Custom mod .ini files

Post » Mon Jun 18, 2012 2:12 pm

Hey

I'd like to have my mod set some settings to values depending on a .ini file for easier customization. Having looked at http://www.creationkit.com/INI_files , I put my .ini file in Skyrim\Data and ensured it was named the same as my mod's .esp file, but the settings are not automatically set correctly.

If in game I enter the console and type < bat ''<.ini file name>'' > the settings do get set correctly, but the bat command does not seem to work for papyrus scripts. Anyone know how I can either manage to have my .ini run automatically or make a script run it instead of requiring the usage of the console?
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Alexis Estrada
 
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Post » Mon Jun 18, 2012 6:47 am

Anyone with any suggestions? :P
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Franko AlVarado
 
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Post » Mon Jun 18, 2012 8:26 am

You can't set them within the ini file itself?
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Kanaoka
 
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Post » Mon Jun 18, 2012 12:00 pm

You can't set them within the ini file itself?

Yes I do set the game settings in the .ini file, but the problem is that the .ini file is not automatically run by the mod, and I can't find any functions to make the mod run the .ini file through papyrus either
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Life long Observer
 
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Post » Mon Jun 18, 2012 2:54 am

Guess noone's got any ideas then? :(
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A Dardzz
 
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Post » Mon Jun 18, 2012 8:02 am

Could you post your mod's .ini file here?
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Red Sauce
 
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Post » Mon Jun 18, 2012 12:19 pm

Sure, currently it's like this, though more options should be added still:

Spoiler
;-----------------------------------------------------------------------------------------
;DEADLYCOMBAT.INI FILE
;FOR CUSTOMIZING THE DEADLY COMBAT MOD FOR TES V: SKYRIM
;-----------------------------------------------------------------------------------------

;THERE ARE VARIOUS SECTIONS IN THIS FILE. EACH SECTIONS STARTS WITH A SHORT EXPLANATION
;OF HOW TO CHANGE VARIABLES IN THAT SECTION. THEN EVERY LINE ALSO HAS A MORE SPECIFIC
;EXPLANATION OF EXACTLY WHAT IS CHANGED BY CHANGING THAT SPECIFIC VALUE

;-----------------------------------------------------------------------------------------
;1. GAME SETTINGS
;-----------------------------------------------------------------------------------------
;THIS SECTION DEALS WITH ALL GAME SETTINGS AFFECTED BY THIS MOD. EACH LINE CONSISTS OF
;SetGS ; <(VANILLA SKYRIM VALUE)>
;IF YOU WANT THE MOD NOT TO AFFECT A CERTAIN GAME SETTING, IT IS BEST TO ADD A SEMICOLON ( ; ) TO THE FRONT
;OF THE LINE, INSTEAD OF CHANGING THE VALUE TO THE VANILLA SKYRIM VALUE. THIS ENSURES COMPATIBILITY WITH
;OTHER MODS.
;THESE SETTINGS CAN ALSO BE CHANGED IN ANY WAY YOU LIKE, ALTHOUGH THE DEFAULT VALUES HAVE BEEN FOUND TO BE
;THE MOST BALANCED IN THE OPINION OF THE MOD AUTHOR.

;-----------------------------------------------------------------------------------------
;1.1 ARMOR SETTINGS
;-----------------------------------------------------------------------------------------
;SetGS ; <(VANILLA SKYRIM VALUE)>
SetGS fArmorRatingMax 2.357 ;The effect on NPC armor of increasing armor skill (2.5)

SetGS fArmorRatingPCMax 1.32 ;The effect on Player armor of increasing armor skill (1.4)

SetGS fArmorScalingFactor 0.1034 ;The % damage reduction each point of armor rating gives (0.12)

SetGS fMaxArmorRating 75.0 ;The maximum damage reduction % obtainable through armor (80.0)

;-----------------------------------------------------------------------------------------
;1.2 Block SETTINGS
;-----------------------------------------------------------------------------------------
;THE EFFECTS OF THESE SETTINGS ARE NOT 100% PRECISELY KNOWN, BUT THEY ARE VERY LIKELY TO BE AS DESCRIBED
;SetGS ; <(VANILLA SKYRIM VALUE)>
SetGS fBlockMax 0.95 ;The maximum percentage of damage which can be blocked (0.7)

SetGS fBlockPowerAttackMult 0.75 ;The effectiveness of blocking is multiplied by this number (0.66)
;if the blocking actor was power attacked

SetGS fBlockSkillMult 5.0 ;The effect of block skill on blocking effectiveness (2.0)

