Jump to content

fireundubh

Mod Author
  • Posts

    350
  • Joined

  • Last visited

  • Days Won

    13

Everything posted by fireundubh

  1. v1.3.1 hotfix is up. The main validator was returning too many tags. Oops. Working on forcing AI Data and AI Packages validation to fire only when the respective Template Flags in ACBS don't exist, and now there's a weird problem with xEdit not being able to see two identical PKIDs as identical.
  2. This is what I see: Hmm, if you go to xEdit Options and turn off the Hide* options, you'll see that. I think the problem here is that xEdit has a bug where if you check a template flag like "Use AI Packages," the Packages data either doesn't clear or remains accessible via scripts. I'll have to check if the template flags exist before validating the associated elements.
  3. v1.3 is up. Changelog: Now detects up to 49 bash tags for FO3, FNV, and TESV*!Improved game detection per tag support documentationAdded debug boolean. In Process, change "false" to "true" where needed to output full paths to triggering elements.FO3, FNV: Implemented Actors.Stats validationFO3, FNV, TESV: Implemented C.Acoustic validationFO3, FNV, TESV: Implemented C.Encounter validationFO3, FNV, TESV: Implemented C.ImageSpace validationTESV: Implemented C.Location validationFO3, FNV: Implemented Destructible validationFO3, FNV: Actors.AIData validation is more preciseFO3, FNV: Actors.Skeleton validation now fires only when the Model element existsFO3, FNV: Disabled R.Head validation due to Wrye Flash NV bugFO3, FNV: Renamed Actors.Animations to Actors.Anims per garybash source codeFNV: Added WeaponMods* I still need to verify the entire record structure for TESV but most of the validators look good.
  4. Actors.AIPackages: This is correct. I added a debug flag in 1.3 and this is the first record found that warrants the tag: Actors.AIPackages: \ [0A] YUP - Base Game + All DLC.esm \ [26] GRUP Top "CREA" \ [73] NVCrFireGeckoDEAD "Fire Gecko" [CREA:001411BA] \ [16] PackagesI checked the Packages element manually and, yup, YUP makes a change to the second AI package. Actors.Skeleton was detected for mysterious reasons. The element returned null and was compared against another null element, but somehow they're different nulls? Solved though.Actors.AIData was incorrect though. The script was too aggressive, detecting a change between the Unused elements. I narrowed the validation to specific elements under AIDT.SpellStats is, as before, correct. SPEL is Actor Effects.Nothing I can do about Factions.Versions 1.1, 1.2, and 1.3 of the script don't miss the C.Light tag for me.
  5. I'll look into them, although Wrye Bash doesn't support Actors.* for FO3/FNV/Skyrim anyway. SPEL is under Actor Effects in FNV. Base Effects = MGEF, Actor Effects = SPEL. Based on this link you gave me, I think I implemented way more bash tags than Wrye Bash supports for FO3, FNV, and Skyrim. What tags are supported for Morrowind and Oblivion? Anyone?
  6. For the most part, 100% compatible. FO3 has Upper Teeth and Lower Teeth in the RACE record type, so for R.Teeth, I just need to add one more validator for 100% R.Teeth coverage.FO3 doesn't have an RNAM element in the CONT record type, but the script just exits the RNAM validator in that case. Probably negligible performance impact.FO3 doesn't have a DAT2 element in the AMMO record type, but the script just exits the DAT2 validator in that case. Probably negligible performance impact.edit: I updated the script to v1.2. FO3: Both the Upper Teeth and Lower Teeth elements in the RACE record type are validated for the R.Teeth bash tag.FO3: No longer checks the RNAM and DAT2 elements above if Fallout3.esm is loaded.Fully validates the EFSH record. v1.1 validated only the DATA element.
  7. The R.Head tag doesn't appear to be implemented in Wrye Flash NV, so any plugins with that tag are likely to cause Wrye Flash NV to throw an error while generating a bashed patch. Traceback (most recent call last): File "bash\basher.pyo", line 5834, in Execute File "bash\bosh.pyo", line 20582, in initData File "bash\bosh.pyo", line 34990, in initData AttributeError: 'MreRace' object has no attribute 'head'I've informed Sharlikran.
  8. I completed my update to the bash tag autodetection script. Behold: Bash Tagger! View/Download Supported games: Fallout 3 Fallout: New Vegas Skyrim* *Not completely tested; limited support currently If anyone is willing test, I'd be grateful for your feedback. Suggestions for a better name are welcome, too. Requirements: xEdit svn1839 or older, or xEdit svn1876 or newer (latest xEdit dev version) patience a credit card Instructions: Download the script to your FNVEdit "Edit Scripts" directory. Run FNVEdit and load the plugin you want to test. Right-click that plugin and click Apply Script. Select the script and click OK. Like the original script, you can run the script on only one plugin at a time. Roadmap: v1.1 - Initial release (based on zilav's BASH tags autodetection v1.0 script) v1.4 - Mostly complete TES4 and TES5 support v2.0 - No bugs whatsoever
