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Katarsi last won the day on December 5 2021
Katarsi had the most liked content!
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Nexus Mods
Katarsi
Profile Information
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Preferred Pronoun
She/Her/Hers/Herself
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Favorite Mod(s)
Simply Balanced
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Diamond in the Rough
Ultimate Mannequin Fix and Overhaul
Katarsi's Achievements
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It's not for the same mod. And this one has a lot of Initially Disabled that I want to actually enable. Thank you for all your help.
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@Mousetick Me again... I have another query, if you can help. So this whole process - can it be done in reverse? In other words, a script that finds Initially Disabled and removes that flag, as well as XESP (if there is one), and also returns Z axis to the master value (if it's set to -30000). There are some placed objects (trees) that I don't want to disable, but I want to keep their modified Scale (XSCL).
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Oh thank you! Don't worry, this is exclusively for my own use.
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Is this good?
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Is this good? I'm shite at scripting, so please check: Oh wait, I have to do it all over again, hold on
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I know what you're talking about, I know the difference and I'm 100% sure that the placed objects I want to remove will not be used by a script later. Namely, I'm talking about trees. Not even tree objects that have activators on them (such as logs with mora tapinella and aspen stumps with scaly pholiota), but just plain ol' trees. And flagging them with Delete means that I have to go through every record either way, which doesn't mean much in the sense of time and effort invested in the whole thing. It would have been nice to have a script that could be applied to a single plugin and just add these records to Placed Objects which only have Initially Disabled on them. "Use at your own risk", type of script for xEdit. I would immensely appreciate it, if someone knew how to make it, and it would save me So. Much. Time.
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There are mods that just slap "Initially Disabled" as a record flag when they want to disable certain objects (clutter, flora), and call it a day - which is not a good practice. PlayerRef is missing, with "set enable state to opposite of parent", as well as Z axis at -30000. AFAIK, this is a proper practice when you want to correctly disable an object. Instead of going through every single object that has this shortcoming, and correcting (patching) it manually, is there a chance of a xEdit script that could automate this process? As in, click on a plugin, apply the script, and it assigns the missing values to initially disabled objects that don't have them. It would save hours of work.
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Ah, well, as for those tree billboards... I think I was confused by the description here: https://dyndolod.info/Help/Ultra-Tree-LOD I thought that installing and activating Skyrim3DTrees and Plants 3dLOD Resources should be done, but apparently not. Myrkvior 3D lods were okay though. ...Do I have to redo TexGen and DynDOLOD now? I didn't check this option while installing DynDOLOD Resources, maybe that's why the texture is missing. ...If I have to redo TexGen and DynDOLOD, I suppose I'll have to reinstall DynDOLOD Resources too with this option checked beforehand... Okay fine, I'll replace "Deleted" with "Initially Disabled" (and the "set opposite to playerref" thing)
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@sheson I generated LOD with DLL NG script active, it went great. Lasted around 50min on my 415 plugins load order. The only errors about deleted stuff is something I removed intentionally - a couple of trees from a mod, that were added by that mod (regular ESP); they were only decoration and didn't reference any other function in that mod. Thanks to the report, I also fixed some NiNode shapes for some flowers and converted them to BSFadeNode. As for large reference bugs, the process basically mentioned only game masters. I've noticed that there was a generated mesh that required a texture that TexGen didn't create in the first place: Warning: File not found textures\architecture\highhrothgar\hhwin02noalpha_n.dds. Used by meshes\lod\highhrothgar\highhrothgarentrance01glow_lod_2.nif Skyrim.esm HighHrothgarEntrance01 [STAT:0008118C] I also noticed that TexGen had created some textures in 2K, even though I specified beforehand that the limit is 1K. My TexGen preparation looked very similar to this. Here's my log, if you're interested to see all that went on. EDIT: The game looks awesome.
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Thank you for narrowing it down for me! I'll clean that one too
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Thank you sheson My old Summary pages aren't working anymore due to time passed. However, what I managed to glean from my old log is that these have overwritten large references: JK Skyrim (definitely the worst offender, has the largest amount of large references) patch for JK Skyrim and eFPS (the patch obviously forwards JK's large reference bug) AI Overhaul (this one is weird) Dlizzio's Mesh Fixes Embers XD Lux Via Convenient Carriages Obsidian Mountain Fogs Riverside Lodge Depths of Skyrim (second worst offender after JK Skyrim) 3D Trees and Plants Cutting Room Floor Better Dynamic Ash The Blackest Reaches Maybe there are more tiny ones, couldn't sift through the log so much, its quite big. So regular Quick Cleaning of these plugins will do the trick? I'll make backups of course.
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I have some inquiries about Large Reference Bugs Workaround. I have downloaded DynDOLOD DLL NG and Scripts 3.00, but I don't know how to use it. It says that large references need to be cleaned - but how? The last time I generated LOD was last year, here is my log. My load order didn't change much regarding large reference offenders, although - how exactly do I find out exactly which mods have large reference bugs? Do I have to determine that and clean them before generating LOD, or will DynDOLOD do it by itself when I start it while the aforementioned script is active? If it's of any significance, I'm on downgraded Skyrim - version 1.5.97 total, not "best of both worlds".
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It worked! Thank you
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The new exe you gave me works great, until it's supposed to save at the end. It gets infinitely stuck in the saving process, and it only generates partial save of everything. I tried with both "Save and Exit" and "Save and Zip and Exit", it always gets stuck mid-saving. Debug log
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Thank you for the guidance. Is this the same code as in the .pas file of the same name in Edit Scripts folder of xEdit? I have xEdit v4.0.4.