SetGS fBlockWeaponBase 0.6 ;The base effectiveness of blocking with a weapon (0.3)

SetGS fBlockWeaponScaling 0.5 ;The scaling factor of blocking with a weapon (0.2)

SetGS fShieldBaseFactor 0.75 ;The base effectiveness of blocking with a shield (0.45)

;-----------------------------------------------------------------------------------------
;1.3 Combat Distance SETTINGS
;-----------------------------------------------------------------------------------------
;SetGS ; <(VANILLA SKYRIM VALUE)>
SetGS fCombatBashReach 90.0 ;The maximum reach of bashing with a weapon/shield (141)

SetGS fCombatDistance 90.0 ;The maximum reach of swinging a weapon (this value (141)
;can be multiplied by weapon-specific settings)

;-----------------------------------------------------------------------------------------
;1.4 Stamina SETTINGS
;-----------------------------------------------------------------------------------------
;THE EFFECTS OF THESE SETTINGS ARE NOT 100% PRECISELY KNOWN, BUT THEY ARE VERY LIKELY TO BE AS DESCRIBED
;SetGS ; <(VANILLA SKYRIM VALUE)>
SetGS fCombatStaminaRegenRateMult 0.5 ;The multiplier of stamina regeneration while in combat (0.35)

SetGS fStaminaAttackWeaponMult 2.0 ;The effect of weapon weight on stamina cost of power attacks (1.0)

SetGS fStaminaBlockBase 20.0 ;Stamina cost of blocking attacks (0.0)

I know that the link I posted in OP on the creation kit wiki says that if you name your .ini file the same as your .esp file it will load automatically and can that way replace things in skyrim.ini, and after some testing figure out that indeed works so I can change for example ''bAllowScreenshot''. But I want to change other things, the real game settings, and was hoping there was a way to do this through .ini files as well. But it doesn't work automatically, so now I'm looking for a way to have papyrus run a .ini file, a bit like how the ''bat'' console command can run them.
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Betsy Humpledink
 
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Post » Mon Jun 18, 2012 7:48 am

What you have there, and what you want to achieve can't be done with an .ini file.
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rae.x
 
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Post » Mon Jun 18, 2012 3:56 am

What you have there, and what you want to achieve can't be done with an .ini file.

I feared as much :( any other suggestions to have increased modularity without requiring a zillion different .esp files?
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Philip Rua
 
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Post » Mon Jun 18, 2012 9:33 am

Not the advice you're looking for--but with where your mod seems to be going, I think you'll be gravitating towards Script Dragon or SKSE. SKSE isn't ready yet, but it probably won't be too long. SKSE won't be too much of a requirement, IMO--look at how many people are using SkyUI. And there will probably be a few more "killer apps" developed around SKSE (and maybe Script Dragon).

IIRC, there were mods in Oblivion that had OBSE and non-OBSE versions. If you wanted the advanced features, you used the OBSE version.
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FABIAN RUIZ
 
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Post » Mon Jun 18, 2012 11:02 am

Shouldn't it for example be:

fShieldBaseFactor=0.75

Rather than:

SetGS fShieldBaseFactor 0.75

The latter is in the syntax of a console command, the vanilla INI's don't use that.
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Robyn Lena
 
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Post » Mon Jun 18, 2012 9:38 am

That is correct Maegfaer, but you can only change settings from Skyrim.ini and fShieldBaseFactor is a game setting if I'm not mistaken.
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i grind hard
 
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Post » Mon Jun 18, 2012 10:02 am

Shouldn't it for example be:

fShieldBaseFactor=0.75

Rather than:

SetGS fShieldBaseFactor 0.75

The latter is in the syntax of a console command, the vanilla INI's don't use that.

Yes but I had it this way first and that didn't work either. Guess it's because of what Qazaaq says, those settings I'm trying to change are indeed Game Settings.

Not the advice you're looking for--but with where your mod seems to be going, I think you'll be gravitating towards Script Dragon or SKSE. SKSE isn't ready yet, but it probably won't be too long. SKSE won't be too much of a requirement, IMO--look at how many people are using SkyUI. And there will probably be a few more "killer apps" developed around SKSE (and maybe Script Dragon).

IIRC, there were mods in Oblivion that had OBSE and non-OBSE versions. If you wanted the advanced features, you used the OBSE version.

Hmm yes I know I used to have tons and tons of OBSE mods in my oblivion install as well :P But the problem is I already have a version of my mod uploaded and therefore don't want to wait too long with new versions :P
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Nicole Kraus
 
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