Filter
filterByModNames allows you to filter by mods and can be combined with other filters. Multiple mods need to be separated by ,
Example:
filterByModNames=SkyValor.esp:filterByXXX=MyMod.esp|123:setWhatEver=123
filterByWeapons can be used to specify specific weapons. (multiple separated by ,)
filterByWeaponsExcluded can be used to exclude one or multiple objects. (multiple separated by ,)
filterByKeywords allows you to filter by keywords. The keywords are connected by AND. Multiple keywords need to be separated by ,
filterByKeywordsOr keywords are connected with or. Multiple keywords need to be separated by ,
filterByKeywordsExcluded allows you to exclude keywords. Multiple keywords need to be separated by ,
filterByEditorIdContains allows you to filter by editorID(can also only contain a part of the editorID). The editorID filters are connected by AND. Multiple editorIDs need to be separated by ,
filterByEditorIdContainsOr editorIDs are connected with or. Multiple editorIDs need to be separated by ,
filterByEditorIdContainsExcluded allows you to exclude editorIDs. Multiple editorIDs need to be separated by ,
hasPlugins allows you to filter if the user has a plugin in his load order.
Example:
hasPlugins=Dawnguard.esm, Dragonborn.esm
(The user needs to have both plugins.)
hasPluginsOr allows you to filter if the user has a plugin in his load order.
Example:
hasPlugins=Dawnguard.esm, Dragonborn.esm
(The user needs to have at least one of the plugins.)
filterByFirstPersonModelOr can be used to filter by first person model. Multiple need to be separated by ,
filterBySkills can be used to filter by weapon skill. Multiple need to be separated by ,
Skills
onehanded
twohanded
marksman
destruction
illusion
conjuration
alteration
restoration
filterByAnimationTypeOr can be used to filter by animation type. Multiple need to be separated by ,
Animation Types
handtohandmelee
onehandsword
onehanddagger
onehandaxe
onehandmace
twohandsword
twohandaxe
bow
staff
crossbow
restrictToFlags allows you to restrict. When a match hasn't been found, the object will be ignored. Only boundweapon is available as flag.
Examples:
filterByWeapons= Skyrim.esm|4822:restrictToFlags=boundweapon
Operations
fullName allows you to change the full name of the object. The new name has to be written between ~~
Example:
fullName=~Dragonslayer Sword~
animationType allows you to change the animation type of the weapon.
Examples:
animationType=handtohandmelee
Animation Types
handtohandmelee
onehandsword
onehanddagger
onehandaxe
onehandmace
twohandsword
twohandaxe
bow
staff
crossbow
skillType allows you to change the animation type of the weapon.
Examples:
skillType=marksman
Skill Types
onehanded
twohanded
marksman
block
smithing
heavyarmor
lightarmor
pickpocket
lockpicking
sneak
alchemy
speechcraft
alteration
conjuration
destruction
illusion
restoration
enchanting
attackDamage allows you to change the attack damage of the object.
Examples:
filterByWeapons= Skyrim.esm|13988:attackDamage=35
attackDamageMult allows you to change the attack damage of the object.
Examples:
filterByWeapons= Skyrim.esm|13988:attackDamageMult=0.5
attackDamageToAdd allows you to add to the attack damage of the object.
Examples:
filterByWeapons= Skyrim.esm|13988:attackDamageToAdd=35
critDamage allows you to change the critical damage of the object.
Examples:
filterByWeapons= Skyrim.esm|13988:critDamage=12
critPercentMult allows you to change the critical multiplier of the object.
Examples:
filterByWeapons= Skyrim.esm|13988:critPercentMult=2.5
bashDamage allows you to change the bash damage(secondary damage) of the object.
weight allows you to change the weight of the object.
Examples:
filterByWeapons= Skyrim.esm|13988:weight=1.5
value allows you to change the value of the object.
Examples:
filterByWeapons= Skyrim.esm|13988:value=45
weightMult allows you to multiply the weight of the object.
valueMult allows you to multiply the of the object.
speed allows you to change the speed of the object.
speedMult allows you to multiply the speed of the object.
reach allows you to change the reach of the object.
rangeMin allows you to change the range min of the object.
rangeMax allows you to change the range max of the object.
stagger allows you to change the stagger of the object.
enchantAmount allows you to change the enchant amount of the armor.
model allows you to change the model of the weapon.
