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selyb

Multi-Utility Mod By Selyb

204 posts in this topic

I know beyond a doubt that Shadowmere works. The actor menu requires a valid Ref ID, a Base ID will NOT work. You can think of a Base ID as a template where the Ref ID is an full blown instance. Shadowmere only has one Ref ID: 0009CCD8. His Base ID is 0009CCD7.

Edit: You could also think of it this way, A base ID would be your work resume typed into a word document and every printed document gets a Ref ID. I'm adding a box to v6.1 that will tell you the Ref ID for things you spawn with PlaceAtMe or AddItem. You can use PAM to spawn nearly any Base ID in the game, but as of yet, you won't know what Ref ID it has so there is no easy way to destroy it.

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Edit: Just figured out the problem, it wasn't that I was entering the wrong ref ID, it seems that if you are too far away from the actor you are trying to move to, it will tell you it's an invalid ID. I tried move to me commands with Belrand & Vorstag from Heljarchen Hall and neither worked...so I went

to Solitude (for Belrand) & Markarth (Vorstag) then the ID's both worked...I went back to Heljarchen Hall and tried again and I was able to get it too work again.

So that confirms what it says at skyrimsearch:

"MoveTo commands do not always work. The problem may be related to distance from NPC, NPC being in another cell, or NPC being in another worldspace."

And any idea on the playerfollowercount variable?, I can't get it to do anything, despite trying different things....

I guess what I'd like to try is end up with something similar to this: http://skyrim.nexusmods.com/mods/12933. it doesn't have to be that extreme (doubt it could handle it anyway), but i'd like to have a large group of my favorite followers permanantly hanging around my house for easy use (like a hand picked faction), and maybe just take 2 or 3 with me at a time...maybe more for some things, wondering if just by console commands I could achive a poor mans version of that mod...just not sure how to go about it.

Edited by cbv

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I guess what I'd like to try is end up with something similar to this: http://skyrim.nexusmods.com/mods/12933. it doesn't have to be that extreme (doubt it could handle it anyway), but i'd like to have a large group of my favorite followers permanantly hanging around my house for easy use (like a hand picked faction), and maybe just take 2 or 3 with me at a time...maybe more for some things, wondering if just by console commands I could achive a poor mans version of that mod...just not sure how to go about it.

Did you try searching here? EFF is already converted and has a release thread. Some people prefer Ultimate Follower Overhaul though.

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Nope, didn't know that was converted, thought that UFO was the closest one available (didn't really care for it). Thanks selyb!

 

 

UPDATE: I'm using your Multi Tool and the EFF and for the life of me can't turn unique NPC's like Neloth, Cicero, (Snow Elf) Gelebor, and Babette into followers, ....is there some combination, or an order to set factions to make it work?

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I think EFF doesn't work with those unique followers. It is one reason I have considered switching to UFO but honestly, I have been modding things for Skyrim for like 6 months without taking time to actually play the game.

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Updated to v6.1

  • Added new features to messageboxes:
    • Tapping left or right now loops through beginning <-> end. (If you press and hold it acts a little funny though.)
    • Up skips to very left, Down skips to very right
    • Back will automatically push the first button labelled exit, quit, done, back, !, return, cancel, no, or ok.
  • fixed a bug in the Spells menu when trying to add a Perk, Shout, or Word of Power
  • Renamed Items menu to Objects menu
  • Using PlaceAtMe for multiple objects on the objects menu will now display a warning that you will not be able to delete them later.
  • Using PlaceAtMe for a single object on the objects menu will now dislpay the form id of the spawned object so you can write it down and delete it later.

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Definately will try this out sometime over the weekend, for me one of the most useful mods out there...got myself out of at least four glitched quests, and revived 3 long dead NPC's with it.

selyb likes this

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Sorry to double post, just wanted to say I like the menu improvement, makes it faster to enter ID's and such.

 

Wondering if there is a way to set residence on follower? (didn't see it in the data sheets). EFF "set residence" isn't permanant when using on multiple followers in the same place.

 

 

Also found a workaround to activate "already dead" NPC's (such as Lucky Lorenz) :

 

Enter actor ID (sometimes need to be close to, or at scene of death) > select unconscious > select unconscious again (NPC will now be alive,but stuck in death pose) then either make NPC inactive and make active again, or get them to be a follower (set relationship to 3 and a faction for them to be a follower and fast travel somewhere or enter a place that requires loading screen) NPC should be alive and moving properly. 

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Yeah, I never had much luck with the set residence thing. If I ever get time, I'll look at the EFF scripts and see how he does it and if it's pretty simple, I'll add it to Multi-Utility.

cbv likes this

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Need help testing alpha version.

I think I am very close to release stage so this would be a great time to help test features.

The actor targeting and ObjRef targeting look like the same spell but act very different. Actors only have to be in the crosshairs when you cast the spell. When you start ObjRef targeting, it starts an invisible quest which for method A grabs the nearest 128 objects, and 256 for method B. After you see the 'Ready' message, you can cast the spell which will shoot a bound arrow, and hit an object you want to manipulate. Method A lets you target interactive things like doors, books, chests, containers, activators, talking activators, buttons, etc. Method B allows you to target static objects like rocks, trees, walls, buildings, etc.

Download aplha006 here or from Mediafire.

