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Xaxilis

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Everything posted by Xaxilis

  1. Hey guys, Could you tell me why I need the bInvalidateOlderFiles=0 in the Skyrim.ini file? ( The result of unchecking the 'Automatic Archive Invalidation' box in MO as the SRLE LoTD guide tells us to do ) The reason I'm asking is because, I'm using MO2 v2.1.3. I just confirmed with the MO2 build team that the MO2 plugin 'INI Bakery' that comes with MO2 is set to ALWAYS change bInvalidateOlderFiles=1 regardless of what the checkbox says. No one knows why it's doing that btw, could be a bug or by design. Thanks, -Xaxilis
  2. You guys are very kind. Thanks, I appreciate it!
  3. Thanks Xpander! When I didn't see any replies, I figured nobody cared. I'm encouraged
  4. Hey SirJesto, What changed? (So I know the effective method to fix this kind of issue if I run into it in other areas.) -Xaxilis
  5. I've had a couple emails asking about the .dll's for CACO. The source code files for the .dll's CACO redistributes are available to the public; ExATKDataPlugin.dll - HERE ( It's in devpieron's post, click the 'Show' button ) MagExtender.dll - HERE ( It's in the Magic Extender 1-03beta download ) DP_Extender.dll - HERE ( It's in the .bsa file of the mod under \scripts\source\dynamicpotions\ ) Here is my x64 conversion of the source code and the .dll's already compiled for SKSE64 v2.0.6 & v2.0.7; HERE. I probably won't keep these up forever so get them now. Maybe someone can put the files someplace more permanent to share? SirJesto? Lexy? Darth? Anyone? The already compiled .dll's are in the \skse64\x64\Release directory. To get CACO running in SSE, just convert the CACO .esp to Form 44 in Creation Kit and replace the .dll's in its' SKSE\Plugins directory with the ones I've provided. I'd run it's .nif's through NifOptimizer as well. -Xaxilis
  6. He hasn't replied. I posted the entire message I sent to her so that, Lexy could reference it if she talked to her. I'm hoping she's got a more direct line to her than my nexus message which, will probably get lost in the millions of messages she gets sent from that site.
  7. Here's my emails to kryptopyr (I've got one out to Wiseman303 too so, I can make sure I'm right about perms) Hi Kryptopyr,I've already completed the conversion of your CACO mod to SSE and am ready to deliver it to you if, you like? I'm hoping you would be williing to upload it to nexus so, Lexy can include it in her Legacy of The Dragonborn Special Edition build? Here's what I've done;Recompiled the .dll’s for SKSE64 version 2.0.7 (and 2.0.6 ) Tested .dll functionality:DP_Extender.dll -> Potion Duration can be modifiedExATKDataPlugin.dll -> Thrown grenades while in Vampire form does damageMagExtender.dll -> Potion Effect Stacking enable/disable worksMerged the ‘Script Update’ into the main mod Tested the meshes and textures with 'NifScan.exe' Optimized the .nif's with NifOptimizer Converted 'Complete Alchemy & Cooking Overhaul.esp' to Form 44 in Creation Kit If you're willing to upload it to nexus, I'll convert the rest of the patches and rebuild the install package for you. Then, send it to you along with the Visual Studio Solution that includes SKSE64 and the three .dll projects all setup and configured for you. Please let me know and thank you for your time, -Xaxilis P.S.Wiseman303 changed the permissons for Wiseman303's Flora Fixes back in January and I have converted that mod too so, that should not be a roadblock; Modification permission - You are allowed to modify my files and release bug fixes or improve on the features without permission from or credit to meConversion permission - You can convert this file to work with other games as long as you credit me as the creator of the file
  8. Hey Darth and Lexy, Are you still planning to implement CACO for SSE when it's been converted and uploaded by kryptopyr? -Xaxilis
  9. I would like to take personal advantage of your hard work so, I can implement Morrowloot . Is it possible I can get you to link me to your CR.esp or some typed out steps to save me time? I've converted nearly every missing mod from the Oldrim LotD build and am about to start Merges. -Xaxilis
