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Kesta

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Everything posted by Kesta

  1. Not bad actually :)
  2. Would it be possible to handle the "default" keyword for the fc template ? Purpose: To be used in guides to indicate the default value of a setting. Accentuation lighter than the standard text, as the default setting is a side-information completing the description/purpose of the described setting. No idea for the actual color though... I guess suggesting flashy purple is pointless ?
  3. No "just do this and it'll be fine" solution, but make sure you update RaceMenu to its latest version, there have been an issue with NiOverride which got corrected in v3.2.2. And make sure to update XPMSE as well (just got uploaded on its own page), MO wouldn't mark it as "new version available" before, but there have been quite a lot of fixesthose past months. If both are up to date... you'll need someone else's help. Also, turn on papyrus logging via skyrim.ini : [Papyrus] bEnableTrace = 1 bEnableLogging = 1 And post the content of C:\Users\yourUserName\Documents\My Games\Skyrim\Logs\Script\Papyrus.0.log here, this kind of crash is usually linked to an unsafe papyrus call, which should be reported in there.
  4. Only real reason to have ITM if it's to purposely overriding an other mod not referenced as a master to prevent one of its change to be applied, but as stated by zilav, there is no such mod publicly available out there... I believe the "Do not remove ITM" mention in mods such as GDO is a warning for xEdit new enthusiast users, to avoid having them trying to remove ITM-looking groups manually. The automated cleaning function "Remove Identical To Masters records" take care of everything and is safe to use.
  5. Clean the patch from any references to RS / ELE Clean its masters Uninstall RS & ELE Install ELFX Run LOOT Carry over changes from ELFX to the patch It will probably take a few hours though, especially if you're not used to this kind of stuffs, there is a lot of cells to check.
  6. Haven't looked into it, but embedding the call of that scrit with a small "If _UseAutoSorting.GetValue()>0)", with _UseAutoSorting a property pointing at a global variable with the same name, you should be able to allow users to turn off the auto-sorting by typing "set _UseAutoSorting to 0" in their console.
  7. Are you using ExpandSystemMemoryX64=true in your enblocal.ini ? If yes, try to turn it off. There is issues with this and DefaultHeapInitialAllocMB > 768 Also, instant CTD when entering the worldspace could mean that some actors loaded are trying to use animations unsupported by their meshes. (Or the other way arround, I don't remember exactly, but BBP stuffs are tricky). Though it shouldn't be the issues if absolutely nothing have been modified regarding this part of your setup.
  8. Double check that you have bFloatPointRenderTarget = 1 iMultiSample = 0In your Skyrimprefs.ini
  9. Navmesh edits are easy to remove. Markers/xMarkers have most likely been moved arround because they were located where he added clutter. Care to elaborate on how moving a marker break a quest ? As I see it, the change is just that the AI-driven PNJ will be headed to a slightly different location than he is in vanilla, or this kind of thing, but I have very few experience with packages. Also, your picture is too small to be readable :s can you re-upload ? Maybe it's possible to make some mator-ish magic to add those collision cube with the proper L_NAVCUT collision layer.
  10. About SLI : Skyrim by itself is fine AFAIK, however I believe it's not working as good as it could with enbseries binaries. Though I don't have technical background, nor the hardware to make experiments about that. But I'm pretty sure I read somewhere that SLI should be "disabled" when using enbseries (might have been fixed in more recent banaries though).
  11. Kesta

    xEdit Guide

    Thanks, knew about most of those (except the Alt + Down Arrow). Stuffs like the weather editor, asset browser & manager, or worldspace browser will need their own section actually.
  12. In most case, unsorted master are completely harmless. Especially because this appear on patchs that actually merge together changes from their master. You can still re-order them in xEdit : launch xEdit, load the plugin -> it'll load it with its master in the same order as your load order -> right click on your plugin in the left pane and select "sort masters". Exit and save, done. But it's useless to go through all this trouble, because LOOT sorting algortihm can be influenced by a single addition to your load order, which could result in disordered masters again after adding a simple new mod to your game.
  13. While the USKP would probably be the only mod big enough to implement something like this (like SkyUI did with MCM), I can already say it's not going to happen. UP's team priority is to fix bugs. In short, they're develloping the USKP as if it was for people who play vanilla + USKP only (plus de list of "recommanded mod in addition to the USKP" hosted on afkmods). Though they do know that most people mod they're game, and thus avoid drastic changes that would cause major compatibility issues, implementing such a framework is completely out of the scope of the project. Edit : typo...
  14. Make sure to tick every .bsa in the archive tab of MO. You most likely deleted the dummy plugin Hothtrooper44_Armor_Ecksstra.esp but forgot to activate the related .bsa Nota that .bsa get sometimes unticked by MO when switching between various profiles, so even if you ticked it in the past, double-check.
  15. Kesta

    xEdit Guide

    Ah, thanks, I expected it to be "check the plugin being clicked" -> "Press OK", thus conservating previous selection. Hence my impression that it was doing stuffs randomly. That's fixed.
  16. The Rebublic Of Maslea by Anthelius The republic of Maslea is located on the New Colovia Archipelago , in the Padomaic Ocean, halfway between Tamriel and Akavir. It was conquered during the first era by a schismatic fraction of the Alessian Order, from Cyrodiil. Despite its former strenght as an oceanic power, Maslea is a complex society divided by social classes, ideologies and external interferences. The first "prologue" release (roughly two/three hours of gameplay) will allow the player to discover the activities of the Alessian Brotherhood in Skyrim, and travel to their main HQ in the Aventina island, in front of Maslea. In the futures version, you'll be able to visit the huge city of Maslea and the rest of the map : ) This mod features unique quests, NPCs, weapons, armors, custom musics and a large new map. Just a bit of advertising for a pretty cool quest/new land mod that just came out. Custom music, custom textures and architectures, brand new tropical atmosphere, brand new culture, etc, etc... This one is currently just a prologue with rouhly 3 hours of gameplay (more if you're not good at jumping in skyrim... you'll understand what I mean once you're in the first dungeon ), thus you will only have access to a small bit of the new world. But if you're the "coc kind of guy" you can visit part of the dreadfully big city which will be in the final release !
  17. Kesta

