Creating Large amounts of recipes. Shortcuts?

Post » Fri Dec 13, 2013 11:13 am

Hi.

So I have two mods, Weapon Grade Variants, and Item Recycling. Both great mods. However, there's a problem. I can't recycle the weapon grade variants. It basically creates 6 new weapons for EACH weapon on the original game. So there's masterwork steel maces, crude steel maces, etc. etc. But I can't break down the ones that aren't vanilla weapons.

For example, I can't breakdown a masterwork steel mace.

So I popped open the creation kit, loaded both mods, and I now have a problem. I can easily create a new recipie for the weapon variants. I simply copy the recipe for breaking down the regular one, and replace each instance of "steel mace" with "masterwork steel mace". No difficulties there. However, There's SIX variants, for EVERY weapon. Probably over two or three hundred weapons overall. I'd much rather not spend hours and hours making more and more recipes for this.

Considering it's so menial and repetitive, is there some sort of... Script, or other tool I can use to make a large number of similar recipes?

Because each recipe I have to change the object required to smith the ingot, I also have to change three different conditions, one making sure that you have at least one of "steel mace" and one making sure if you have "steel mace" equipped, that you have TWO "steel mace" so that you don't breakdown an item you have equipped.

So anyone have any ideas? Or am I going to have to just brute force this crap...

EDIT: Also one random question. When I "edit" the mod... Since I'm kinda combining the two... making recipes which rely on the weapon grade variants... Which one should I make the "active mod" and which one should load first? Or is there a way to just save it all into one mod?

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Mari martnez Martinez
 
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Post » Fri Dec 13, 2013 9:44 am

Your best bet is using either SkyProc or a tesedit script. Both can do that kind of batch editing and properly assign masters.

If you do it by hand in the CK you will probably have to mess with switching the other mods over to esm's because the ck doesn't support esp masters and will ruin it.

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ezra
 
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Joined: Sun Aug 12, 2007 6:40 pm

Post » Fri Dec 13, 2013 3:15 pm

Thanks. I'm really new to all this stuff, I'm decently computer literate, but I need some pointers on where to get started. Would you suggest using SkyProc or tesedit? Cause I don't know what either of those are.

And are you saying the changes I make will be a new, third mod? Or can I just make them into one mod? I'm not very experienced with modding >.<

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Gracie Dugdale
 
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