[Relz] Item Interchange - Thread #5

Post » Fri Apr 11, 2014 3:13 pm

Let's try and trim this down a little, ehh?

Item Interchange (II)

Makes any mod a library mod!*
*Well, almost

v0.78

Download locations: http://www.nexusmods.com/oblivion/mods/17557/?
http://planetelderscrolls.gamespy.com/View.php?view=OblivionMods.Detail&id=4805

http://wrye.ufrealms.net/ details of these are available at http://wrye.ufrealms.net/

Please read the fairly extensive readme for full details of the mod

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Principal Goal: 1) Creation of a "Meta-library" for Oblivion
This in turn allowed
2) Creation of a systematic loot/item patch for any and every mod using items from any and every mod. This means that if you have mods installed that make changes to the loot system you will now find these changes replicated across all your mods!
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Installation
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This mod requires the use of Wrye Bash to work, if you do not know how to use Wrye Bash learn first before attempting to install this mod. Make sure you are using version 210 or above, as earlier versions do not support all of II's features fully.

This mod also requires Cobl, version 171 or later to host the meta-library. If you require a Cobl-independant version then search for version 0.63 which was the last version that did not require Cobl. Be aware that version 0.63 does contain some errors, is missing a huge amount of content compared to current versions and is no longer supported by the author.

For full details on installation, read the readme.

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Work completed:
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i) Version numbers in brackets indicate the latest version that *definitely works* in II, if you have a later version it's *unlikely*, but not impossible to cause problems. If you are using an earlier version you should consider updating.

The following sources currently contribute materials to II:
Oblivion [Version 1.20416]
Shivering Isles
Frans [Version 4.5b]
OOO [Version 1.34 beta5]
MMM [Version 3.7beta3]
MMM Gems & Gem Dust
TIE [Version 1.25]
TIE4Mods [Version 0.41]
Armamentarium [Version 1.2.2]
Ulrim's Horses [Version 1.3]
DLCSpellTomes
Cobl [Version 171]
More Vegetables [Version 2.0]
Qarl's Harvest [Version 1.1]
Qarl's Harvest addon [Version 1.1]
HappyHannah's Wines [Version 2.0]
Q - More and Moldy Ingredients [Version 1.1]
AliveWaters [Version 0.6]
zCats and Rats [Version 2.5b]
Pitcher Plant Harvestable [Version 1.1]
Lily of the Valley Nectar [Unknown Version]
Pitcher Plant and Lily Ingredients [Version 1.0]
Exnem's Runeskulls [Version 1.0]
Ayleid Loot Extended [Version 2.0]
Better Cities [Version 4.2.3]
Lost Paladins of the Divine [Version 1.0]
Com's Torch Compendium [Version 1.1]
Jade Dishes [Version 1.02]
Oblivion Collectible Cards [Version 1.21]
FF Real Thirst [Version 1.20]
Imperial City Library [Version 1.3]
Diverse Wisps [Version 1.0]
advlt Books [Version 1.1.1]
Elder Scrolls Book Club [Version 1.0]
VASE [Version 2.0]


