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Everything posted by Xaxilis
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Incorrect. Even, if you create those files, DSR still checks for an AppData\..\Skyrim folder for the mod list first. If it DOES find a Skyrim dir, it will give you an incorrect/confusing error message saying, you don't have Dual Sheath Redux.esp installed. I know it to be true as, the method your talking about is the method I use and, I just tested it yesterday before I made that post. It also, tells you that in the instructions I posted a link to... that you can't see cause it's hidden atm, heh. If players, for whatever reason, start the old version of Skyrim, it will recreate the AppData\..\Skyrim folder and, they will forget they had to rename that folder and then, the next time they run DSR it will fail, causing users to forever keep posting that DSR is broke and they need helpf fixing it = support headache. And all that AFTER you get the novice user to figure out how to unhide the AppData folder and make the needed changes Thus, I wouldn't recommend it go into the LOTD Build guide. -Xaxilis
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Confirmed. I see flickering on these pillars as I move around them. As you say there's two of these .nif's; One from 'No snow under the roof' And one from 'No snow Under the Roof - Bugfix v1.3' If I disable the Mod; 'No snow Under the Roof - Bugfix v1.3', the flickering goes away. If I keep the mod 'No snow Under the Roof - Bugfix v1.3' enabled but, delete its version of nordwelling03extpylons01_snow.nif the flickering goes away. So, something wrong with that .nif or the texture mapping it has? PS Gonna retry after running it through Nif Optimizer... I'll post back in a min with results. Update Nope, running it through Nif Optimzier did not fix it. -Xaxilis
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Well, I'm with you concerning DSR and AM using it for my personal build. I don't know if I'd recommend it yet for the masses considering the necessary hackiness it takes to make it work. Specifically; having to disable/rename your Oldrim directory; \AppData\Local\Skyrim every time you run DSR. Some users don't know how to find/show the hidden 'AppData' directory. -Xaxilis
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Yeah, it's some posts back. Just search this thread for ASIS Yes, Dual sheath redux can be made to work if you do the needed hacks from the guide that is currently hidden. Dual Sheath Redux Up and Running on SSE The Asis Generated output file however, is being created using Form 0 and it is not carrying over the "Compressed" records. If you try to load it in Wrye Bash it will complain. If you try to save it in Creation Kit, it crash CK.
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FYI I got Hishy's NPC Enchantment Fix to work. The needed Perks are being added, the old records are being carried over including the 'Compressed' record and, the file is being saved in Form 44. You must download the one that Mator edited; hishy-npc-enchant-fix-mator-master.zip - Click the green 'Clone or download' button in the upper right hand corner. Select 'Download as zip'. And you need version 0.2.0 of zEdit; zEdit_Alpha_v0.2.0_-_Portable.7z ( I had a sporadic white screen issue with version 0.3.0 ) After you extract zEdit, copy the 'hishy-npc-enchant-fix-mator-master' directory from the zip file into the 'modules' subdirectory of zEdit. Run zEdit inside Mod Organizer 2, Select 'Skyrim SE' from the dropdown and click 'Start Session' Select the 'OK' button at the bottom of the load order list (You might have to mouse wheel down to see it) After zEdit loads the mods in the load order, right click in the left panel and select 'Manage Patchers' from the popup menu. zPatch.esp should be in the list, Click the 'Build' button by its name. The progress bar is slow and it is NOT done when it hits 100%. WAIT until you see the words 'All Done!" The X to close the progress bar popup doesn't show. Click the box where it should be in the upper right hand corner when its done. Now click the X to close zEdit. It will prompt you to save or discard the file. Click 'Save' The file will be in your Mod Organizer 2 Overwrite folder. Make a mod out of it and activate it. ALL DONE!It's actually pretty easy. Easier than ASIS I think. But, whether you want your users messing with it is up to you. -Xaxilis
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Heya BuddyKid, I found that link won't work for people to connect to the discord channel. They need an invite link like this; https://discordapp.com/invite/JdQvBtn. The above link I just listed worked for me HOWEVER, Discord links can be set to expire and I can not be sure this one was not made with an expire date. I found it on Reddit. It was posted 24 days ago on this thread: https://www.reddit.com/r/skyrimmods/comments/7rnnpq/wyre_bash_doing_something_odd_to_my_windows_10/ I'm following your steps now. I'll may post you some questions if I get lost. -Xaxilis
