
Andaone
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Andaone last won the day on June 28 2016
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GUIDE Unofficial Enderal Port to SSE
Andaone replied to hishutup's topic in Unofficial Skyrim SE Guides
Whoops, I meant main.cpp. I don't think common.cpp even exists in any of the projects. In any case, I tried to run the game tonight and encountered the same entry point errors that you encountered. I was almost about to give up when I found that old versions of the Steam SDK are available here: https://partner.steamgames.com/downloads/list The correct SDK version appears to be 1.34. It has the same version of steam_api64.dll that Skyrim SE uses: v2.89.45.4. I tried recompiling with this version. Now I don't get entry point errors, but the game just crashes silently at the same stage as before. Hmm. I'll keep poking at it. I haven't converted assets yet (animations, etc.), so I should probably take care of those details. -
GUIDE Unofficial Enderal Port to SSE
Andaone replied to hishutup's topic in Unofficial Skyrim SE Guides
I think Steam achievements might be possible. Download the Steamworks SDK (not the Steam Web API) from https://partner.steamgames.com/ and unpack it somewhere. Copy the steam folder from sdk\public and paste it in the solution folder. Copy the two files from sdk\redistributable_bin\win64 and paste them in the solution folder. In Visual Studio, select the FS project, open Properties -> Linker -> Input -> Additional Dependencies, and add $(SolutionDir)steam_api64.lib. Edit Achievements.cpp as follows. Before: #include "GameMenus.h" #include "GameEvents.h" After: #include "skse64\GameMenus.h" #include "skse64\GameEvents.h" Also, in addition to the other updates your guide currently notes, I had to edit common.cpp as follows. Before: #include "skse64/skse_version.h"After: #include "skse64_common/skse_version.h"I was able to build successfully. Haven't actually tested the resulting dll to see if it works, though. Need to call it a night for now. -
Dragon Combat Overhaul does indeed break the final battle with Miraak, making it impossible to complete. I ran into this problem last week and was cursing until I figured out how to fix it. The fix is actually pretty simple. Load Dragonborn.esm and Dragon Combat Overhaul.esp in xEdit. In the left pane, go to Dragon Combat Overhaul.esp --> Magic Effect and select DCOApplyingEffect. In the right pane, scroll all the way to the bottom. Scroll back up until you find two conditions that mention GetInCurrentLoc Apocrypha (the exact names are different, but they both contain "Apocrypha"). For one of these two conditions, right click the Condition header and select Remove to delete the condition. Edit the remaining condition to use the following values (for the 4th line, replace xx with the ID that xEdit displays to the left of Dragonborn.esm...probably 03, but maybe something else). Equal to 0.0 GetIsID DLC2lvlDragon_MQ06 [NPC_:xx03D5B5] 00 00 00 00 Subject 0 -1 And that's all. Easy! The mod author tried to fix this bug via the two GetInCurrentLoc Apocrypha conditions, but the conditions don't work. But checking for "Equal to / False / GetIsID / DLC2lvlDragon_MQ06" works perfectly. The Nexus mod page for Dragon Combat Overhaul is currently hidden, but hopefully this information is helpful for anyone who already has the mod.
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Looks like some of fienyx's patches and overhauls are no longer available. I'm guessing they were pulled due to lack of permission from the original authors. The fixes were needed, so this is quite unfortunate. So far, I see that these two are gone: EDI - Revived https://www.nexusmods.com/oblivion/mods/47859/? OCR Vampire Hunting - Order of the Virtuous Blood https://www.nexusmods.com/oblivion/mods/47857?
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Mod Organizer 2 Development Status
Andaone replied to LePresidente's question in Mod Organizer Support
I would say that MO2 is absolutely still needed. Mod Organizer's killer feature is the virtual file system. But Tannin has indicated that the replacement for NMM will not have a virtual file system, at least not initially. He said that the door is open to add that functionality as an extension, but that it will probably not be part of the base program, because they want to make the base more portable - i.e. have versions for Mac and Linux, or even just make it easier to deal with new versions of Windows - and they want to avoid the false positives from antivirus programs that virtual file systems tend to cause - particularly because any official Nexus manager will be downloaded by a bazillion people, of whom a large percentage will be not so tech-savvy. Not to dissuade LePresidente from helping with Wrye Bash if he wants to, of course. And if the Wrye Bash community had any C++ experts, it would be awesome if they could lend a hand with MO2 in return for getting some Python help in the other direction...but that all depends on the skills, time, and interest of everyone involved. -
Skyrim Revisited Pre-Release Feedback
Andaone replied to Neovalen's topic in Skyrim Revisited (retired)
