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Everything posted by hishutup
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papyrus Enhanced Blood Textures, lots of Papyrus log errors
hishutup replied to thisisbleep's question in General Skyrim LE Support
Those errors are harmless. For papyrus logging to worth while, you would need to add debugging code. Most, if not all released mods do not include the debugging code. The general rule is turn it off. There is a good line that I want to quote from Apollo but I forget where it is located. -
Decent PC build fps killed by ENB. Suggestions?
hishutup replied to onem4nb4nd's question in Post-Processing Support
As for the CTD, check this -
Morrowind 12 years later...
hishutup replied to Garfink's topic in General Morrowind Discussion & Support
I remember mwgo having issues with the built in mwse. That we will cause the game to crash at startup -
pack Dreadflopps Modular patches
hishutup replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
At this time I dont have any pure STEP Extended + MMO... That being said, I'll figure something out. I may bring *some* life into the war ensemble with an update, no promises. -
Welcome, A_Dim_Mismatch, There are various authors with different talents that hang around STEP. Most of the authors don't bite and will probably assist you in making a mod. I would recommend to do some reading before asking authors because there is some good -and bad- documentation out there, here is a link to the CK wiki. If you are unsure of who to ask then make a topic or ask one of the Staff and we'll try to point you in the right direction.
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There is a reason for the property and if I start moving things around I will have to find a better way to do it but it is part of the Requirements and the Incompatible parts. Those are things that work but took hours to figure out. Anyhow, here is the property that is being discussed. I did see a bogus one with the same name. If anyone is going to clean up some pages then I have a few that can probably be disposed of. Hmm, time for some stupid questions with probably several coming soon :/ Is it possible to have a multiple instance template in another multiple instance template? Can SMW properties be parsed with a dependent value from a templates field? Is it possible for a field/fortemplate to be hidden unless there is a true condition? Can a multiple instance template field hold a template? I believe the answer is no.
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I need to add various things before I get into formatting because I'll end up changing my mind. I'll try to get on adding cleaning stuff and hopefully get to the bash tags(I forgot about loot :/) portion. That line should only fire once because it will exist on the main guide page. I had to do similar line for mod dictionary because the mods can be embedded without comprising SWM data. What I want to do is very complicated and should be very interesting if I can follow through.
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Common CTDs, Freezes, ILS and memory issues
hishutup replied to hishutup's question in General Skyrim LE Support
updated op so that it contains info on SSME in the form of a note as well as what the SKSE.ini should contain. -
Hey Ess, I think you should restart this project :D I also fixed the forumlink in the pack
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SKYRIMLE Tes5Edit No Save Option after cleaning
hishutup replied to CplDevilDog's question in xEdit Support
you literally have to close the window, no joke. After which a box will pop up -
Its hard for me to explain what I am trying to do because there are so many working bits but lets just say it should be pretty cool when it comes together :P What is currently being done isnt the final product. There are several layers that I am missing but those are going to be easy to add once everything is pointing in the correct direction. I am going to add support for other games (TES3, TES4, TES5, FO3, FNV) as well as other guides but first I need to get some stuff figured out, such as the best way to handle different forms of data. The "Guide" page is pretty much a quick and dirty way to try new things. I'll end up handling the "has default form" like I did with the mods directory and by that I mean have a main template that contain the following line, if something is incorrect then ignore the mistake because I wrote it from memory. EDIT: The line should come true if there is at least ONE mod on the page, otherwise it should be void by my understanding. {{#if: {{#show: {{PAGENAME}}|?{{BASEPAGENAME}}_{{SUBPAGENAME}}}}|[[Has default form::Oblivion_Mod_Guide]]}}The thing that I was trying to do is have "Mod Name" above the field and have those be on the left side while the other 3 boxes hang out on 75% of the right space. I know I can use css but I am terrible at it. I don't do visual design, I mean look at my color choice, its pathetic.
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I believe MO renames all the .bsa thats why you see "Skyrim\DATA\aaf" Check this pinned topic
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TES5EDIT error - unable to copy quest Script records to a patch ESP
hishutup replied to rootsrat's question in xEdit Support
Can you upload the file? What version of xEdit are you using? -
pack Dreadflopps Modular patches
hishutup replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Ok yet again Airship - Dev Aveza - I dont think player homes fit in with MMO Breezehome FullyUpgradable - I dont think player homes fit in with MMO Hidden Hideouts of Skyrim City Edition - Doesn't fit the theme of MMO Civil War Overhaul - Maybe WARZONES 2015 - Civil Unrest - Lets wait until a few more revisions happen. A better fit would be Sands of Time but that one is up to dreadflopp Immersive Patrols - up to dreadflopp Respectful Guard Animations - Doesnt fit the theme the MMO, I dont think it is worth the extra esp slot Immersive detection of NPC - this is may replace the current sneak mod Primal Fear - I dont thing this fits the theme but its up to dreadflopp Torch Arrows - I think this is already included in another mod. A lot of the suggestions just dont fit, like player homes. The warzones and spawn mods would fit in a different pack such as War Ensemble... EssArrBee, get on that :P I mean look -
If you like a good project, how about a morrowloot patcher? Would you be interested in the details?
