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fireundubh

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Everything posted by fireundubh

  1. Ultimate Scavenger is to New Vegas what Dynamic Things is to Skyrim. I was going to install a "loot all vehicles" mod when I found Ultimate Scavenger. It's broadly compatible because the "loot all" component is accomplished through scripting rather than editing vanilla forms.
  2. Ultimate Scavenger is to New Vegas what Dynamic Things is to Skyrim. It's faster, too. Here's the mod author's description:
  3. FWL Realistic Wasteland Lighting causes a whiteout issue in Freeside (i.e., there's a slightly transparent but mostly opaque white overlay covering the entire screen.) The modder claims to have fixed the issue in the Friend of the Night script, but that wasn't the culprit. Freeside is unplayable while this issue persists, so I don't recommend the mod.
  4. Anyone know of a mod for New Vegas that adds a UI element for effect timers?
  5. Fixed the post-site-crash formatting.
  6. Directory Junctions are a bit different from normal symbolic links. I use them all over the place, but I don't know why you'd use them instead of MO. https://ss64.com/nt/mklink.html
  7. From the first article: "Update: After 200TB, we're starting to see the first signs of weakness." "Update: Our subjects have crossed the half-petabyte threshold, and they're still going strong." "Update: All is well after 600TB of writes—and after a longer-term data retention test." "Update: We've now written one petabyte of data, and half the drives are dead."
  8. Updated. Added support for the Murmur3 hash algorithm. Use "-h murmur3" for Murmur3 hashes instead of MD5 and CRC32. For the technically minded, I intend to implement a byte-by-byte comparison for hashed duplicates to reduce the already tiny chance of hash collisions even further.
  9. ^Thank you. Updated. Duplicates report generation is now implemented. E:\mods>md5gen -o duplicates.txt r duplicates /i E:\mods --hash crc32 ------------------------------------------------------------------------------- Generating duplicates report... Please wait. Saving to: E:\mods\duplicates.txt ------------------------------------------------------------------------------- -- Operation completed in 00:00:04. Found 360 results.Sample Output: 0109651A|Locations - Immersive College of Winterhold|\textures\aars\openbook\largenote01.dds|174,904|512|512 0109651A|Locations - Morskom Estate|\textures\aars\openbook\largenote01.dds|174,904|512|512 01C88191|Locations - Heljarchen Farm|\meshes\decoration\ruinsflowervase01.nif|209,994 01C88191|Locations - Morskom Estate|\meshes\decoration\ruinsflowervase01.nif|209,994 01C88191|Locations - Windstad Mine|\meshes\decoration\ruinsflowervase01.nif|209,994
  10. Delete the "ClearMessages();" line, not the "unit UserScript;" line. The unit line is required by xEdit. ClearMessages() is available in only the latest versions of xEdit. No idea what your problem is. You might have inadvertently edited the file.
  11. I've made my xEdit Scripts available at GitHub. They're not all usable out-of-the-box or written well but they get the job done most of the time. Also, no GUIs. For most people, I think the keyword search scripts would be the most useful. There's a "Replace Substring" script that will let you fix repeated spelling errors in large numbers of records. There are also a number of scripts for converting STATMSTTMISCCONT, as well as an Anything->COBJ script. Any of the (FLST) scripts use formlists as data sources, so for example, if you want to Find and Replace References in CELLs and WRLDs according to a formlist, there's a script for that. If you want to add factions from a formlist to an NPC, or any number of NPCs, there's a script for that. If you want to add keywords from a formlist to something, there's a script for that, too. Some, or probably most, scripts need to be customized to the task at hand.
  12. Updated. I haven't yet implemented the duplicates report feature yet, but I added two more parameters: x for excludes and h for hash type. With the x parameter, you can manually exclude a file or any number of files delimited by commas. "meta.ini" is excluded by default, currently. --exclude file1.ext,file2.ext,file3.extWith the h parameter, you can choose to use CRC32 instead of MD5. It's a bit slower but looks cleaner. It's also what LOOT uses. --hash crc32Parameters also no longer require dashes, double dashes, or slashes, but you can use them and any combination of them. md5gen -o conflict_report.txt r conflicts /i E:\mods --hash crc32When you run the program, this is what you'll see now: E:\mods>md5gen -o conflict_report.txt r conflicts /i E:\mods --hash crc32 ------------------------------------------------------------------------------- Generating conflict report... Please wait. Saving to: E:\mods\conflict_report.txt ------------------------------------------------------------------------------- Excluding: \meta.ini (Locations - Heljarchen Farm) Excluding: \meta.ini (Locations - Immersive College of Winterhold) Excluding: \meta.ini (Locations - Morskom Estate) Excluding: \meta.ini (Locations - Vjarkell Castle) Excluding: \meta.ini (Locations - Windstad Mine) ------------------------------------------------------------------------------- Operation completed in 00:00:04. Found 40 conflicts.