  10. Or, is the guide set up for only single weapons draw animations on purpose since you can't have both dual draw and single draw animations active? You either look silly drawing only one weapon with the dual draw animation or you looks silly as the weapon warps to you left hand with single draw animations while dual wielding. Or am I wrong here and there's a way to get both kinds of draw weapons animations depending on if you are dual wielding or single wielding? -Xaxilis
  11. Hey Everyone, I don't seem to get the proper dual weapons draw animations unless I put the "Immersive Animations" mod below the "XP32 Maximum Skeleton Special Extended" mod in the load order. (Yes, I've run FNIS) Here's the conflicts MO2 lists between XP32 and Immersive Animations; meshes/actors/character/animations/dag_unequip.HKX meshes/actors/character/animations/dag_equip.HKX meshes/actors/character/animations/lhm_unequip.HKX meshes/actors/character/animations/lhm_equip.HKX I also reinstalled XP32 to make sure it was in accordance with this guide. Did I miss a step or am I offtrack some place? Ideas? Stuff I should check? -Xaxilis
  12. So, I gave up on trying to get it to save in Creation Kit. I did some playtesting with just the weapons and Activator record edits I listed. It loads fine and seems to be working ok. Although, I only played down to the bottom of the mine where you get into the steamwork looking area. This is my first time actually playing that mod. I have to confess, the little I've seen so far looks kinda neat. Maybe I've just put so much time and effort working on it, my subconscious won't let me dislike it cause I'm too invested. -Xaxilis
  13. lol Man, I was just asking myself that same question. It's crashing Creation Kit when I try to save it now.... I'm pretty sure I hate this mod. I think it's more that, I don't want to let it beat me. I got it to save back in February but, that was after I had run the search and replace script, replacing '_' in the entire mod and, this go around, I learned that wasn't the right thing to do. I'll see if I can't figure it out. In the mean time I'll stop spamming the thread with constant updates -Xaxilis
  14. OK so, paranoia got the best of me. I just edited those records and replaced the missing FormID's with 'NULL - Null Reference [00000000]'. This seemed the safest bet. The check for errors function comes back clean and happy now. -Xaxilis
  15. OK, good news! In revisiting the available information on the Wheels of Lull mod, I learned some new things. Most notably that the step I listed; 'Fix the '_'s in the FormID List names' is not needed nor should it be done. The 'Save Game' error was actually caused by 'EditorID's" not "FormID's. AND the mod author 'TrainWiz' already fixed them in version 3.1! Here's His Post about it. Next topic; Additional errors in SSE Edit After doing the 'Fix the 'Expected 4 bytes of data, found 0' error;' procedure this time around, I again ran step #2 'Right click WheelsOfLul.esp and select Check for Errors' and found errors I hadn't noticed before; _Lull_CaveLever "Lever" [ACTI:0446A26A] ACTI \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0446A274] < Error: Could not be resolved >ACTI \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0446A276] < Error: Could not be resolved >ACTI \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0446A26D] < Error: Could not be resolved >ACTI \ VMAD - Virtual Machine Adapter \ Scripts \ Script \ Properties \ Property \ Value \ Object Union \ Object v2 \ FormID -> [0446A272] < Error: Could not be resolved > After some investigation, I found that indeed the FormID's these records reference don't exist. So, I loaded Oldrim Mod Organizer and pulled up the Oldrim version of WheelsOfLull.esp in TES5Edit. Ran the 'Check for Errors' function and it showed the same errors. From this, I'm going to assume that the FormID's were purposely deleted and these references just weren't cleaned up. I only found one POST about the errors from back in 2015 and nobody responded to it. I'm guessing that if it was a game breaking issue, someone would have brought it up by now. So, I think they can be left alone. Although, for my own playthrough, the OCD part of me is going to go ahead and delete them. If it causes problems, I'll deal with it when it happens. -Xaxilis
