Frameworking and Scripts to make editing shit with TES5Edit so smooth.
This script will let you quickly create any missing variants of an outfit. This means if you create an armor piece that is Light, you can use this to quickly create Cloth and Heavy versions of it. It will automatically update the editor ID, the in-game name, and swap out all the keywords that matter for making perks work and stuff. It will also auto calculate the proper armor values for the pieces based on the chest piece armor value.
In order for it to properly detect if an armor type already exists, it needs to have _cloth, _light, or _heavy somewhere in its EditorID. Good Examples:
dcc_latex_ArmoTanktop_ClearS_Cloth
aaaHerpDerp_Cloth_Body
zzzherpderp_clotharmor
This script will then check if these exist:
dcc_latex_ArmoTanktop_ClearS_Heavy
aaaHerpDerp_Heavy_Body
zzzherpderp_Heavyarmor
and if it does not find those, it will make them. By convention I suggest you always put _Cloth, _Light, and _Heavy at the end of the Editor ID, as that is where this script is going to put them.
I personally suggest when you create outfits that you create the Cloth version first. You also should properly keyword the outfit before you run this script. For example, ALL pieces in a cloth outfit should have the following Keywords:
- ArmorClothing
- VendorItemClothing
- ClothingBody (or ClothingFeet, ClothignHands, ClothingHead)
Then when this script gets run, your new Heavy armor will translate those keywords into the following:
- ArmorHeavy
- VendorItemArmor
- ArmorCuirass (or ArmorBoots, ArmorGauntlets, ArmorHelmet)
If you run the script on the Armor category it will process all of them to make sure that Cloth, Light, and Heavy variants exist for everything. You can also select just certain items if you wish, like maybe do 1 set at a time, so that you can give the sets different armor values.
It will ask you for the armor value which you would see on the chest piece for this particular set, and show you some reasonable values to choose from. All chest pieces will be given this value. Boots, gauntlets, and helmets, will be given a value auto calculated to be reasonable values based on the chest piece, scaling in simliar ways to the normal armor already in the game. If the script is creating Cloth pieces for you, then the armor will be automatically set to 0 so that mage perks work properly.
The framework is far from complete. It contains functions that I needed to make the other scripts. It includes functions like setting an Editor ID, setting an Item's weight and value, etc, without having to know the paths or dick with the Element iterations yourself. See dcc\skyrim.pas for available functions.