"An error was encountered while trying to import the Load order. An item with the same key has already been added." Removing this mod stopped my Save crash.
I've been looking for something like this for a long time. It's excellent, thank you! Both the spell and shout organizers together make some of the larger spell mod packages (such as Apocalypse and Thunderchild) far less obtrusive, which grants more flexibility when it comes to testing spells. Having the ability to hide spells is an extremely nice feature; there are several fire-and-forget spells in Apocalypse alone (Ocato's Recital, Spell Twine, Knowledge Is Power) that I didn't necessarily want erased but I also didn't want cluttering up the menu as they are rarely used. Hiding them is the perfect solution. I'd also like to +1 gedocs request for a combined spell/shout organizer esp if possible. Thanks again!
I've just found this mod and surprised, why this is so hm... hidden. Perhaps Skyrim is not in its golden age anymore and mods getting less attention than used to, but this is really handy. No more console torment to look formids and I can restore them easily without remembering what I dropped. Endorsed. However I noticed some oddities. notifications tell, that specific spells couldn't be deleted even when they actualy were. Also it recognizes certain powers as restoration spells for instance FNIS' stuff. Minor issues though, the mod work as intended so far. Any chance you intgrate your shout/power organizer?
Thanks. When I will get some time i will look on this notifications stuff, but can you point out which spells get this werid behavior?
Integration with shout organizer is fairy simple. You need to copy one quest from esp file - that's all. If you can't do it just let me know, I will return to modding in October.
as for the category swap: I found out that Pinup Poser was that, not FNIS which includes 15 lesser powers that appear under the 'powers' tab in the spell menu. When I open the mcm menu and do the spell rebuild with your mod, they're treated as restoration spells. Tbh I was surprised they even appeared since the mod should ignore powers. Btw. I would say this is a convenient matter and myself wouldn't touch it because they can be managed after all... I can't recall which spells caused the wrong notifications, but they are not vanilla stuffs. I started a gameplay so later if I come across them, I'll let u know. Regarding the integration I assume you meant copying in order to have one esp instaead of 2. Well, to be more specific, I wondered if also both the mcms could be merged into one for simplification. I also thought to merg the plugins together with xedit, but as far as I know the mcm quest script should be edited as well and I'm far beyond from scripting...so if you decide to take care of it when you come back, count me as an eager requester :)
How's it going? I am very thankful that you made this mod and are updating, but the 128 limit has me stumped. I had a corrupt save file and I was using this to try to fix my magic menu causing CTD. I had over a thousand spells and I can't remove anymore that could be the issue. Is there any progress on the 65k?
Many thanks for the mod. I could not even dream about the possibility of not only removing spells, but also simply hiding them, having a list of deleted spells or the possibility of their return. Guys like you still supporting the eight-year old game and inventing brand new features deserve special praise. What a time to be alive! If you ever have a black bar in life, know that at least one person loves you (not gay).
I tested all the functions on modlist with Requiem (1.9.4.1) and it works like a charm. Some powers from requiem identified by Spell Organizer as spells (for example, Combat Reflexes from light armor perk), but its not the fault of Spell Organizer I think (power from example above has Magic Skill = Alteration in Magic Effect Data according to tesedit).
Could you make it so I can hide shouts with this mod as well? So many mods insist on adding powers with no way to remove them, and I use keybinds for everything so they just make my menu cluttered.
I wish I can send the image. Many spells, because of I used console command "psb". Some spells not supposed use by player. But I found someone who has the skill list. So I removed the spells through console command. Not yet clean all spells though. hahaha.
psb command is unsafe, even Skyrim creators said it. Please don't use this command unless you want to destroy your save. This mod is supposed to be used without cheats like psb.
No, it don't need any master plugin. It contains only quest variable to bring up mcm menu to life. If you want you can merge it with any plugin to save slot for other mod.
SKSE is pretty stable now, even in alpha. In fact, I ported this to SSE and it works fine. I just opened the esp in creation kit and saved it again, recompiled all the scripts and extracted the BSA. Most mods can be ported this way, unless they have custom meshes and textures, which require an extra step. SKSE dll's, on the other hand, are much harder to port as you need to recompile the source files which are not available most of the time.
Just tested it, and it works very well. The only problem is that it takes a long time for the Magic School options to show up on the MCM, but that's probably because I have a bunch of spells. I assume it takes a while to load them all.
You are welcome :) It really shame, that I can't optimize it further, but it require knowledge about creating skse plugin. Build-in function from skse don't filter spells, so I wrote my own script function which is slow with many spells :( But if you want to make it faster and don't need to see whole list - just use hotkeys :)
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Integration with shout organizer is fairy simple. You need to copy one quest from esp file - that's all. If you can't do it just let me know, I will return to modding in October.
I can't recall which spells caused the wrong notifications, but they are not vanilla stuffs. I started a gameplay so later if I come across them, I'll let u know.
Regarding the integration I assume you meant copying in order to have one esp instaead of 2. Well, to be more specific, I wondered if also both the mcms could be merged into one for simplification. I also thought to merg the plugins together with xedit, but as far as I know the mcm quest script should be edited as well and I'm far beyond from scripting...so if you decide to take care of it when you come back, count me as an eager requester :)
Guys like you still supporting the eight-year old game and inventing brand new features deserve special praise. What a time to be alive! If you ever have a black bar in life, know that at least one person loves you (not gay).
I tested all the functions on modlist with Requiem (1.9.4.1) and it works like a charm.
Some powers from requiem identified by Spell Organizer as spells (for example, Combat Reflexes from light armor perk), but its not the fault of Spell Organizer I think (power from example above has Magic Skill = Alteration in Magic Effect Data according to tesedit).
Also, send you russian translated files via PM.
Translation was added :)
I ported Shout Organizer SE too.
Again, thanks for this very practical mod!
It really shame, that I can't optimize it further, but it require knowledge about creating skse plugin. Build-in function from skse don't filter spells, so I wrote my own script function which is slow with many spells :( But if you want to make it faster and don't need to see whole list - just use hotkeys :)