  16. OK, Just reviewing my previous posts where I quoted other threads; "[–]YsCordelan 3 points Updating the editor ID in the CK will update any records that rely on it. So will xEdit IF you let it build reference info on loading (don't press shift when loading)." Therefore, My original instructions should be fine. When I double checked the edits in SSE Edit, the items referencing the changed FormID's, still referenced them after removing the '_'s. HOWEVER; I'm going to re-do removing those '_'s from the FormID's in CK which I trust more. I also found some other errors in WheelsOfLull.esp that I'm investigating and will need fixed before I do that. I'll post some updated instructions when I've got it all worked out but, right now I've got to do my bills. You should see something from me by this evening. -Xaxilis
  17. This part was from memory and I may have told you incorrectly; Right click specifically on WheelsOfLull.esp\FormID List and select apply scriptI seem to recall the post I read on it said only CELL and WRLD records. The concern is that '_' is used as a delimiter/separator for quests, custom voices, and other things so, we have to be careful we don't break stuff... Let me research it real quick and get back to you to confirm. -Xaxilis
  18. Here's the problems I fixed in Wheels of Lull that made it so now, Wrye bash doesn't complain about it and you can save it in Creation Kit without it causing Creation Kit to crash. The game also loads fine with this mod loaded now. However, I haven't had time to playtest the mod in game so, it could still have issues... I am using The Wheels of Lull 3.1 Special Edition Extract .bsa’s Optimize .nif’s Fix the 'Expected 4 bytes of data, found 0' error; Open WheelsOfLull.esp in SSE Edit Right click WheelsOfLul.esp and select Check for Errors. Around 32 Weapons Records will have errors; 'Expected 4 bytes of data, found 0' Download and install the Automation Tools for TES5Edit It contains a script/tool called ‘AT – QuickChange v2.5’ In SSE EDIT, right click specifically on WheelsOfLull.esp\Weapon and select ‘Apply Script’. Select ‘AT – QuickChange v2.5’ click ‘OK’. Use the ‘Replace’ function from the drop down list. Fill in the <Path> box with CRDT - Critical Data\Effect Delete the contents of the <Find> box so that it has nothing in it. Populate <Replace> with NULL - Null Reference [00000000] click 'OK' to run it! Exit SSE Edit and save the new .esp (it will be in your Overwrite folder if your using Mod Organizer 2Fix the '_'s in the FormID List names ( Here's a Post where I talk a bit about the '_'s in the Form ID Names ) Open WheelsOfLull.esp in SSE Edit, Right click specifically on WheelsOfLull.esp\FormID List and select apply script Use the the ‘Replace text in EDID and FULL’ script to remove the ‘_’s in the Form ID’s. Edit the following fields in the script; StrSearch = '_'; StrReplace = ''; Click OK to run it! Exit SSE Edit and save it. ( It's in your Overwrite directory if you're using Mod Organizer 2 )Open WheelsOfLull.esp in Creation Kit and Save it. They should rename this mod to "The P.I.T.A. Mod"... Hope this helps -Xaxilis
  19. I figured it out. You have to finish the CH quest before it will add the dialogue option to your followers to buy a horse.
  20. What are the steps to my followers to buy horses? I gave them some coin but, didn't see it in their dialogue options?
  21. What tool do you guys use to get these stats? I've only got Fraps installed atm but, I'd like to know how you get the VRAM consumption etc. I just found this tool and am thinking about installing it; Skyrim Performance Monitor 64 Thanks in advance, -Xaxilis
  22. I didn't hear about that, Can you give some more details? What happens?
  23. Yeah, kinda breaks the immersion for me. Maybe If I got that as a skill through a perk or something. Lexy, I'm installing WICO, are we really NOT supposed to select the USSEP Compatible Patch that Darthmathias helped with?
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