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Guba

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Everything posted by Guba

  1. If this is the real meaning of this constant, we've have got the fish. OK!
  2. @z929669 I'm not inferring any rule based on a script. Im making some possible deductions, and in fact I was asking to confirm my deductions. What I can say is this: if the script is bugged, after such a long time xEdit is around, someone would have fixed. This script is in the set which is shipped with xEdit since version 4.0 of SSEDIT. I have downloaded all the versions of SSEDIT available on Nexus to investigate. You can check this by yourself, the script is a PAS (pascal) file which is datestamped on 05/31/2018 3:39. The same file appears in the 4.0.4 release. SO I refuse to think that, if the script were so grossly bugged, it hadn't been fixed before. Such a severe bug, if existed in realty, had compromized so many gamesaves that it should have been investigated and fixed by the authos of SSEDIT that, believe me, are good programmers. Also I can say that there is a lack of first-hand information about some Bethesda internals on functional mechanics of the Skyrim engine. Sentences like "When Bethesda created Fallout 4, ESL plugins with Version 0.95 follow this same logic. " are without meaning if they can't be supported by any official (internal) documentation on functional specifications. Functional specs that are proprietary of the Bethesda lab. I was used to be an IT manager, and I know pretty well how things can be made in professional environments. If you do not have standards you cannot work in team on large projects, and standards are documentend only on internal documents. So every conjecture that can be made upon any kind of behavior that software may have does remain what it is: a conjecture. And should not be sold as a Gospels truth. All that I can see around is derived by deductions of the modders, so the fact that I'm supposedly inferring hard rules based upon scripts is not so different from what has been done until now, that is observing the behavior of the software and deducting things from those behaviors. One fact remains, and this is undisputable: the scripts are made in a way that contradict some of what is the common information that's around. And a lot of misinformation and confusion is around too. I say it again: an opinion of someone of the SSEDIT developer team should derime the problem. By my side I'm going to download the SSEdit code and I will make a review by myself. We shall see. A little addendum to what I wrote before. In the "Edit Scripts" folder of the 4.0.4 deliverable there are two copies of the same file with different names, but with equal content: "Find ESP plugins which could be turned into ESL.pas" "Find plugins which could be turned into ESL.pas" Now I'm asking why there are tow idendical failes with different names. My opinion is to find the file with filter option that can include or not the word "ESP". But it is only an opinion. Both files have the same CONST declaration, the file contents are identical. So now someone can tell me why the same script has two times the same decalarations, if these are wrong?
  3. If someone at STEP knows ElminsterAU he could ask him for an ultimate opinion on this topic.... Maybe....
  4. @DoubleYou >A record is not necessarily a formid. I have tried to make it very clear that the limit is 2048 formids, not records. Sorry Buddy, IMHO you're partially wrong. You are on the right side when you say that FormIDs are not records. But seems that the limit of FormIDs is 2048, because it seems to be 4096. Let's analyze the code inside a script xEdit is shipped with. The script I'm referring to is named Find ESP Plugins which could be turned into ESL.pas Well, in the initial part of the code there are these lines: { Find plugins which can be converted to ESL } unit FindPotentialESL; const iESLMaxRecords = $800; // max possible new records in ESL iESLMaxFormID = $fff; // max allowed FormID number in ESL There are two constants declared that are iESLMaxRecords = $800; that in decimal value is equal to 2048, and iESLMaxFormID = $fff; that in decimal value is equal to 4096. Browsing down the code there are nice instructions that are: if not IsMaster(e) then Continue; if Signature(e) = 'CELL' then HasCell := True; // increase the number of new records found Inc(RecCount); // no need to check for more if we are already above the limit if RecCount > iESLMaxRecords then Break; So first the program checks if the reference provided by the interface "e" is a new record - that, according to this logic, it means that is not referenced by any other master - and in this case is pointless to proceed in the analysis, so it skips the rest of the loop. Second, the program checks if there are CELL values in the record interface. If I'm right, this is used determine that the plugin can't be converted, because Skyrim engine has a bug that prevents the ESL to keep its values consistent, because they possibly will be overwritten by other plugins. Third, the program increments the number of records, that are referenced in the plugin declared masters (not referenced in masters are skipped at the "continue"). Then there is a check against the iESLMaxRecords (2048) and the cycle breaks if this limit is reached. After the end of the loop there is another check against the maximum record number that makes the program to exit the checkup procedure. But I'd like to draw your attention on these lines, the last