I think there's some confusion coming from the fact that the two "bigger tree" mods have the same initials: SBT. Simply Bigger Trees works by replacing the meshes for each type of tree (treepineforest01.nif, treepineforest02.nif, etc.). Therefore, it conflicts with Skyrim Flora Overhaul. Vurt has confirmed that SFO 2.5a and Simply Bigger Trees are incompatible. Skyrim Bigger Trees doesn't change the meshes. Instead, its esp changes the scale for individual trees in the world. Vanilla Skyrim assigns a scale to each individual tree in the world, where 1 = 100% of normal size, 0.8 = 80% of normal size, 1.1 = 110%, and so on. That way, trees that use the same mesh can have different sizes. Skyrim Bigger Trees changes the scale tree by tree: "that tree by the pond is 20% bigger, that tree to the left that has the same mesh is 10% bigger, that tree to the right is unchanged" and so on. So in general, Skyrim Bigger Trees should be totally compatible with SFO. However, if any of Vurt's trees are drastically larger than vanilla, then there could be some problems. For example, if Skyrim Bigger Trees increased the size of a tree next to the road, and the size was perfect with vanilla meshes, but SFO has a bigger mesh, so now the tree is blocking the road. But there could also be zero problems like that. I don't know how different the mesh sizes are between SFO and vanilla. -
Skyrim Revisited Pre-Release Feedback
Andaone replied to Neovalen's topic in Skyrim Revisited (retired)
That's odd. I did some testing just now and I got the following results. New game with SR:LE mod list: Floor is fine. Add Skysan's patch to SR:LE without starting a new game: Floor is invisible. Add Skysan's patch to SR:LE and start a new game: Floor is invisible. -
Skyrim Revisited Pre-Release Feedback
Andaone replied to Neovalen's topic in Skyrim Revisited (retired)
I found it to be a must-have when using ELFX 2. It fixed crippling performance in Radiant Raiment in Solitude, among several other spots. It did have one notable flaw: It caused transparent floors in one room upstairs in the Bee and Barb in Riften. (Possibly not a flaw per se, but instead a conflict with Skyrim Optimization Project.) I removed the whole branch for the Bee and Barb from the ELFX-SMIM-ENB Patch's esp and that fixed the problem. However, I haven't tried the patch with ELFX 3, so I can't comment on how well it works and how much it is or isn't needed. I do see that the mod author has made updates for ELFX 3, though. -
Papyrus Compiler Fix For 64-bit Systems???
Andaone replied to Anubitz's topic in Skyrim Revisited (retired)
I have .NET 4.5.2 installed and the 4.0 SDK works just fine for me. If installation of the 4.0 SDK failed for you, it was probably due to the C++ 2010 Redistributable conflict. The version of .NET does not necessarily matter. You can have multiple versions of .NET on the same machine at the same time. However, you're absolutely right that the Win 8.1 version says that Win 7 is supported. I hadn't caught that before. So in that case, yeah, the Win 8.1 version is indeed the one to recommend. To anyone installing the Win 8.1 .NET SDK, you'll need to have .NET 4.5 installed first. I think the older SDK came bundled with the necessary redistributable package (I could be wrong), but the newer version states that you must install .NET 4.5 separately. On the Win 8.1 .NET SDK page, scroll down to the System Requirements section and there's a download link for .NET 4.5 (only needed if you don't have it installed already, of course!). **Edited to add note about the prereq for the Win8.1 .NET SDK.** -
Papyrus Compiler Fix For 64-bit Systems???
Andaone replied to Anubitz's topic in Skyrim Revisited (retired)
For Windows 7, this one should do the trick: https://www.microsoft.com/en-us/download/details.aspx?id=8279 When the installer gives you options on which components to install, just choose the .Net section of the file tree (unless you need or want the other tools for some reason). If the installer fails, uninstall any versions of Microsoft Visual C++ 2010 Redistributable and then try again (per this MS support article). You can reinstall these afterwards. These steps worked for me, using Windows 7 64-bit. -
Here is keithinhanoi's post about fixing that warning: https://forums.nexusmods.com/index.php?/topic/985247-bugfix-for-lvlpredatorscript-errors-no-more-log-spam/?p=19952604
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SKYRIMLE True Daughters of Skyrim (by betterbecause) [NSFW]
Andaone replied to Agnusthemagi's topic in Skyrim LE Mods
Yeah, I'm using the young body from Mature Skin v2 beta 5. Belly is still too flabby! Alas. I should say, though, that I haven't done extensive testing to find the best combination of textures. ("Best" being subjective, of course.) Haven't even tried using the normals from Mature Skin 1.1, for instance. So I can't say that color and specular maps from Mature Skin v2b5 plus normals from True Daughters make the best combination available, I can only say that I prefer that combo over pure MS v2b5. -
Argh, true enough. Note to self: Don't make posts when sick and staying home from work. Sure you have time on your hands that you normally don't, but if your head is fogged and feverish, the results are not good.
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Hmm. Yeah, trying it again, I'm getting the behavior you describe. So either what I experienced was a one-time hiccup, or else I just hadn't checked the "Mod Packs" box, even though I thought I had. My apologies. Of course the bottom line either way is that the external installer is needed.
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Skyrim Revisited Pre-Release Feedback
Andaone replied to Neovalen's topic in Skyrim Revisited (retired)
+100 for the Unofficial ELFX-SMIM-ENB patch. This is a must-have for anyone running ELFX, SMIM, and ENB. Running these together results in crippled FPS (around 10-15) in certain locations that use the chandelier mesh, and this patch fixes that. The esp should be placed after ELFX Dragonborn. I was going to point to the mirror link (I think it was #10) that my earlier post was talking about... ...but it looks like the entire KS Hairdos page is down now. D'oh. I guess we'll just have to wait and see whether this is temporary or permanent.