  9. That's what the script does. Example: uses mteFunctions; // matortheeternal's library var tag: string; function CheckActorsAIData(e, m: IInterface): integer; var // a = overriding element, am = its master a, am: IInterface; begin // define tag tag := 'Actors.AIData'; // if tag is already in header, exit if TagExists(tag) then exit; // select elements in overriding record and its master a := ElementBySignature(e, 'AIDT'); am := ElementBySignature(m, 'AIDT'); // if the element exists in one record but not in the other, suggest tag and exit if Assigned(a) <> Assigned(am) then begin AddTag(tag); exit; end; // if the element doesn't exist at all, exit if not Assigned(a) then exit; // if the properties of the element are different, suggest tag and exit if (geev(a, 'Aggression') <> geev(am, 'Aggression')) or (geev(a, 'Confidence') <> geev(am, 'Confidence')) or (geev(a, 'Energy Level') <> geev(am, 'Energy Level')) or (geev(a, 'Responsibility') <> geev(am, 'Responsibility')) or (geev(a, 'Buys/Sells and Services') <> geev(am, 'Buys/Sells and Services')) or (geev(a, 'Teaches') <> geev(am, 'Teaches')) or (geev(a, 'Maximum training level') <> geev(am, 'Maximum training level')) then AddTag(tag); end;YUP gets Actor.CombatStyle because there are overriding CREA or NPC_ records whose ZNAM elements differ from their masters. YUP also gets SpellStats because there are overriding SPEL records whose FULL or SPIT\Type elements differ from their masters. I'm not sure why you thought I was implementing something different from the bash tags spec.
  10. Again though, how do you know whether a tag is needed? By the way, nothing loads earlier than YUP except ESMs. I'm pretty sure tags exist purely to tell Wrye Bash that "there are differences in this file." How Wrye Bash handles those differences is another story, and LOOT handles load order.
  11. How do you know when they're needed? I'm just going off zilav's (?) logic in the original script, which is: If the value of an element in the overriding record is different from the value of the same element in the overridden master record, suggest a bash tag.
  12. Those tags are generated for those records.
  13. I'm updating the BASH tags autodetection script that comes with xEdit. The following tags are implemented: Actors.AIDataActors.AIPackagesActors.CombatStyleActors.DeathItemC.ClimateC.LightC.MusicC.NamesC.OwnerC.WaterDelevEyesFactionsGraphicsHairInventNamesNPC.ClassNPC.RaceR.DescriptionR.RelationsRelevScriptsSoundSpellStatsStats22 more to go! So, now, I get results like this when I run the script: Applying script... ------------------------------------------------------------------------------- YUP - Base Game + All DLC.esm: Added tags to header: {{BASH:Actors.AIData,Actors.AIPackages,Actors.DeathItem,C.Climate,C.Light,C.Owner,C.Water,Delev,Factions,Graphics,Hair,Invent,Names,Relev,Scripts,SpellStats,Stats}} ------------------------------------------------------------------------------- [Apply Script done] Processed Records: 9089, Elapsed Time: 00:12I intend to implement support for all tags, but I'd like to know if there are any bash tagging best practices (e.g., what to watch out for, what doesn't matter.) Let me know in this thread.
  14. No, C.* tags are Cell tags. You can see the list of bash tags here: Wrye Bash Advanced Readme. Weirdly enough, LOOT doesn't write the suggested tags to each plugin, which is annoying. They're not usually present, in my experience. You have to add them manually in the lower right box in Wrye Bash.
  15. You have to be trolling! Fallout 3, Fallout New Vegas, Nehrim, and Oblivion in the Skyrim folder AND the "screenshot" was taken with a camera!
  16. Replacer Patch Central is where you'll find my plugins that replace things with other things to extend the functionality of a variety of mods across the wasteland. Please post your requests in this thread or the comments. Thank you! ALTERNATIVE REPAIRING Alternative Repairing (by slippyguy) is required for these replacer patches: Lonesome Road DLC (adds 2 cars and 7 trucks; not covered by Alternative Repairing - Ultimate Edition!)rePopulated Wasteland (adds 8 cars)Rusty Highways (adds 27 cars and 14 trucks)The New Bison Steve Hotel (adds 1 car, 1 motorcycle, and 1 truck)Alternative Repairing replaces static vehicles and welding guns with its own activators. Any mod that adds vehicles or welding guns around the wasteland will need a patch. These patches extend that aspect of Alternative Repairing to the aforementioned mods. If you intend to use all of these patches, merging these plugins is recommended to keep your load order below the plugin limit. Note: My Lonesome Road patch has the same file name as the Lonesome Road plugin that can be installed with the Alternative Repairing FOMOD. If you use that plugin instead of Alternative Repairing - Ultimate Edition, rename my LR patch so there's no file name conflict. CAM - CHEMS, ALCOHOL, AND MEDS CAM - Chems, Alcohol, and Meds (by senterpat) is required for these replacer patches: Dead Money, Honest Hearts, and Old World Blues DLC (adds 2 alcohol stills, 2 chemistry sets, and 176 cave fungi)For the Enclave (adds 14 chemistry sets)Nipton Rebuilt (adds 2 chemistry sets)NVInteriors - Combo Edition (adds 16 alcohol stills and 8 chemistry sets)CAM - Chems, Alcohol, and Meds replaces a number