    xEdit Guide

    I was planning to ask you anyway (or at least, to spam you with questions ) when I'd start to write stuff in the scripting section ^^ Just a small statement as I'm posting here : After rushing "too much" at the beginning, I chose to slowdown to avoid writing low-quality paragraphs which'd need to be completely overhauled (like the current "view tab" section which is currently... bad). I'm currently working on the "file structure in beteshda's game files" section, since a lot of other sections will rely on it, but struggling a bit to explain concept a bit technical in a language I don't master as much as I'd like to ^^ And thanks grantSP for the corrections to my poor english
  18. Or, if all options from the MCM are relying on a global variable, you could also set their default value to something else (a STEP recommanded value) by adjusting this global variable in the STEP patch.
  19. Hopefully if they all have some FISS support (or similar, like what the last release of VioLenS use, with JContainer), maybe hosting presets designed for step directly here would be a nice idea ?
  20. Any idea how euclideon will handle texture-related stuff ? (it's more post-nextgen than nextgen). Since it's working completely differently for the models, I think texturing will have to be something different as well. Anyway, this red ball look awesome just by itself... hope the new Creation Engine support this kind of work, even if it's not included in the base game, so modders (you ? ) can work with it.
  21. Mod made obsolete by the USKP (haven't check, but they probably added a collision box or moved the marker...) https://www.afkmods.com/index.php?/topic/3636-mods-made-obsolete-by-unofficial-patches/
  22. Seems like the record have some duplicated fields... most likely because the patch have been done in a wrong way (or with the wrong tool...). There should be only one instance of DATA and DNAM fields in ARMO AFAIK. (edit : yep, they ARE unique, I thought you might have 2 with templated armors but that's definitely not the case). This discussion should be moved in the xEdit forum, where zilav have more chance to see it and provide a better answer. Can you give a link to the faulty plugin ? Does xEdit still load the plugin or abort the operation ? If it still load, type 00013951 in the formID search field, and take a screenshot of the view tab. EDIT : As for the other out of order records, IDK, if those warning are related to the last line, they seems kinda alright, as they should be there for ARMO... try loading this plugin in the CK and then save it, so it can re-order the datas as he see fit, and seeif you got less complaints from xEdit. You'll most likely still have the problem with duplicated DATA and DNAM though...
  23. Actually I saw this post and this is one of the reason why I put this on the table yesterday ^^ As for the debate, thought I don't like to overload mator with work, my personnal opinion is that mod author should make mods, and user have to deal with them. That's enough bother to create something that work properly and have a background compatibility integrated, users/mergers are the ones who should deal with this problem, not modders. You can already merge "safely" dozen of mods (weather, lighting, characters parts, tweaks, items which aren't checked by CCOR, house, ...), I'm not even sure this is a major issue. AFAIK, the merging script isn't intended to collapase your 250 mod plugins into a single one.
  24. That's a wiki you know, you can fix this kind of stuff by itself, that's the whole idea ^^ Anyway, that's fixed.
  25. Here are a few notes. I wouldn't call it bugreport since I don't have the time nor the motivation to try to reproduce it / check potential causes I have in mind, plus they might just be compatibility issues, or even issues not related to the mod (Though I doubt it, I've been using the rest of this load order for some hundreds of hours now...). Everything's related to the very beginning of the game : 1) Delphine isn't moving at all at the beginning of the game. Not paralyzed, just idle, 0 sandbox. I can still talk to her. Could be related to ASLAL ? (or is this the famous bug revealed by the last USKP ? The topic where I read about it is on nexus, and nexus is down when I'm writing this, so I can't check, but I believe there is a package somewhere which isn't working as intended anymore, and I think it was about Delphine).Yep, that's exactly the one, I'm not that crazy. Will be fixed in USKP 2.1.3 : 2) During the scene between Adriane and Idolaf, when you first enter whiterun : Idolaf only said half of his last sentence : "I'd rather bend my knee to Ulfric Stormcloak. Besides [missing]". Was late at night (game-time). Maybe just a package evaluation just at the wrong moment ? It's unlikely, but I can't think of anything else. 3) Sigrid (Alvor's wife) is sandboxing around the house when you enter with Hadvar. She seems to be headed to a marker at the top of the stairs when Alvor call for her just when you enter the room. Which look weird if she's already in the room (in Vanilla she's always downstair) 4) Just a request, this is a vanilla problem : would you have a look at Camilla's package, the one just after the player accept the quest to retrieve the golden claw ? When heading to the bridge, she always make 2 or 3 looong break, not even talking. No idea what's causing this (vanlla bug engine ?). 5) Upon entering Jorvaskkr, when the fistfight scene start, Njada ran at the other side of the room before starting to brawl. I know this sometime happens in Vanilla as well. Would be nice if the whole audience could move properly to keep watching the action. Skjor and an other one were staying still. (Aela, Farkhas and some others did it properly).
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