The following destinations currently accept data from II:
Oblivion [Version 1.20416]
Shivering Isles
Knights of the Nine
DLC Battlehorn Castle
DLC Thieves Den
Frostcrag Spire Revisited [Version 1.5]
Frostcrag Reborn [Version 3.06]
Frans [Version 4.5b]
OOO [Version 1.34 beta5]
MMM [Version 3.7beta3]
Warcry [Version 1.08]
TIE [Version 1.25]
TIE4Mods [Version 0.41]
Tamriel Travellers [Version 1.39c]
Crowded Roads [Version 2.0]
Persuasion Overhaul [Version 1.4]
Qarl's Harvest [Unknown Version]
The Lost Spires [Version 14.00]
Ancient Goblin City [Version 2.6]
Blackrock Mountain [Version 2.7]
Lair of the Hydra [Version 2.6]
The Dragon Citadel [Version 1.6]
The Tower of the Lich King [Version 2.6]
The Ayleid Steps [Version 2.4]
Ivellon [Version 1.8]
Bartholm [Version 6.0]
Tears of the Fiend [Version 1.22]
Clocks of Cyrodiil [Version 1.0]
Mini Cyrodiil [Version 1.2]
Cybiades [Version 2.1]
Adonnay's Classical Weaponry [Unknown version]
Armamentarium Artifacts [Version 1.0, part of Armamentarium complete]
Unique Dungeons - Lich's Lair [Unknown Version]
Unique Dungeons - Lost Glory [Unknown Version]
Unique Landscapes - Chorrol Hinterland [Version 1.2]
Unique Landscapes - Ancient Redwoods [Version 1.5.1]
Unique Landscapes - Arrius Creek [Version 1.1.1]
Unique Landscapes - Brena River Ravine [Version 1.0.2]
Unique Landscapes - Imperial Isle [Version 1.6.1]
Unique Landscapes - Rolling Hills [Version 1.3.1]
Unique Landscapes - Stendarr Valley [Version 1.2]
Snowglobe [Version 1.0]
Slof's Dogs [Unknown Version]
Enchanced Daedric Invasion [Version 1.0]
Grandmaster of Alchemy [Version 3.0]
Dremora Companion [Version 1.1]
Wogs! [Version 1.2]
Midas Magic [Version 0.970]
Choices and Consequences [Version 1.2]
C&C - The Blackwood Company [Version 1.1]
Blood & Mud [Unknown Version]
Thieves Arsenal [Version 1.5]
More Animals [Version 1.2]
Crowded Cities [Version 1.2]
Better Cities [Version 4.2.3]
Lost Paladins of the Divine [Version 1.0]
Crowded Roads Advanced [Version 1.3]

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6 - Changelist:
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II hasn't been updated for a long time now and the last released version was 0.78

Here's the changelist of the unreleased development version to indicate all the goodness you can't get. Yeah, I'm evil sometimes. Sue me.

v87 Spurious decrease of version number by one order of magnitude just to make the point that version numbers are rather spurious and arbitrarily defined things. As this version came into existence mere seconds after the previous version was created, let's just say the release status is no different.

v860 Spurious change of version number by three orders of magnitude to prevent any possible future confusion or contention that II is an alpha or beta product. Let's not talk about being released just now, okay?

v0.85 Further adjustments, large and small. Added support for DLC Mehrunes Razor. Added initial support for The Underdark and the UL Skingrad Outskirts. Expanded support for UL Arrius Creek, Better Cities, Frans (now supports Optional New Adventurers), The Ayleid Steps, Brena River Ravine. There should be better support for geological items and books generally (hopefully). Still not released, but plugins are growing some manly stubble. Or is it mold?

v0.84 Mass inventory and list tweaks for new MMM and Cobl versions. Added support for Broadswords. Tweaked support for various stuff done since 0.79. Expanded Frans support (now supports optional stronger bosses esp). Still not released yet.

v0.83 Added preliminary support for WAC. Remade Items in Bulk options to work a different (and hopefully better) way, and added more options. Not relea... whatever.

v0.82 Further adjustments for Cobl and MMM. I should make a comment about releasing here.

v0.81 Numerous fixes (including some really dumb stuff I won't detail), new feature added: container tweaks! Woo-hoo! Added spriggan tweaks for numerous mods. Adjusted chunks of stuff to account for new lists added/adjusted by Haama. Added support for More Poisoned Food. Let's not think about releasing just yet, eh?

v0.80 Added preliminary support for Elsweyr, the Deserts of Anequina, fixed a few bits, taught the placement plugin to dance the disco inferno (requires user to play original 1976 song while rebuilding Bashed patch). (not released either! What the hell?)

v0.79 Added full support for MMM - Diverse Waterlife, various fixes, added support for enchanted armour from Armamentarium. (not released)

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7 - Credits:
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Wrye: without whose tools and (often poorly appreciated IMO) hard work this kind of mod would simply be impossible. His feedback and suggestions have been invaluable as well. Finally he did the work of adapting Cobl and II to work together. Thankyou!
ElminsterAU: for making TES4View/TES4Edit, without which this kind of mod would be brain-meltingly difficult.
Corepc: for being so helpful and for his constant drive to make Tamriel Travellers and II work together perfectly.
Leandro Conde: for advice on load order, compatibility and also keeping me encouraged at the beginning of the project.
Dev_akm: for advice on item precedence and discussions on compatibility.
Dewshine: for advice, encouragement and suggestions on Frans.
L@zarus: for advice on some records in Warcry.
The creators of all the mods I have added support for thus far. If they hadn't made great mods I wouldn't have done this.
The regulars in the support/development thread for giving me suggestions and generally being very helpful and supportive and sometimes giving me a good laugh. Thanks guys!
Bethesda Softworks for creating Oblivion.