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pack Dreadflopps Modular patches
hishutup replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
I was was working on a section in a different pack because it doesn't fit the theme of mmo. Look at the weather and lighting pack. I am waiting for unmei to update his mod. -
[WIP] Mator Smash
hishutup replied to Mator's question in Mator's Utilities Support (archived, read-only)
I guess I will wait until those big issues are taken care of because they make looking for other issues difficult. -
This is interesting... On the form here I have a multiple instance template that should have 4 parts to it which are the Mod name, Description, Notes, Custom Install. For some reason when I go to create with form and click "add another", I only get the Mod name and the Description but the other two (Notes and Custom Install) are no where to be seen. I was looking at a few other wikis and theirs seems to work just fine. Im assuming I am missing something simple. EDIT: Another thing I noticed is that you can't put a table within a table on a multiple instance template which I thought was possible. EDIT2: last thing, way back on post 14 z said, What do you mean by "current relationships"
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[WIP] Mator Smash
hishutup replied to Mator's question in Mator's Utilities Support (archived, read-only)
I understand its a WIP... I guess I should ask, what are you looking for in having other people test it? -
pack Dreadflopps Modular patches
hishutup replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
All skyrim mod suggestions should be done like such: Search for a mod topic in the mods forum using the name given on the nexus mod page. If it does exist then take the mod topic's URL paste into the post. If the mod topic doesn't exist then create a new topic and then link the newly created mod topic in the post. If you don't know how things are supposed to be done don't fret, there are plenty of examples laying around. -
[WIP] Mator Smash
hishutup replied to Mator's question in Mator's Utilities Support (archived, read-only)
That really sped things up :/ Ok, it finished and it does a lot incorrectly, actually a majority BUT I did leave everything default and just jumped in with out really doing anything other than hitting smash. Maybe it would be best to skip the official plugins, I'll give that a try. Cant skip em'. I'll try some really specific things then As a side thing, would it be possible to add like a random plugin naming thing because that wouldn't cause trouble because it is at the end of an LO plus it would be hilarious. My patch is called Hulk Smash because why not. I tried it with mods that edit pretty much the same groups. Yet again, I left everything on default and went with it. Here is the hulk smash plugin. If you want me to patch the LO so you compare then I can do that. Here is the LO smashed There are more than a few things wrong. Here are some images. This one has a few thing correct but others that are wrong. GNAM and Static Attenuation are fine but everything else is incorrect. Here are some records that have no need to be patched... -
pack Dreadflopps Modular patches
hishutup replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Almost ALL patching is done in xEdit today. There are some circumstances that require the CK or other xEdit script like Mator smash or the Bash tagger. When it comes to checking for master I generally use WB because I can just glace at all the colored boxes. You can also change the masters in it but I highly stress to load the "patch" into xEdit and then check for errors. -
pack Dreadflopps Modular patches
hishutup replied to dreadflopp's topic in Step Skyrim LE Packs (retired)
Honestly, I have seen some interesting things happen with perk mods. Those are best to be left alone. 1. Try it and see if you get an error. *shrugs* 2. Like I said above, merging perks is interesting. Its best to leave them alone, even the patches. 3. I dont know. The best way to test anything is to play through the game or go one by one, either way its a tedious process. Most of the patches are just forwarding certain records. If I were you, I'd look at the examples provided and then learn how to patch, that is how I did it. The only downside is that after you learn, you are skeptical about everyone's patches. -
[WIP] Mator Smash
hishutup replied to Mator's question in Mator's Utilities Support (archived, read-only)
OK, right when I started it up and before I started patching I saw that you have very flexible system. That is cool and all but for some plugins, I know exactly what records I want included/forwarded but I dont know what the syntax is. Maybe have a system where one can see a tree of all the records so I can check/tick exactly what records I want. [spoiler=Incomplete example because xEdit is tied up] For example, Aceeqs, Fantasy Soundtrack Project contains some nice music but there is an optional file which is "Unique Towns and Locations" the it edits ___ and ___ so I only care about the ____ and ____ sub-records respectively and all the other don't matter Do you understand what I'm saying because it is hard to explain? So I decided to shove the entire STEP Core and Extended as well as the WAO part in the Weather and Lighting pack so that I can fully observe what Smash does and doesn't. It might look quick but geez is takes a long time. Could it be a MO thing? Would it be possible to do a caching system for some of the plugins that are NEVER edited. Well, this looks like its going to take awhile because I'm almost and hour in... I'm at the hour and 15min mark and the text in the log looks like it is stuttering but it may the weather records but it doesnt seem like it. I am now regretting shoving the entire LO down Smash's throat. :/