Examples:
filterByWeapons= Skyrim.esm|13988:model=Skyrim.esm|3DE2A
modelFirstPerson allows you to change the first person model of the weapon.
Examples:
filterByWeapons= Skyrim.esm|13988:modelFirstPerson=Skyrim.esm|3DE2A
equipSound allows you to change the equip sound of the object.
Examples:
filterByWeapons= Skyrim.esm|13988:equipSound=Skyrim.esm|3DE2A
unequipSound allows you to change the unequip sound of the object.
Examples:
filterByWeapons= Skyrim.esm|13988:unequipSound=Skyrim.esm|3DE2B
attackFailSound allows you to change the attackFailSound sound of the object.
Examples:
filterByWeapons= Skyrim.esm|13988:attackFailSound=Skyrim.esm|3DE2B
impactDataSet allows you to change the impact data set of the object.
Examples:
filterByWeapons= Skyrim.esm|13988:unequipSound=Skyrim.esm|193B7
templateWeapon allows you to change the template of the object.
Examples:
filterByWeapons= Skyrim.esm|13988:templateWeapon=Skyrim.esm|193B7
altBlockMaterialType allows you to change the block material type of the object.
Examples:
filterByWeapons= Skyrim.esm|13988:altBlockMaterialType=Skyrim.esm|193B7
blockBashImpactDataSet allows you to change the impact data set of the object.
Examples:
filterByWeapons= Skyrim.esm|13988:blockBashImpactDataSet=Skyrim.esm|193B7
equipSlot allows you to change the equip slot of the object.
Examples:
filterByWeapons= Skyrim.esm|13988:equipSlot=Skyrim.esm|193B7
weaponHitType allows you to change the VATS action point cost of the object.
Examples:
filterByWeapons= Skyrim.esm|4822:weaponHitType=normal
filterByWeapons= Skyrim.esm|4822:weaponHitType=dismember
filterByWeapons= Skyrim.esm|4822:weaponHitType=explode
filterByWeapons= Skyrim.esm|4822:weaponHitType=no
soundLevel allows you to change the VATS action point cost of the object.
Example:
filterByWeapons= Skyrim.esm|4822:soundLevel=loud
filterByWeapons= Skyrim.esm|4822:soundLevel=normal
filterByWeapons= Skyrim.esm|4822:soundLevel=silent
filterByWeapons= Skyrim.esm|4822:soundLevel=veryloud
filterByWeapons= Skyrim.esm|4822:soundLevel=quiet
keywordsToAdd allows you to add keywords(multiple) to the object.
keywordsToRemove allows you to remove keywords. You can add multiple and they have to be separated by ,
objectEffect allows you to change the unequip sound of the object.
Example:
filterByWeapons= Skyrim.esm|13988:objectEffect=Skyrim.esm|3DE2B
Object bounds:
minX, minY, minZ
maxX, maxY, maxZ
Example:
minX = 1
minY = 2
minZ = 3
or if you use all in one string:
minX=1:minY=2:minZ=3
Example strings:
filterByWeapons=Skyrim.esm|12EB7, Skyrim.esm|13790:attackDamage=99:weight=0:keywordsToAdd=myMod.esp|223
7 comments
Also, can I filterByWeapon and then addToContainer in the same string?
At first , I tried to use filterByKeywords and filterByEditorIdContains to filter the weapons. But it changes all the weapons which have the keywords ,though some of them don't contains the words in their editorid.Or it can't work at all. SO i tried to add filter like filterByEditorIdContainsExcluded to serprate them ,but it still failed . Can anyone give me some advice ?
These are my samples :
filterByKeywords=Skyrim.esm|6d932:filterByEditorIdContains=axe:filterByEditorIdContainsExcluded=twin,spear,aawCalamityQueller:attackFailSound=Immersive Sounds - Compendium.esp|1E6B3
I'm using Skyvalor and it normalizes all player weapon damage
so even if I set it very low by editing .esp the damage never goes under certain value.
Curious to see if you can add a EquipTypeWeap Operation to it. So if the user wanted to change all weapons with the keyword "claw" they have the option to edit the EquipTypeWeap to whatever they want. Ex; Melee,Sword etc
This is incredible work. Would you be able to make weapon type and skill accessible? In theory this should allow for a patcher that would allow dual wielding all weapons with vanilla mechanics while maintaining 1H and 2H perks.