Vac

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8 - Legal info
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Under the licensing agreement of the CS this mod belongs to Bethesda softworks.
No user-owned/created material has been distributed with this mod, and no material from any mod is accessible without the mod being downloaded and installed.

The Item Interchange - Extraction.esp file creates the meta-library. I would therefore dissuade anyone from distributing any changes they make to this file.
If I pass on responsibility for further development of these files to a 3rd-party then they will become responsible for further development.
If I have been absent from the development scene for longer than 181 days, have not responded to all reasonable attempts to contact me including, but not limited to: PMs, e-mail (as some users know my e-mail address) and at the last resort a general plea for contact then I acknowledge that I am not developing the mod further and these files can be developed further as the community on Bethesda's modding boards sees fit.

All Item Interchange placement esps are essentially open for anyone to modify, create and distribute themselves. However only the original version(s) included in the release archive are directly supported by me.
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For further details on the mod, please consult the readme *first*.
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User avatar
Gill Mackin
 
Posts: 3384
Joined: Sat Dec 16, 2006 9:58 pm

Post » Fri Apr 11, 2014 9:19 am

Nuts, I put the wrong thread number in the title. Let's try and get that fixed.

A reminder for people: I *encourage* people to suggest mods to add support for. The mods should offer one or more of the following:

New generic ingredients
New generic miscellaneous items
New generic drinks (new wines and beers, that kind of thing)
New generic books (not much done in this area so far)
New loot lists (principally lists covering, uhh, ingredients, miscellaneous items, drinks and books)
New equipment lists (i.e. new lists supplying weapons and armour to NPCs, *NOT* new weapons and armour)
New vendor lists (principally lists covering, uhh, ingredients, miscellaneous items, drinks and books)
New creatures
New NPCs (mostly lower class or "evil" Khaajits, but I occasionally tweak other NPCs)

If you're not sure whether the mod you're thinking about might be of interest then http://i285.photobucket.com/albums/ll61/Revanchism/TES4ViewfilterforII.jpg of the only part of TES4Views filter options that matter. No other options should be checked. If you see new (not override) records in one of these areas and it seems to tie in with what I've described above then it's quite possibly of interest to me. Post and tell me about it.

In general I don't do weapons or armour and I don't use II to fix other mod's mistakes/bugs, so you're best off not asking for these things.

Here's a mostly current list of targets. It gets updated occasionally when I get new suggestions and when I actually add support for the mods into II.
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Definite - II can/will definitely work with these mods in the future

Craftybits (not for the current release version)
Ancient Towers
Crowded Roads Revisited
Crowded Cities - Open Cities
SNR Crowded Roads
DLC Orrery
TIE Integration Revised
Tamriel Snacks
Great Forest Market
Street Market
Markets of Cyrodiil
Marketplace
Tchos' breakfast mod
Kvatch Rebuilt
DLCMehrunes Razor
Crescent Island
MTCThievesGrotto
MTCBravilRiverShackandVillage

Possible - I haven't checked how these mods work yet or am not sure how/if I will add support

Ruined-Tail's Tale
Malevolent
StarX Vanilla Vampires Revised
Blitzs Dungeons and Realms - Molag Fel
Blitzs Dungeons and Realms - Laughing Maw
Blitzs Dungeons and Realms - Deepgrave
kvatch rebuilt
Bank of Cyrodiil (I don't think I can resist putting mod-added items into those chests...)
bedrolls
Real Sleep Extended and Bors Bedrolls fixed
Vim & Vigor Advanced
UL - Beaches Of Cyrodiil Lost Coast
Temple of Zealots
Immersive Travelers
Morerunes' food collection
SNR Citizens
Castle Ravenpride
Ash'kale
Realm of Ruun
Verbesserte Magiergilde
Zwei Tropfen Blut
Reznod Mannequins
Oblivion Wine Overhaul
MALO
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User avatar
Chad Holloway
 
