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Everything posted by fireundubh
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SKYRIMLE Better Favor Jobs - Enhanced Radiant Quests (by fireundubh)
fireundubh replied to fireundubh's topic in Skyrim LE Mods
New screenshots in above below post. -
I've been working on a guide but it's going to take longer than a few hours/days to put together (e.g., drafts, screenshots, polish.)
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SKYRIMLE Better Favor Jobs - Enhanced Radiant Quests (by fireundubh)
fireundubh replied to fireundubh's topic in Skyrim LE Mods
v1.3 will have these improvements: - All blacksmiths or smelter operators throughout Skyrim will buy all ore or ingots - New dialogue branches for selling ore and selling ingots - New dialogue branches appear at the top of the dialogue menu (oddity: they switch places sometimes) - Dialogue options are properly ordered - Steel Ingots and Dwemer Metal Ingots can now be sold in bulk -
Why do mod authors choose RAR over 7z?
fireundubh replied to DoubleYou's topic in General Skyrim LE Discussion & Support
Those links clearly say that I was right about Windows 7 being able to extract ZIPs.Yes, I got the compression part wrong. I thought native ZIP support was a one-way street.However, getting one of two things wrong is no reason for you to be so curt with your correction.And treating this like a game of who's right and who's wrong is... ugh... the worst part of the Internet. -
There will be conflicts regardless of your load order. LOOT generates a load order that has the least number of conflicts. Please don't follow "recommended load orders." They're not universally applicable, and they're not necessarily optimized. Learn how to resolve conflicts. That's the only way you'll get the game you want to play. Last night, I installed every single mod supported by the Skyrim Mod Combiner alongside Requiem, including Open Cities, bringing my total number of active plugins to 197. Essentially, I added 13.8 GB worth of mods to my load order. In order for these mods to work together, I had to create a "superpatch" that resolves conflicts between 283 records across 24 mods.
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Why do mod authors choose RAR over 7z?
fireundubh replied to DoubleYou's topic in General Skyrim LE Discussion & Support
Eat your heart out, boolean operator. https://windows.microsoft.com/en-us/windows/compress-uncompress-files-zip-files#1TC=windows-vista https://windows.microsoft.com/en-us/windows/compress-uncompress-files-zip-files#1TC=windows-7 -
Why do mod authors choose RAR over 7z?
fireundubh replied to DoubleYou's topic in General Skyrim LE Discussion & Support
Windows 7, and maybe Vista, treats ZIP files as Compressed Folders and therefore can natively browse and extract ZIP files. Windows 7 cannot, however, natively produce ZIP files. -
Why do mod authors choose RAR over 7z?
fireundubh replied to DoubleYou's topic in General Skyrim LE Discussion & Support
You've been able to create compressed CAB archives natively since Windows 2000/XP. Type "makecab" in a command prompt. -
Is there a mod like Followers Keep Up on the Nexus?
fireundubh replied to fireundubh's question in General Skyrim LE Support
I'm trying out Come Together. AFT has too much stuff and since AFT hasn't been updated in awhile, the unofficial patch fixes haven't been carried over. Plus, you really want your followers to not get lost at all, not just when you're in combat. -
SKYRIMLE Interactive Clutter (by fireundubh)
fireundubh replied to fireundubh's topic in Skyrim LE Mods
It's only 72 for you! Can you actually fix collisions with only NifUtils? I thought you had to import the NIF to Maya, 3ds max, or Blender and then export back to NIF?- 65 replies
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ClearMessages() was added to the dev build of TES5Edit per my request. This function clears the Messages pane so you can see the output better. If you don't have the dev build, you can just comment out the function by inserting two forward slashes like so: //ClearMessages();Sometimes you can live without patches; sometimes you can't. With Requiem, conflicts generally mean that NPCs are much weaker, or items are more valuable, than they should be.
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Why do mod authors choose RAR over 7z?
