicka and required perks.

4. When selecting which mods to include, I advise against including mods like Immersive Armors.
There is nothing wrong with doing so but these types of mods are already integrated in to the game so its simply redundant.
There is also a limit to how many items can be added (765 Weapons, Armors or Spells and 255 for the rest of the item types).
Including large, redundant mods increases your chances or hitting this limit.

5. SkyAI gives you the option to customize your patch. On the first menu there is an option to "Amend" a patch. 
This option lets you add additional items to your patch without having to start over. It also means you can set different item restrictions each time without affecting the previously added items.
Example: Lets say you have two mods, an armor mod (Tembtra Thief Armor), and lets say Beyond Skyrim Bruma.
You want to add the armors from Tembtra, and you also want to add the food and ingredients from Bruma, but without adding the armors from Bruma.
Simply run the patch for Tembtra first (and any other mods you want to include).
When it is done, you can re-run the patch and this time ONLY choose to include alchemy and ingredients. Choose AMEND instead of NEW PATCH and only select Bruma from you mod list.
This will ADD only ingredient and alchemy records from BRUMA to your previously generated patch.
Example 2: You've already created your patch, and then a new armor mod shows up in hot files that you just have to have.
You don't need to make a whole new patch, just simply load up xEdit again and re run the patch using AMEND.
Only select the new armor mod you want to add though, selecting the other mods again will create duplicate entries and run the risk of hitting the item limit.

6. SkyAI will create dependencies on any mods that you've included in the patch.
This means that you WILL experience crashes if you later uninstall a mod that was included in the patch.
If this happens, simply delete the SkyAI_PATCH.esp from your Skyrim SE data folder.
You will not need to uninstall the SkyAI_BASE.esp.
You will then need to re-run the SkyAI_SCRIPT to generate a new patch.

7. I have employed a number of filters to try and omit items that are not playable or intended for the player. An example of this is any items with the dummy keyword or items that have a non-playable flag. These items will not be added. 
This MAY result in some items not making it in that should be. If this happens, please let me know so I can investigate and improve the filtering.


COMPATIBILITY

There shouldn't be many, if any, conflicts with this mod. The only vanilla records that are touched are the CONT (container) records of the vanilla merchants. Generally speaking, most mods that change vendor inventories do so by editing the leveled lists they use and not the container record itself.
If any such mods do come up, please let me know and I'll look at releasing a patch. I am also looking into how to auto patch these records as part of the script to completely avoid ANY conflicts in future.


   CREDITS

This mod would not even remotely be possible without MatorTheEternal. Not only did he create the MXPF library that this mod utilizes, he also painstakingly helped me through the whole process. Majority of the script was devised by him, I simply adapted it and molded it to do what I wanted.
Also big shoutout to the team behind SSEEdit. It's an incredibly powerful program and a lot of fun to learn.


CHANGELOG

v1.0 - Initial upload

v1.1 - Updated spell distribution to allow for more spell records (now allows up to 765 spells to be added over 3 lists)

v1.2 - Modified distribution of ARMO and WEAP records, now allows 765 of each type with more even distribution.
Also added a new list specifically for the Solitude Fletcher and Drunken huntsman to only sell archery related weapons and less armors.

v1.3 - Fixed a bug that resulted in the first item from a mod not being added. Also added in error messages.


原贴地址
1.版本号: 1.3   更新时间: 2019-11-22 22:23:49

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