Jump to content

Andaone

Citizen
  • Posts

    20
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by Andaone

  1. 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.
  2. 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.
  3. 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.
  4. 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?
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.**
  10. 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.
  11. 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
  12. 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.
  13. 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.
  14. 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.
  15. +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.
  16. I'm following Neovalen's Skyrim Revisited guide, which uses Mature Skin. Mature Skin has fantastic quality, but the newer versions have flabby bellys that I don't like. They'd make sense for a town-dweller who has had a couple kids, but not for an adventurer who spends every day hiking up and down mountains and swinging a sword. So! I'm currently using the normal maps (_msn.dds) from True Daughters of Skyrim and then everything else from Mature Skin. This results in a stomach that isn't PhotoShop perfect, but isn't flabby either. However, I haven't checked out the vanilla/SFW version.
  17. What I found is that the internal installer actually might be detecting installed mods, but with the result that it doesn't display menu options for mods that aren't installed. I installed Dual Sheath Redux a couple days ago, following the SR:LE guide and using Mod Organizer 1.2.18 (the newest non-beta version of MO). I used the internal installer first, since SR:LE didn't say to use the external installer. What happened was that no menu options were displayed for mods that hadn't been installed yet. This is bad, because the current SR:LE guide has you install Frostfall, Immersive Armors, and AMB Book of Silence *after* DSR. If you use the external installer, then you get all the menus regardless of which mods have or haven't been installed, and you can make the necessary choices to install things correctly. @Neovalen, I think you should put a note in the SR:LE guide saying to use the external installer for Dual Sheath Redux, like you have on the Nexus mod page.
  18. Re: Bittorrent clients, I would recommend avoiding uTorrent. Just Google "uTorrent spyware" to see why. About a year ago, I started to install uTorrent (from the official site) and my antivirus program caught two spyware/adware programs that the installer tried to silently install. Not cool. A good alternative is qBittorrent. Re: KS Hairdos, I was able to use the Baidu-hosted link. Click the button near the top that says "↓下载". Try refreshing the page if the button doesn't appear. After clicking the download button, you should get a popup with two more buttons: a blue button saying "åŠ é€Ÿä¸‹è½½(推è)" and a gray button saying "普通下载". Choose the gray button. Et voilà .
  19. For anyone wanting to use this mod: EEO's version of beard 25 is broken, but I found a fix. Read on for details. *** Ethereal Elven Overhaul changes the face structure of elves, and a side-effect is that the vanilla beard meshes don't fit elves anymore. Therefore, EEO replaces all of the beard meshes with modified versions that will fit correctly on the new elven face structure. These beards are shared by all races and they fit correctly for all races... ...except for beard 25. EEO's version of beard 25 is broken. It looks patchy and ugly, and again, this affects all races. The mod author, Nuska, is aware of the issue, but she couldn't fix it, and she has stopped working on EEO in order to spend time on other projects. If you delete the bad mesh so that the vanilla version is used instead, then the beard will look fine for the non-elven races, but it won't fit on elves. However! I found a very easy workaround for this problem: Make a copy of EEO's version of humanbeardshort14races.tri (this is beard 24, and yes, the file says "14"). Change the copy's name to humanbeardshort15races.tri (this is beard 25, and yes, the file says "15"). Paste this file into EEO's beards folder, replacing the file that's there.The result is that beard 25 is no longer broken, and it still looks different from beard 24, because they use different textures. In fact, since the two meshes are so similar, this fixed version of beard 25 looks pretty much the same as the vanilla version. Huzzah!
  20. Heya CJ, a quick bug report for REGS - Cities version 3.3: Volkiharcountessf_0.nif should be named volkiharcountess_0.nif (no "f" after countess), to match the _1 nif. This is in meshesclothesssewersvolkiharcountessf. Both of these meshes point to an incomplete filepath for the texture. The solution is to edit the files in NifSkope: Open volkiharcountess_1.nif in NifSkope. In the Block List window, click the triangles to expand the tree for the 0 node, then "Nocturnal Clothes", then "BSLightingShaderProperty," and select the node named "8 BSShaderTextureSet". In the Block Details window, click the triangle to expand "Textures", double click on the filepath for the texture, and add "textures" to the beginning of the filepath. Save As, save over the file, close NifSkope. Repeat for volkiharcountess_0.nif, et voila.I also got the gray-face bug when I tried spawning the countess to make sure that this fix worked. I see that the REGS files do contain facegen meshes and tints, so I don't know if this is an issue with REGS or with my own setup. I'll look into this if and when I have time. Thank you for the crazy amount of work you've put into this project! The results have been awesome.
×
×
  • Create New...

Important Information

By using this site, you agree to our Guidelines, Privacy Policy, and Terms of Use.