  13. Updated. I wrote my own command line parser to remove the dependency. No more DLLs. See the README for how to use the program. Also, I opened the door to more report types. The next time I post about an update, you'll probably be able to generate a report of the duplicates between mods.
  14. Steam Workshop Downloader I found this site awhile ago. If you hate using Steam Workshop to install and download mods, just copy the workshop URL to this site and you'll get a download link. No more subscribing to mods and using the Skyrim launcher to download them! Works with other games, too. edit: Doesn't appear to work with Skyrim mods that have an ESP/ESM and a BSA though. It will download the BSA as a file named "download." Also, Steam apparently adds four bytes to BSA file header that need to be deleted. But the site works for Civilization: Beyond Earth mods which are just plain 7/zipped archives!
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  15. Champollion allows you to decompile Papyrus scripts. But... Followers Keep Up (with the Dawnguard standalone extension) on Steam Workshop is the best of these kind of mods albeit without the "out of the way" component. I tried them all. Come Together N Out of the Way has a lot of overhead and, quite frankly, just didn't do what I wanted. FKU has shortcomings, too, though. Primarily, FKU doesn't support custom followers, and makes changes to NPC records, so it's one more mod that may need compatibility patches. If Azirok ever returns to making patches for Requiem, I'll make a dynamic version of Followers Keep Up. (I can't play Skyrim without Requiem anymore.)
  16. Updated. You now have more control over which directory you want to analyze and which file you want to output the report to, so you can run the program from anywhere. This update eliminates hardcoded directories; although, you can run the program without the -i and -o arguments, and the program will analyze the current directory and output the report to "output.txt" in that same directory. This update also forces the program to skip files in the current directory, so only subdirectories in the current directory will be recursively analyzed. To compile, you now need to install the Command Line Parser Library. I'd recommend putting the library DLL in the system PATH, although that shouldn't be necessary. Might just be the way I run the program. By the way, on my system, processing 55.4K files (10.4 GB) took 4 minutes and 11 seconds.
  17. Epic Restoration would probably be essential to this playthrough.
  18. I uploaded a very rough and very basic version of my program to GitHub. Please use that thread for further discussion since this is not an MO issue.
  19. @fireundubh is currently MIA and has also removed all his projects from all the locations he had them. As such this page and the links on it are useless. Page is now locked. -- @GrantSP "md5gen" accurately discovers conflicts between files. md5gen was developed with Skyrim and the Skyrim Mod Organizer in mind, but there are probably other applications. Source available at GitHub | README Refer to the README for up-to-date information about the program. I will use this space to outline/discuss modding-specific ideas, concepts, and features. Why do we need this program? There are no tools available that accurately report conflicts or duplicates between mods. With more information about conflicts, players can better sort their mods or install them in the optimal order.With more information about conflicts, modders can easily identify how their mods affect other mods.With more information about conflicts, STEP guide authors can write better guides.With more information about duplicates, players will benefit from smaller archive sizes, faster downloads, and less conflicts reported by other software.With more information about duplicates, modders can easily discover which files are shared across mods or others, and using that information, they can create BSA resource packs containing just those files.Doesn't Mod Organizer already report conflicts? Mod Organizer reports too many conflicts. 90% of the conflicts reported in MO are duplicates. Duplicates have no impact on your game, so trying to resolve those conflicts is a waste of time. In addition, because only 10% of the conflicts are meaningful, you're just guessing when you use that data to make sorting decisions. This program takes the guesswork out of the process and shows you not only which files conflict but also how they conflict. Later, I'll implement features that will allow you to resolve those conflicts directly from the user interface. Sample Output - Report Type: Conflicts - Hash Type: CRC32 858A980C|Locations - Morskom Estate|\meshes\treasures\trjewelbox01.nif|730,227 80D78342|Locations - Windstad Mine|\meshes\treasures\trjewelbox01.nif|761,148 1993528C|Locations - Immersive College of Winterhold|\textures\aars\openbook\largebookpaper04.dds|174,904|512|512 1586D9CB|Locations - Morskom Estate|\textures\aars\openbook\largebookpaper04.dds|349,680|512|512Sample Output - Report Type: Duplicates - Hash