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- Mod nexus tes5edit register mod#
- Mod nexus tes5edit register Patch#
- Mod nexus tes5edit register free#
If Copy(slCraftIndex, 1, 2) = '//' then slCraftIndex.Delete(i) SlCraftIndex.LoadFromFile(ProgramPath + 'Edit Scripts\IMS - Recipe Item Patch.txt') įor i := Pred(slCraftIndex.Count) downto 0 do associations between Workbench Keyword and list's EditorID to put components in MessageDlg(sModMaster + ' must be loaded in TES5Edit', mtInformation,, 0) If SameText(GetFileName(f), sModMaster) thenĮlse if SameText(GetFileName(f), sModPatch) then
Mod nexus tes5edit register Patch#
locating master file and optionally patch file if exists
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If Pos('bolt', LowerCase(GetElementEditValues(e, 'FULL'))) 0 then determine arrow or bolt by 'bolt' word in the name If GetElementNativeValues(e, 'DATA\Damage') = 0 then skip bound projectiles (checking for WeapTypeBoundArrow ) If (GetElementNativeValues(e, 'DATA\Flags') and 2 0) or not ElementExists(e, 'FULL') then skip non-playable by flag or missing name If slVendorIndex.IndexOfName(kwd) -1 then beginĪddObjectToList(slVendorIndex.Values, e) skip those without a name, probably unplayable If slFurnIndex.IndexOfName(kwd) -1 then beginĪddObjectToList(slFurnIndex.Values, e) add to list and exit upon the first matching keyword Kwd := EditorID(LinksTo(ElementByIndex(keywords, i))) Keywords := ElementBySignature(e, 'KWDA') įor i := 0 to Pred(ElementCount(keywords)) do begin skip furniture without a name, probably unplayable Procedure ProcessFurniture(e: IInterface) If slCraftIndex.IndexOfName(kwd) = -1 thenįor i := 0 to Pred(ElementCount(items)) do beginĬomp := LinksTo(ElementByPath(item, 'CNTO\Item')) ĪddObjectToList(slCraftIndex.Values, comp) Kwd := EditorID(LinksTo(ElementBySignature(e, 'BNAM')))
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if the first entry is not NULL then add a new oneĮntry := ElementAssign(entries, HighInteger, nil, False) ĪddMasterIfMissing(ModPatch, GetFileName(comp)) we checked all items in list but still no match found, add component to list If GetLoadOrderFormID(LinksTo(entry)) = GetLoadOrderFormID(comp) then add masters to patch plugin before copying recordĪddRequiredElementMasters(flst, ModPatch, False) įlst := wbCopyElementToFile(flst, ModPatch, False, True) Įntries := ElementByName(flst, 'FormIDs') įor i := Pred(ElementCount(entries)) downto 0 do begin Raise Exception.Create(list + ' FLST doesn''t exist in the master file!') G := GroupBySignature(ModMaster, 'FLST') copy as override from master if doesn't exist yet Raise Exception.Create('Error creating a new patch plugin!') create new patch plugin if doesn't exist yet If EditorID(comp) = 'BYOHMaterialLog' then Procedure AddObjectToList(list: string comp: IInterface) SlCraftIndex, slFurnIndex, slVendorIndex: TStringList SModPatch = 'IMS_Patch.esp' // patch file name SModMaster = 'Inventory Management System.esp' // master file name **** - wrote the initial version of this script and directed me in additional modifications **** Bolts must have 'bolt' in the name in order to be recognized. **** This patch populates Form Lists with ammo and bolt records
Mod nexus tes5edit register free#
**** Feel free to share any local additions to the above text files.
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**** Keyword and Form List pairs can be found in 'Edit Scripts\IMS - Vendor Items Patch.txt' **** This patch populates Form Lists with items by their vendor keywords **** Keyword and Form List pairs can be found in 'Edit Scripts\IMS - Workstation Patch.txt' **** This patch populates Form Lists with workstations by their assigned workbench keyword **** If Hearthfires.esm is active the Sawn Log item is automatically excluded. **** Keyword and Form List pairs can be found in 'Edit Scripts\IMS - Recipe Item Patch.txt' **** This patch populates Form Lists with recipe components based upon their workbench keyword. **** This script is a compatibility patch for Inventory Management System. One, is this a bug with 圎dit that needs resolved? Two, can my patch script be modified to properly handle such records?
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In looking at what was put into the patch plugin, I was able to deduce that once the patch script hits a record supplied by CCOR but injected into Update.esm, it craps out. Error during Applying script "IMS - Compatibility Patch": Load order FileID can not be mapped to file FileID for file "IMS_Patch.esp" Exception in unit TheCraftPatch line 92: Load order FileID can not be mapped to file FileID for file "IMS_Patch.esp" I received the following error specifically: I downloaded CCOR and gave my patch script a try in 圎dit. After some discussion it was concluded that Complete Crafting Overhaul Remade (CCOR) was a common mod.
Mod nexus tes5edit register mod#
However, the 圎dit patch script I supplied with my mod does not produce such an error with the load order that I have. Some users of my mod Inventory Management System Rebuilt (IMS) are reporting a " Load Order FileID can not be mapped to file FileID " error.
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