fireundubh replied to DoubleYou's topic in General Skyrim LE Discussion & Support
I don't use RAR. I think the people who use RAR don't have, or don't know about, 7-Zip. In the end, I blame Nexus and similar sites. They CAN allow users to upload ESPs and BSAs and then compress those files on their end. They CAN also convert archives between formats. They just choose to not do so because compression requires processing time and power which can get a bit expensive. However, I don't see why Nexus disallows uploading ESPs or BSAs, other than a neglectful unwillingness to improve their system. Most of my mods are small enough that compression actually makes the file sizes larger. -
SKYRIMLE Interactive Clutter (by fireundubh)
fireundubh replied to fireundubh's topic in Skyrim LE Mods
So... does this mean you're going to fix the collision meshes on the objects that rest on tables and stuff? But, yeah, I could add collisions to the remaining hand cart statics; they usually have a static "inside" them though. For example, in front of the Dushnikh Yal main building, there's a hand cart with a pile of wood on top of the interior of the cart. If you pick up the cart, the pile of wood remains floating in the air. If I converted the pile of wood to a miscellaneous item and added collision, then Dynamic Things couldn't convert that pile of wood into a container. Which would be okay if I made a breakdown recipe for converting that pile of wood into firewood, but then more work for me... By the way, everyone, here's a list of the meshes that are used in Interactive Clutter: https://docs.google.com/spreadsheets/d/1lA4b0osildPATAc7EgaLp73JkhIxGPD0atNTgP4Yk0w/pubhtml Of the 92 meshes, 20 are SMIM'd.- 65 replies
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SKYRIMLE Interactive Clutter (by fireundubh)
fireundubh replied to fireundubh's topic in Skyrim LE Mods
Those are the Form IDs of the REFR records. Pie FoodPie "Apple Pie" [ALCH:00064B43] ClutterIngredientsPie01.nif Plate GlazedPlate01 "Plate" [MISC:000B9BD0] ClutterGlazedPlate01.nif Honey Nut Treat whatever mod is at 23 in your load order So, yeah, not related to this mod. Also, SMIM doesn't touch those meshes. Ask Brumbek to take a look at them.- 65 replies
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The version of TES5Edit on the Nexus might not have the new filter. I use the latest dev version. But, yes, you'd just load all of your mods in TES5Edit and right-click anywhere in the left tree browser and select "Apply Filter to Show Conflict Losers." This will show you every mod that is being overridden by another mod. You then go through each record in every plugin, from the bottom to the top, and inspect the conflicts. The right window has a number of tabs. View is where you want to be. This tab will show you the records in detail. The original record is the leftmost column and the last overriding record is the rightmost column. When you find a conflicting record you want to correct, determine which record should be the template for that correction. Right-click that column's header and select "Copy as override into..." Choose new file and create a new file, named appropriately. That will be your patch plugin for a specific mod. I recommend creating a patch for one mod at a time. You can merge the patches later. Maybe I'll write up my workflow as a guide. This is a bit rough.
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Pascal is easy to learn. The syntax sucks a bit. I still can't figure out how to use "else" every now and then. The main problem is performance though. Complex scripts are super slow. My script that generates Interactive Clutter takes 1 hour to process only the internal cells in Skyrim.esm. I could probably optimize it a little, but then where would I find the time to watch TV? To be fair, the script does go through more than 500,000 records to find and replace the appropriate references, but still...
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Everything that Wrye Bash does can be duplicated with TES5Edit but I don't write GUIs. I could. I just hate writing them.Zilav does GUIs. So does the Automation Tools programmer.
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LOOT sorts Requiem correctly. I know. Helpful, right? It does though. Please stop discouraging people from using LOOT. You're killing me.BOSS actually sorts mods incorrectly!We already had a big discussion about LOOT. Here's me proselytizing.Here's my workflow (sans creating SEQ files with TES5Edit, running my deleveler, running the DSR patcher, and running the FNIS generator.) You have to delevel the leveled lists in the bashed patch manually because Requiem's Skyrim is unleveled and other mods are made for a leveled Skyrim. When you create a bashed patch, the unleveled and leveled leveled lists merge. I recently saw Azirok recommend this in the new Patch Central comments and I realized that I've been playing Requiem for a year or so without deleveling the leveled lists. So there's a script. If you're using LOOT, ignore "recommended" load orders. Those are for people who are still using BOSS, like instructions for people still using DOS. Let LOOT do its thing. Don't interfere. Then load up your entire load order in TES5Edit and apply the new filter to show conflict losers. Create a patch for every mod that needs a patch. I have 200+ mods in a Requiem Hard Times profile. Stable as a granite mountain.
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To delevel, you set all levels in the leveled list to 1. No. Use LOOT to sort your mods. The Bashed Patch should always be last unless you have SkyProc patches.Workflow:1. Use LOOT to sort your mods.2. Use Wrye Bash to create a bashed patch.3. Run any SkyProc patchers you might have.4. Use TES5Edit to delevel the leveled lists in the bashed patch. The advantages are the same with and without Requiem. You should always have a bashed patch, even with vanilla Skyrim and DLC.