Posts: 3388
Joined: Wed Nov 21, 2007 5:21 am

Post » Fri Apr 11, 2014 4:05 pm

These ones aren't too bad (they're both ingredient mods, the Skyrim one also has cooking of the Skyrim food items via misc. items that launch menus)

Skyrim Ingredients for Oblivion

Mephaniels More Ingredients

Apparently I still cannot post links on this forum.

:shrug:

User avatar
Ridhwan Hemsome
 
Posts: 3501
Joined: Sun May 06, 2007 2:13 pm

Post » Fri Apr 11, 2014 10:52 am

I don't understand well the purpose of item interchange. Aren't mods already all correlated thanks to the bashed patch?

User avatar
Hella Beast
 
Posts: 3434
Joined: Mon Jul 16, 2007 2:50 am

Post » Fri Apr 11, 2014 1:32 pm

Only if they add items to EXISTING leveled lists.

User avatar
DeeD
 
Posts: 3439
Joined: Sat Jul 14, 2007 6:50 pm

Post » Fri Apr 11, 2014 12:09 pm

so, how do I know when I need it? O.o On the mod list I see many mods I'm currently using. Should I use item interchange for this reason?

User avatar
Marie
 
Posts: 3405
Joined: Thu Jun 29, 2006 12:05 am

Post » Fri Apr 11, 2014 3:31 am

My understanding is that II allows mods that create their own lists to interact with each other, while the Bashed patch merges the changes together that edit the same lists.
User avatar
Lalla Vu
 
Posts: 3411
Joined: Wed Jul 19, 2006 9:40 am

Post » Fri Apr 11, 2014 5:27 am

The Bashed Patch Leveled List / Inventory patchers only merge what changes the mod authors made to leveled lists / inventories. And mod authors usually only add their own new items to leveled lists pertaining to their own mod, and to vanilla leveled lists.

Item Interchange, through the magic of Filter Patches (mods tagged with Filter). Item Interchange defines a bunch of leveled lists, etc, in 'Item Interchange - Extraction.esp'. It fills those leveled lists with tons of items from all of its masters. If you look, it has 0x25 masters - so it's pulling items from 37 different plugins and putting them into combined lists - lists that never exists before, nor ever would with only the leveled list patcher from the Bashed Patch.

Then, with 'Item Interchange - Placement.esp', another Filter Patch, it places those leveled lists into all of the mods that it affects - 68 mods in total. Because of the 'Filter' magic, only items from mods you actually have get put into those lists, so there are no errors.

The end result is that content from plugins that are totally unrelated can now have items from each other in them. To reproduce this effect without using Filter Patches, and to match the scope of Item Interchange, and allow as much customizability as Item Interchange does (ie: not requiring you to have ANY plugins other than Cobl, etc), you would need at least 68*37 plugins: 2516 plugins!

But it goes even further - other plugins that affect the leveled lists that II - Extraction pulls from? II - Extraction gets those items included, even if II doesn't have that other plugin as a master. And other plugins that II - Placement doesn't touch, but still reference lists that II - Placement touches? Yep, those plugins get new items from Item Interchange as well.
User avatar
Krista Belle Davis
 
Posts: 3405
Joined: Tue Aug 22, 2006 3:00 am

Post » Fri Apr 11, 2014 12:27 pm

Thanks Lojack - to paraphrase, Item Interchange forces mods that don't talk to the vanilla Leveled Lists to be more sociable.

The downside is that if a mod II talks to has a record that is either removed, or has it's FormID changed in an update, that breaks compatibility with II.

So when people say that II is broken with Cobl or Better Cities now - what they really mean is that Cobl and Better Cities now refuse to talk to II.

This is why Vacuity is possibly nursing a headache.

User avatar
Solène We
 
Posts: 3470
Joined: Tue Mar 27, 2007 7:04 am


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