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OK, I've tried to be delicate but, you're not hearing me. So, I'm going to be direct; I'm not asking you how you think the tool works or for tutorials. I know how to use the tool and you are telling people to use it incorrectly. I have posted my test results proving that. I'm not sure you're reading all my post but, the logs you just posted, once again, prove what I'm saying. In short, DO NOT run a second pass over your head parts. It will modify them using the settings for NON HEAD PARTS! I don't know how I can be more clear. Look at my previous post showing the test results and binary comparison and it will show you what is REALLY happening to the file. -Xaxilis PS If you can't understand it from me, please see that others have come to the same conclusion with their own testing;
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Hey mavanaic, That also, doesn't work that way. I tested this previously as well although I didn't write about it because my post was already too long. I know the second entry in the log says it skips it but, then it says it edits it and, in fact the file save date changes and a binary compare shows differences. Here's a sample log entry of what I'm talking about; Loading 'D:\UserName\Desktop\Temp\Meshes\Actors\Character\FaceGenData\FaceGeom\Skyrim.esm\000BBDA0.NIF'...[iNFO] NIF version doesn't match old Skyrim. Skipping conversion.[iNFO] Skinned mesh: Cleaning up skin data and calculating bounds.[sUCCESS] Saved file. Just to sure the file is getting edited on the second pass, I did this;I run the first pass like you said. Then, I copied the file to my desktop to use for comparison. I ran a second pass higher on the meshes directory without the "Head Parts Only" checked. It should have skipped the previously edited files from the first pass that was done ONLY on that facegen directory. However, it did not. To be sure, I then used Beyond Compare to compare the file from the first pass and the file from the second pass. They are different and the file is getting edited on the second pass even though the second line in the log says it's skipping it. The forth line in the log is the truth. Beyond Compare results; (just the first line, there are thousands more entries that are different)First Pass3C AD 26 40 5D A4 C6 41 6A A7 E3 40 B2 00 6B 00 00 40 C9 3D 27 01 00 40 Second Pass3C AD 26 40 5D A4 C6 41 6A A7 E3 40 B2 00 6B 00 0D 4C C9 3D 27 01 55 3D Again, my test results point to this fact;When you have the "The Head Parts Only" box checked, you should ONLY target NIF Optimizer at directories containing head parts and when it is NOT checked you should NOT target directories that have or contain sub-directories with, head parts. My goal here isn't to be combative. I hope this isn't coming off that way. I just want us all to be on the same page on how to properly use this tool so, we get reliable results. Thanks,-Xaxilis
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Hey mavanaic, Thanks for your reply however, that is exactly what I'm saying does NOT work. Please read all my post as I state that I've tested that method. It seems there is some broad confusion about what the "Head Parts Only" check box does. I've tested and it does not selectively only edit head parts. It means when you have that box checked, you should ONLY target NIF Optimizer at directories containing head parts and when it is NOT checked you should not target directories that have head parts. -Xaxilis
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Hrm.. I don't read it that way. I read it to say, ONLY use this check box if you have selected a directory to optimize that contains head component meshes like, the FaceGenData folder. In fact, when you hover over the red text in SSE NIF Optimizer, you get a popup that reads, "Use this for ONLY head parts, such as head, ear, mouth and hair meshes" Am I misunderstanding what your saying on how to do this? If I hear you right, you're indicating that SSE NIF Optimizer will 'selectively' ONLY edit head parts if you check that box? On that premise, I just tested it by putting some FaceGenData(Heads) Meshes folder, furniture and armor folders in a new temp\mesh directory making sure to keep the original folder format. The first time I just put a check in the checkbox by 'Head Parts Only" then ran it. It edited every kind of file. Facegen, armors, furniture etc. The files dates and sizes all updated. The log reflected they had been edited. I then went back with a fresh copy of mesh files and this time, uncheck all the other boxes except 'Head Parts Only'. I ran it and again, everything got edited and the log reflected. I would love to have a new method where I don't have to optimiz individual directories but, I don't think the tool supports that if you have facegen data in one of the sub dir's. Am I missing something? -Xaxilis
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Hrm.. UniqueBorderGates-All-PointTheWay.esp should not be a master file. I'll bet when you were in Wrye Bash you did what I sometimes do and "Esmify'd" the wrong one. Easy thing to do because, one of its Masters names is UniqueBorderGates-All.esp. Either way, if you open in Wrye Bash and "Esmify Self" it will change it back to a non-master. You want to Esmify its masters and not it. You might want to go over my original post and walk through the steps for UniqueBorderGates-All-PointTheWay.esp. You'll have several files listed as its master that you'll want temporarily esmify turning them into Real Masters. Then after editing and saving UniqueBorderGates-All-PointTheWay.esp in CK, go back into Wrye Bash and toggle those Masters back to how they were by doing the same emsify steps.
