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hishutup

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Everything posted by hishutup

  1. I think it will be possible to adapt but the project will also relay on those namespaces being known. I guess I will need to find a name for this project. The problem is that I am terrible at coming up with good names. Please include me in the discussion or keep me updated on what the current decision is.
  2. could you start with TES4: and FO3: when you get it up that is.
  3. That is awesome and terrible at the same time. Awesome because I dont have to worry about breaking a public site and terrible because I have to recreate some basic templates. Would you be willing to set up some starting namespaces or do you want everything as subpages located under the main namespace?
  4. Its a shame because I was using this and enjoyed how simple the script was. Click a button and suddenly there were bash tags that were fairly accurate. :/ *shrug* well okay then, your choice.
  5. When I was doing the arraymap nonsense I used all sorts of "debugging" code which consisted of various characters as well as variables. It helps but eventually I got to a point where I can just look at the issue and know what the problem and solution is because I had already "debugged" the issue before.
  6. I don't see anything attached. Papyrus logs are pretty useless unless one is developing a mod
  7. Agreed. 95% everything works great but that one time when you accidentally forget closing brackets or curly braces then everything breaks. Its hilarious for a second but then you realize that you have to find the issue and even after you fix it there are still some broken pieces everywhere. Like the two bogus pages, the various broken properties and some other non working remnants scattered around the wiki. If I could run a script every time I broke something that would be great but that will likely not be something that I have access to. :/
  8. sigh, I created another rogue property, my bad... Hmm, interesting... I think I need to keep playing with it. I could implement the subobjects to keep everything together. Like: Game, Guide, ModName There are probably other things that I can use that for. Do the names in the subobject affect other properties. They totally do. I am aware of it but at this point I am also unaware of the best solution. There are various niche solutions that I will likely not find a use for until you mention it. The problem with those questions is that the person that wrote it will likely be able to remember it for quite some time but someone that wants to pick it up will likely have zero clue whats going on because they didnt write it nor did they participate in the creation. About the whole dev server. Is it basically a blank wiki environment where project can be worked on or is it like the Dev: where you can have multiple namespaces. If I can start experimenting with using different namespaces then that would be pretty cool.
  9. I have to be missing something because that is one of a dozen ways to do the same thing. It just creates two properties. I thought that there was more to it then that. I could do the same with my current setup and have one less parser function. Yes, the current setup is poor but it works at this point in time. Ill get it down to a single pass in a rewrite which will help. Is there any way I can see what my pages are doing or is it completely restricted to only Admins. I dont know how taxing each parser function is. ...sigh, the I got kinda screwed by my own property. :/ I do see that there are several locations were this project can be optimized.
  10. As I was trying out the beta there is some unusual stuff happening. So it will be awhile.
  11. It depends on your hardware and you game installation. Mine are upwards of one to two minutes because I pushed it to the limit on fairly outdated hardware. Vanilla it loads in about 10 seconds... The way I tell is by use MSI afterburner and connect it to my phone. I look at the CPU usage and if its below 4% on every core then that signifies an ILS
  12. This info may benefit by being on a wiki page. Its up to you if you want to take a look at it.
  13. I would say leave it on system managed size. PageFile is kind of, but not really like slow ram on your main drive. I don't know enough on this to give you a perfect answer.
  14. what is the argument and to switch between the games? I completely forgot what it was... EDIT: *sigh* It was -(game acronym)
  15. Trust me, its because there are no carriage returns or tabs. I could probably break a lot of the code up into separate templates and that would simplify everything. Not simplify but make it easier to read. Here is that function expanded, easy to read but bad for wiki https://pastebin.com/cG2NVYtY I'll take a look a subobjects. I was briefly looking at it and it seems interesting. I cannot find the subobject example you are talking about because they all seem to be deleted. I took another look and I can use that for so many things but I just dont know how it works. EDIT: I wish that there was some sort of server side stats. I am running a lot of parser functions but I dont know how heavy it is.
  16. pfft, I convinced you
  17. when it comes to renumber FormIDs generally you need it on otherwise to can potentially get overlapping FormIDs. The script will complain when FormIDs begin to overlap. I think those plugins are fine to merge with the default settings.
  18. he wanted me to navigate away from SMW properties for this particular issue and use a query instead but I dont know how he would want it done.
  19. Its hard to explain but lets try it like this. Mod you are merging Mod that is not going to be merged If you have a list like such: A.esp B.esp C.esp D.esp E.esp (C.esp is a master) This will have a ton of errors after you try to reload in xEdit but if you have a list this: C.esp A.esp B.esp D.esp E.esp (C.esp is a master) It should be fine As for the second part, I cant give you a clear answer. Those are going to have to be something that you are going to have to try. When it comes to merging, sometimes the craziest merges work just fine whereas the simplest ones can get messed up, so just try it and see. Someone may poke in and say that they have done those specifically and tell you what they did but I cannot because I haven't tried them
  20. Im trying to understand precisely what you are telling me to do and I think I am misunderstanding what you are saying. I dont know how to query if something is on a page. This ask that will return the entire dictionary of mods, including the two bogus pages. {{#ask: [[Category:TES4Mod]]}}What am I missing that will return a list of mods that exist on that page.