Type: CRC32 0109651A|Locations - Immersive College of Winterhold|\textures\aars\openbook\largenote01.dds|174,904|512|512 0109651A|Locations - Morskom Estate|\textures\aars\openbook\largenote01.dds|174,904|512|512 01C88191|Locations - Heljarchen Farm|\meshes\decoration\ruinsflowervase01.nif|209,994 01C88191|Locations - Morskom Estate|\meshes\decoration\ruinsflowervase01.nif|209,994 01C88191|Locations - Windstad Mine|\meshes\decoration\ruinsflowervase01.nif|209,994Column 1 is the MD5/CRC32/Murmur3 hash of the file. This fingerprint uniquely identifies the file.Column 2 is the name of the mod. In Mod Organizer, the name of the mod is the folder in which that mod resides.Column 3 is the path to the file in that mod's folder.Column 4 is the size of the file in bytes.Column 5 is the width of the file, if the file is a DDS texture.Column 6 is the height of the file, if the file is a DDS texture.The layout will change as I update the program. For example, there's no column for file modified date yet. Packed vs. Unpacked BSAs I'm not sure if there's a solution to the BSA problem. It might be possible to generate MD5 hashes for each file in uncompressed BSAs. I haven't investigated yet. So, for the time being, BSAs will need to be unpacked for this program to work. Contributing I'm really not that great with C#, so if anyone here is great with C# and wants to contribute, the source is on GitHub under the GNU GPL v3.0 License.
  20. Comparing file names isn't a great way to determine if files are different. MD5 hashes plus other metadata will serve to distinguish files more accurately. Yup. Not sure how you got there. Going to sleep.
  21. How about preventing problems before they become problems? That sounds like a plan to me. The initial console version of my program in C# is almost done. Takes two seconds to generate 2,862 MD5 hashes across five mods. Just a few more bugs to work out.
  22. Meshes and textures aren't the only assets that concern me. They just happen to be the only sources of conflicts in the example I provided.
  23. Excuse me, but the people who voiced an opinion about my suggestions, excluding you, actually agreed that improving conflict detection is important—albeit just not as important as I think it is because they use MO differently. "It would be nice to have such a tool for general testing." —Aiyen "I understand the value in knowing if a conflict is a redundancy versus a difference (both are conflicts), but just knowing there is a conflict is still useful. I like your suggestions, fire. [...] I would like to see this kind of functionality too as an option. [...] MO would be a more attractive modder's resource if it had some of the conflict resolution functionality you speak of, definitely. [...] The people that could really use the true conflict res you speak of are the people creating the guide. [...] I am not saying the functionality you want is not reasonable; I would really like to see it, actually." —z929669 "Sure, if there was a plugin that provided the sort of detail you describe, I would no doubt enjoy seeing it." —GrantSP We disagree about tangential issues related to conflict detection but we all agree that conflict detection should be improved in some way—whether through a plugin, an app, or MO itself. You've ruled out MO. I have no interest in explaining, or arguing about, MO's ability to detect conflicts now that you've closed that door. I wanted to refocus on solving the problem with a plugin or app, but z929669 (I think) moved my tutorial post into this thread. I guess you didn't see that tutorial I wrote up about how to identify actual conflicts using MD5 hashes and Excel? That's a start. I'm also working on a batch script that generates the CSV automatically, along with resolution data retrieved from ImageMagick. Because you already gave me information on plugin development in June?
  24. I didn't propose a new feature. I proposed improving an existing feature that really doesn't work. MO has been lying to you. All those conflicts that MO reports to you? 80-90% of them have no impact on the game because they're duplicates. I proposed improving the mechanism that MO uses to identify conflicts by removing duplicates from the results. Because this is the reality of MO's ability to report conflicts that the user can do anything about: I'm done explaining this, and Tannin said he won't fix it, so stop trying to convince me that the way you use MO is the only way that matters.
  25. I see the STEP Guide as a kind of pack—a guide to building a pack without the tedious annoyance of dealing with modders who want to be permission givers and see their silly names everywhere. You shortcut the mod installation process by using and relying on a guide. That's fine, but the UX design of MO clearly meant for users to use conflict flags and the Conflicts tab to order mods. Saying that proper conflict detection isn't essential to MO because you don't use that part of MO is like saying that the claw isn't essential to a hammer because you use only the face.
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