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These are running great for me Darth! Installed them and ran LOOT Cracked them open in SSE Edit and did a spot check of records on each one, I didn't see any orphaned records. Wyre Bash no longer complains about them on start Re-built Bash patch without Wrye Bash complaining about them as well. Game loads and runs without issue (just about 10 min run time so, not a thorough test) -Xaxilis
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This prompting happens to me when I forget to set the mod to "Active File" in CK before trying to save and edit it. CK thinks I want to make a new mod. But, I'm gonna guess that you're not forgetting to set the mod to active in CK? Maybe try what sirjesto is suggesting? Seems like it would be a good troubleshooting method even if it doesn't work.
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Hrmm... I did some searching and the "File error, invalid directory" error comes up when you try to save manually or when you try to save the file some place else other then the Data folder. Here's what I do in case it helps; I run CK inside MO 2 Select the mod and make it active (like in the video I linked previously) I make an edit to a record and then undo the edit (like is done in the video I linked previously) Then, I simply click the disc icon to save it. This does NOT ask me to specify a directory. It just saves it where it wants. I wait for it to say "saved!" in the little status message area on the bottom border of CK. I then click the red X to close CK. This automatically saves the file in my Mod Organzer 2 "Overwrite" folder and I copy it out of there and back to the mod directory it belongs to.Is that what you're doing? -Xaxilis I gotta go for a walk and get coffee... I'll check back.
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Thanks sirjesto. I gave it a try. It still giving me the same red flags. I know these, at least at this point, are game breakers but, I feel like it belies a lack of quality under the hood so, when I add them up they are deal breakers for me. Wrye Bash Error Output; WheelsOfLull.esp: Wrye Bash SSE expects a newer format for STAT.DNAM than found.Load and save WheelsOfLull.esp with the Skyrim SE CKSTAT.DNAM: Expected size == 12, but got: 8Error loading 'STAT' record and/or subrecord: 0400AA50 eid = u'_Lull_DomeExterior' subrecord = 'DNAM' subrecord size = 8 file pos = 407800Error in WheelsOfLull.esp I then loaded it into CK and tried to save it only to get a crash. Its a bad mod with sloppy work imo. -Xaxilis The Wheels of Lull Hater
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Yeah, Yeah, 3.1 is the one I've been working with all day. I don't have any problems with it in SSE Edit but, Wrye Bash flags it when you try to merge AND, I can't get it to save in CK. It crashes every time. Those are a red flags. So, I cleaned it with SSE Edit and got 1,600 deletes. That was another red flag. The author in both versions of Skyrim has never answered if you should clean it or not. And I just get the feeling from both the original author and the new guy who did the conversion that they lack attention or concern for detail. Not to be defeated, I tried running the script I pasted a few pages back to remove the underscores "_" in the FormID's and update the references. It still crashed in CK. Too many red flags for me to chance on. I don't want to be troubleshooting a mystery crash down the road and be having that mod in the back of my mind... This all could be prejudice on my part. I confess, I am officially a Wheels of Lull hater at this point. -Xaxilis