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I wrote a script to unlevel (or relevel) leveled lists. Since this script is generally useful, even beyond unleveling bashed patches for Requiem, here it is. Copy to a .pas file in the "TES5EditEdit Scripts" directory. While in TES5Edit, select a leveled list, or a leveled list group, and apply the script. Use a value of "1" to unlevel. View script › EDIT: @GrantSP -- I removed the link as all @fireundubh's files are now unavailable. Note: Remove "ClearMessages();" if you get an error. That function is available in only the latest versions of TES5Edit.
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For anyone who creates a bashed patch with Requiem, remember to unlevel the leveled lists in the bashed patch. With TES5Edit, you can do that easily with my script: { Purpose: Unlevel Leveled Lists Game: The Elder Scrolls V: Skyrim Author: fireundubh Version: 0.1}unit UserScript;var slParentElements: TStringList; sTargetLevel: string; bDebug: bool;//============================================================================function Initialize: integer; begin bDebug := true; slParentElements := TStringList.Create; if not InputQuery('Enter', 'Target Level:', sTargetLevel) then begin Result := 1; exit; end; if bDebug then begin ClearMessages(); AddMessage('Applying script...' + #13#10); end; end;//============================================================================function Process(e: IInterface): integer; var h, i, j, k: integer; L0, L1, L2, L3: IInterface; s: string; begin slParentElements.Clear; // signature check if (Signature(e) = 'LVLI') or (Signature(e) = 'LVLN') or (Signature(e) = 'LVSP') then slParentElements.Add('Leveled List Entries') else exit; // ------------------------------------------------------------------------------- for h := 0 to slParentElements.Count - 1 do begin // level 1 L0 := ElementByPath(e, slParentElements[h]); // ------------------------------------------------------------------------------- for i := 0 to ElementCount(L0) - 1 do begin // level 2 L1 := ElementByIndex(L0, i); // ------------------------------------------------------------------------------- for j := 0 to ElementCount(L1) - 1 do begin // level 3 L2 := ElementByIndex(L1, j); // ------------------------------------------------------------------------------- for k := 0 to ElementCount(L2) - 1 do begin // level 4 L3 := ElementByIndex(L2, k); if CompareStr(Name(L3), 'Level') = 0 then begin if GetEditValue(L3) sTargetLevel then begin if bDebug then s := GetEditValue(L3); SetEditValue(L3, sTargetLevel); if bDebug then AddMessage('Updated: ' + GetElementEditValues(L2, 'Reference') + #13#10 + 'New Level: ' + GetEditValue(L3) + ' (Old Level: ' + s + ')' + #13#10); end; // end if - level comparison end; // end if - path comparison end; // end for - level 4 end; // end for - level 3 end; // end for - level 2 end; // end for - level 1 slParentElements.Clear; end;//============================================================================function Finalize: integer; begin Result := 1; exit; end;end.
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SKYRIMLE Interactive Clutter (by fireundubh)
fireundubh replied to fireundubh's topic in Skyrim LE Mods
First of all, there's something inside that pie.Second, install Mfg Console and tell us the Form IDs of those objects. I know they're not part of Interactive Clutter.I'm pretty sure those particular issues are caused by collision errors which Brumbek can probably fix for SMIM.- 65 replies
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Is there a mod like Followers Keep Up on the Nexus?
fireundubh posted a question in General Skyrim LE Support
Followers Keep Up -
SKYRIMLE Interactive Clutter (by fireundubh)
fireundubh replied to fireundubh's topic in Skyrim LE Mods
There are three cart meshes in the game. Two are static. One was a moveable static and was converted to a miscellaneous item. Normal statics don't have physics, so when I converted them, I could pick them up but dropping them caused them to freeze in midair. They also couldn't be grabbed. And they caused carts that have statics placed in them to go crazy. I left them as statics. By the way, v0.2 has some funny weights due to equally funny vanilla ingredient and misc weights. That said, the hand cart you can pick up now weighs 150 and there's a large kettle in Helgen that weighs 300. I don't get this issue. Nevermind that this mod has nothing to do with pies or eggs. Are you using SMIM?- 65 replies
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Enchanting Mod Idea
fireundubh replied to Shadriss's topic in General Skyrim LE Discussion & Support
When Skyrim was released pre-CK, I tried making learning enchantments from books possible. That would have been part of my Lorecraft-lite enchanting overhaul, which was eventually superseded by Enchanting Freedom when the CK arrived. When the CK was released, there was no way to force the player to learn an enchantment. Until SKSE 1.7.0, there was still no way but now we have the SetPlayerKnows() function. Personally, I think you could do an enchanting books mod entirely without the CK.