  21. Anyone with perms can create/edit packs. You just need to talk to Z for the perms if you want to continue it. I may end up bringing some minor life to it. I guess I should ask, what do you want to see included? I'll probably add anything that I am somewhat familiar with but it also has to fit the theme.
  22. I would wait until the next merging script release because there are some issue but first look into how to patch mods because you will likely need to make a sort of "merging patch" SKSE mods are pretty great to merge, the only things you need to watch out for is if the mod has an skse plugin dll because one that do have a dll cannot be merged. Also make should you keep the translations folder with the merge plugin other wise you will get "$" all over the place, in this case it is a bad thing. Merging patches are difficult because the renumbering FormIDs sometimes goes a little haywire. I would stick with mods that do NOT modify Story quest nodes, any nav mesh stuff and something else that I am forgetting... Don't leave a mod that is mastered mod that is NOT going to be merged inside a group of mods that you are merging because the renumber FormIDs will go haywire. Before merging ALWAYS check for errors on the mods that you are trying to merge. If a mod has errors then don't merge it and if its free of any errors then you can have some confidence that it may merge fine. After merging ALWAYS do this: close out of xEdit, save only the merged plugin, open xEdit and select only the merged mod and then check for errors on it. If you dont get errors then you can have some confidence but if you do get errors then there is a mod that is not happy with merging. I think this is a pretty good rundown but if I missed something then someone will poke around the corner and mention the thing that I missed. He is hopefully going to fix the renumbering FormID issues in the next one.
  23. There is more to it then meets the eye. I use that particular property to store a list of mods that are currently in the guide. There is a block of code that is in the Dev:TES4Templates/ModList that uses the list of mods and compares it to a list of requirements/incompatibilities that are stored in the mod dictionary(TES4Mod pages). The one I am talking about can probably be optimized but I spent several hours trying to get this to work. {{#arraymap:{{#show:{{{modName}}}|?OblivionRequirements}}|,|%%%%|{{#arraymap:{{#show:{{FULLPAGENAME}}|?{{BASEPAGENAME}}_{{SUBPAGENAME}}}}|,|^^^^|{{#ifeq:{{#varexists:b%%%%{{{modName}}}}}|1|{{#ifeq:{{#var:b%%%%{{{modName}}}}}|1|{{#ifeq:%%%%|^^^^|{{#vardefine:b%%%%{{{modName}}}|2}}}}}}|{{#vardefine:b%%%%{{{modName}}}|1}} }} |}} |}}{{#ifeq: {{#show:{{{modName}}}|?OblivionDLC}}{{#show:{{{modName}}}|?OblivionRequirements}}|||<li><span style="color: orange; font-size:1.15em;">'''Requirements:'''</span> <ul> {{#if: {{#show:{{{modName}}}|?OblivionDLC}}|<li>{{HoverText|DLC|{{#show:{{{modName}}}|?OblivionDLC}}}}</li>}}{{#arraymap:{{#show:{{{modName}}}|?OblivionRequirements}}|,|%%%%|{{#ifeq:{{#var:b%%%%{{{modName}}}}}|2|<li>[[#%%%%|%%%%]]</li>{{#vardefine:b%%%%{{{modName}}}|0}}|{{#ifeq:{{#var:b%%%%{{{modName}}}}}|1|<li>%%%%</li>{{#vardefine:b%%%%{{{modName}}}|0}}|}}}}|}}</ul>}} Hmm, as I am looking at this again, I could encapsulate the initial variable assignment in the if statement in the second pass because currently its trying to do an arraymap on a void. I'll fix that soon enough. There is also a reason for two passes because if there was only one pass then I would get two list items that are the same: one without an internal link and one with and internal link. I am aware that not everything needs to be a property. I'm trying to figure out what should and what shouldn't be a property. Once, I start working on a revision, I will have better documentation and explanations so that you could help me optimize the code that is going on, if you feel like it that is. If you happen to look through anything and have suggestions then feel free but I dont have everything documented because I change my mind too often at this point in time because I finish a one part of code and then read up or discover an entirely new way to do things. Before you do that can you give me a heads up. I'll fix anything that is incorrect. At this point I have a list of ideas that I want to implement but I dont always know the best way. I am unsure what I even meant. I think I had a train of thought at the time but then realized that it wouldn't work Hmm, I didnt understand what they meant by "show on select" but that clears some stuff up. I also really need to take a look at those div tags. The Discourse DB site has plenty of examples that I need to take a second look through.
  24. mine seems to have saved correctly... Is it in a mod folder or the overwrite? Mine was in the overwrite and it was fine. and by xEdit, I meant the (Tes5)Edit Mine is the beta and it seems fine so maybe grab it here
  25. You likely crash without enboost, well, i do anyhow. Especially with a large amount of texture cache because the texture cache is mirrored with dx9 in both VRAM and RAM
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