Here are some test values

Actor Ulfric Stormcloak 1b131Actor Shadowmere 9CCD8Faction LDummyFaction 10E4FEFaction DarkBrotherhoodFaction 1BDB3Outfit BladesOutfit E3E66Outfit DaedricOutfit 98BB6Perk Adept Locks C3680Perk Armsman80 79345Shout Whirlwind Sprint 2F7BAShout Ice Form 70980Word of Power Whirlwind Sprint1 2F7BBWord of Power Whirlwind Sprint2 2F7BCWord of Power Whirlwind Sprint3 2F7BDRace DeerRace CF89BRace DragonRace 12E82Spell Telekinesis 1A4CCSpell Bound Sword 211EBObjRef Alternate Start Statue XX0386B8ObjRef QASmoke 32AFBObjRef Guardian Stones 109C33ActorValue Health 24ActorValue Magic 25ActorValue Stamina 26ActorValue Attack Damage Mutliplier 147ActorValue Heal Rate Multiplier 148Music CombatBoss D777AMusic TavernB 17035

Currently working on:

Known problems:

  • Some objects will not disable, it is because these things in Skyrim are linked to something else and the parent object has be be disabled to disable the child object.
  • Info menu is broken, I already have it fixed in next release.
  • Small bug where going to ObjRef bookmarks and cancelling will exit entire Multi-Utility menu. I already have this fixed in next release.
Changes:

alpha006

  • Removed the timed reset of ObjRefQuest. It was causing more problems than it was worth.
  • Fixed: When you go to ObjRef, then previous, then cancel, it would exit the entire Multi-Utility menu.
  • Fixed a bug where if you deleted the last history object, it could lead to a very long loop and possibly break the entire history feature.
alpha005
  • Added ObjRef menu
  • Changed the ActorRef spell so it targets more accurately.
  • Gave up trying to manipulate lights.
alpha004
  • I think I fixed the problems with the menu taking a long time to show up.
  • Fixed several issues with Form IDs not showing up correctly.
  • Fixed issues with adding bookmarks.
  • Changed the Target menu: in alpha003, it would try to wait for the main menu to be closed then open, now it just fails if main menu is open (this was causing bad loops where I couldn't exit the main menu etc)
  • Fixed the save bloat problem since I was creating an activator every time we opened the main menu and this wasn't being deleted.
  • alpha003 was missing critical scripts.
alpha003
  • Fixed all targeting issues that I could find.
  • Fixed a problem that I recently discovered where all Actor Values > 127 would not work
  • Completed Actor menu + Actor bookmark system
  • Fixed issues with targeting several actors before the first one finished or trying to use the power before the target spell finished.
  • Added an Actor info message when you target or enter the ID for an actor
  • Probably some other things that I can't think of
alpha002
  • Fixed messagebox problems.
  • Back will no longer automatically press a button since I could not get it to work reliably, it will now only select the found button
  • Added spell to target actors:
  • Open Multi-Utility
  • Choose Target option
  • Shoot any actor with the spell (non-hostile)
isaacgar12345 likes this

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I looked at it but it is not easily done. It can't be done with regular console commands so I really don't think it should be part of Multi-Utility. Instead, try the "My Home is Your Home" mod.

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I might have found a bug in the alpha ver. I can't figure out how to change carry weight in the menu because the actor values menu has no letters.

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You have to use the Actor Values.xls list from the download.

I know, but it says weight is 0x000003F0 and there is no F in the menu to change player actor values.

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I'm sorry. You need to use the Index number. I will make sure to update that information in the main post with the next release.

Edit:

The functions for Actor Values require a text string (e.g. Alteration) and in the first few versions of Multi-Utility, I had a menu to input text but it took a very long time to enter and had no backspace sad.png

Around v3 or v4, I decided to make that AV list and in the menu you now choose the index number from that list. There is no way that I know of to get the actor value from the form ID :-/

isaacgar12345 likes this

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I'm sorry. You need to use the Index number. I will make sure to update that information in the main post with the next release.

Edit:

The functions for Actor Values require a text string (e.g. Alteration) and in the first few versions of Multi-Utility, I had a menu to input text but it took a very long time to enter and had no backspace sad.png

Around v3 or v4, I decided to make that AV list and in the menu you now choose the index number from that list. There is no way that I know of to get the actor value from the form ID :-/

Oh thank you for explaining that to me wink.png I think i understand now.

EDIT: Is there a way to add shouts? I tried a few ways but no luck. :(

Edited by isaacgar12345

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Is there a way to add shouts? I tried a few ways but no luck. sad.png

It's on the player menu. Add/Remove/Equip/Unequip is on page 4, Unlock/Teach word is on page 5.

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Updated to alpha002

You can now manipulate actors by targeting them from Multi-Utility. This will unequip whatever you have in your left hand and it will also automatically update the last entry to the actor you target. I will change this behavior before release but ATM, I don't know exactly what I want to do with it.

Changes:

  • Fixed messagebox problems.
  • Back will no longer automatically press a button since I could not get it to work reliably, it will now only select the found button
  • Added spell to target actors:
    • Open Multi-Utility
    • Choose Target option
    • Shoot any actor with the spell (non-hostile)
Laet likes this

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Does the moveto command work? couldn't get it to work in the last release (movetome works fine).

 

Also, the patch kit for MHYH v1.1 is working great.

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Does the moveto command work? couldn't get it to work in the last release (movetome works fine).

It was messing up for me too but I was working hard on the targeting code so I forgot to look back at the moveto stuff. I plan to release an alpha003 today since I got the targeting stuff worked out for actors but I'll look at the moveto stuff before I upload.

Also, the patch kit for MHYH v1.1 is working great.

Thx, I'll make a release thread for it.

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The moveto command didn't work when I used it on actor>page 3, however the player>page 2>moveto seems ok.

And the only thing with MHYH is that after you install the new patch, dialogue doesn't show up until you make a new save and reload.

Also a had some humorous moments with some followers having the "throw voice" ability when you come near them, no shout, just insults until you start talking to them...not completely sure it's from this mod, but seemed to start doing it after I installed.

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