of static items, including alcohol stills, chemistry sets, and fungi, with its own activators. There is no need for a core patch as CAM appears to have replaced all of the appropriate vanilla statics. However, any mod that adds those static objects will need a patch. These patches replace the aforementioned statics with their activator counterparts. If you intend to use all of these patches, merging these plugins is recommended to keep your load order below the plugin limit. THROWABLE BASEBALLS Throwable Baseballs (by KangarooSwag) is required for these replacer patches: Vanilla/Core (adds 57 weaponized baseballs)Old World Blues and Lonesome Road DLC (adds 6 weaponized baseballs)Throwable Baseballs creates a weaponized version of the baseball miscellaneous item. None of the baseball miscellaneous items were replaced, so you can find them still, and the weaponized version was not added to any leveled lists. These patches replace the baseball miscellaneous items with the weaponized version. If you intend to use all of these patches, merging these plugins is recommended to keep your load order below the plugin limit. EDIT: @fireundubh has once again released his mods for the public, but not through Nexus.
  17. FYI: rePopulated Wasteland conflicts with Goodsprings Reborn. The former adds a number of markers around Goodsprings that don't align with the changes made by Goodsprings Reborn, so you'll see NPCs leaning against trees that aren't there, for example. That said, Goodsprings Reborn has some issues with object placement (e.g., floating corn stalks.) Disappointing, as Goodsprings Reborn makes Goodsprings much more believable. The other problem is that rePopulated Wasteland and Goodsprings Reborn together make Goodsprings more populous than most of the larger settlements. YUP also changes the positioning of yet more objects around Goodsprings. /sigh
  18. uVars are variables like uGridsToLoad. No idea what the "u" means.
  19. All of them are likely get and set with Con_GetGameSetting and Con_SetGameSetting. Personally, I have a FNVEdit script that imports a comma-separated values list of game settings into a plugin, so you can try adding these GMSTs to plugins, too.
  20. So, is there a pack yet?
  21. This is a mostly complete list of the exposed and hidden variables that Fallout: New Vegas may or may not use as game settings. Strings Booleans Floats Integers uVars
  22. There are no SPECIAL bobbleheads in New Vegas. Maybe TTW though? Oh, and I forgot to add that to reach 4,000 caps for the first Implant, you can sell the Snowglobe found in Goodsprings to Jane in the Lucky 38 for 2,000 caps, but it is faster to clean out the Van Graffs with a single Stealth Boy. You can get two Stealth Boys in Goodsprings: one in the schoolhouse and one from Joe Cobb.
  23. Oh, Topic Prefix! I thought the tag would be pulled from the tags.
  24. Just thought I'd copy my notes here. With Roleplayer's Alternate Start, you have access to the very cheaty Politician history, which makes maxing out your stats trivial and without exploiting Dead Money. New character stats: Strength: 7Perception: 4Endurance: 9Charisma: 1Intelligence: 9Agility: 4Luck: 6New character traits: Four Eyes (+1 Perception; mandatory)Small Frame (+1 Agility; optional)New character tag skills: BarterSneakYour choice! I went with Repair because I have Craft Master/Pack installed.New character history: See, very cheaty, right? I'd prefer harsher penalties in exchange for +3 Charisma, +2 Perception, and +1 Luck, but whatever. It's not like balance was an important design goal anyway. Here's how you get to 10s from there:Strength: 7 (Implant +1, Reinforced Spine Perk/OWB +2)Perception: 6 (Implant +1, Lucky Shades with Four Eyes +3)Endurance: 9 (Implant +1)Charisma: 4 (Implant +1, Intense Training +5)Intelligence: 9 (Implant +1)Agility: 4/5 (Implant +1, Intense Training +4/5)Luck: 7 (Implant +1, Dead Money +1, Lucky Shades +1)With the Small Frame trait, you can buy one less implant or choose one less Intense Training perk (better option) to max out Agility. To get the Lucky Shades, you need to gain access to Caesar's Legion's safehouse, southeast of Nipton. The key will be given to you about Lucius at The Fort, northeast of Boulder City, but you must be Liked by the Legion. If you're going for a Pacifist run (with STUN, for example), steal 50 NCR Dogtags and trade them in for rep at Cottonwood Cove. You should also rush the Intelligence implant at Level 1 because of Politician's skill penalties. Getting to the clinic is trivial with JIP Fast Travel Anywhere; otherwise, take this route. If you saved your Stealth Boy from the Goodsprings Schoolhouse, ignore that video's recommendation. There's nothing worth stealing at the Atomic Wrangler; go to the Van Graffs, wait for scene to end, then turn on the Stealth Boy and steal everything that's not nailed down. You'll have 4,000 caps in no time. Why people don't get suspicious when items disappear before their eyes is beyond me... and where exactly do you put a dozen plasma mines, a flamer, and a ton of laser pistols on your person without making a sound? Video game logic, I guess.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.