lines in the loop: // get raw FormID number fid := FormID(e) and $FFFFFF; // determine the max one if fid > RecMaxFormID then RecMaxFormID := fid; If the value got into "fid" by the FormID interface is higher than the previous one its stores in the ceiling value the found value. The the loop ends, and the first check is against the iESLMaxRecords (2048) it simply exits the ChecKForESL routine without any unnecessary notice. // too many new records, can't be ESL if RecCount > iESLMaxRecords then Exit; The cool magick comes a bit later, in this piece of code: AddMessage(Name(f)); // it gests the Plugin name from the passed interface if RecMaxFormID <= iESLMaxFormID then // It checks if there are less than the maximum allowed (4096) FormIDs AddMessage(#9'Can be turned into ESL by adding ESL flag in TES4 header') else // and, if not, it means that there are FormIDs that fall outside the boundaries declared in the header of the plugin interface AddMessage(#9'Can be turned into ESL by compacting FormIDs first, then adding ESL flag in TES4 header'); // that means that there are unreferenced FormIDs. Here we see a nice and neat way to find if there are unreferenced FormIDs in the plugin structure. // check if plugin has new cell(s) if HasCELL then AddMessage(#9'Warning: Plugin has new CELL(s) which won''t work when turned into ESL and overridden by other mods due to the game bug'); Since we see this code, the thing to say is that there are TWO conditions to check if a plugin can be flagged as ESL: 1. the number of records, that must be lower than 2048 2. the number of FormIDs, that must be lower than 4096. Reading the pascal code that ships with xEdit was really informative!
  5. However you maybe wrong. The proof of my doubts at this point stays in a plugin of the Creation Club AE set which is named cceejsse003-hollow.esl that is reported by xEdit containing 2068 records. This plugin not only is an ESL but it is a ESM too, that is to say a Light Master. How can be that possible? Does Bethesda release plugins destined to break the game?
  6. I see. So some of the information I gathered from internet is wrong. Is there any script inside xEdit scripts that counts the number of records massivley?
  7. Also in plugins that do not require a compacting, there is a limit of 2048 records? Someone says yes, some says no thanks to the mod ENGINEFIXES.
  8. Thank a lot. G
  9. I'd like to understand if there is any performance increase when using a merge of numerous plugins - i.e. 20 or 30 - against using separated unmerged plugins. I mean, if I take as many patches and I put them togeter, in addition to solving the problems that may arise between different patches, it is also possible to solve a good part of the conflicts that should occur between them. Am I grossly wrong or does this make any sense? Has anyone noticed if there is any improvement in performances by merging multiple plugins together?
  10. I need a clarification about compacting EPSs with xEdit. When a plugin is cmpacted and the ObjectIDs renumbered, this doesn't jeopardize the compatibility of the mod with the possible patches or files that use the plugin as master? I was starting to suspect this when I realize that when xEdit performs a compact, this process involves also other plugins that seem to rely on the plugin being compacted. An Object ID renumber could put other plugins not finding the objects they are looking for. I'm completely on the wrong way or is there any sense in what I'm saying? The doubt came to my mind because I'd seen xEdit to renumbering references also in the files that are related in some way to the plugin I'm compacting. Sometimes the compating procedure doesn't touch any other plugin, and this way I think is safe, because there is nothing that relies in the information stored in the plugin, but all remains self-contained. Obviously this must be done - if I have understood correctly - with a new game in mind, because the gamesaves may contain references to what "de facto" has changed its "name", resulting impossible to find it back again. Can someone explain me what is the whole thing of compacting? I tried to find some info here but it seems that this topic hasn't been covered before. Thanks for any reply
  11. Thank you for your suggestions. I will add these urls to my SKYRIM folder. Thanks again.
  12. Not more a problem. I finally have found the script "Report Masters" that helped me.
  13. Good day to everyone. I'm dealing with a problem that is driving me crazy. I would delete the support for SimpleChildren.esp from the "STEP Patch - Conflict resolution.esp" but I really had consumed a pair of glasses trying to find the references in the left part of xEdit window, once loaded the STEP Patch. I have to say that from the user interface point of view xEdit is not friendly. I searched for a script in the "apply script" menu, but I did not find what I'm looking for. The "filters" panel hasn't a single tooltip under any visual component. Can someone explain to me how to isolate the references of a mod inside another mod to make them easy visible ? Also another thing is obscure to me. In xEdit also references of the second, third etc. order are possible? I mean, a plugin which is declared as master in another plugin, becomes automatically also master of a third plugin that declares the second as master? If this is not the right place to post this questions, please be patient and move the post in the right way. Thanks a lot for any reply.
  14. as I said: "Step Patch - Conflict Resolution.esp" metadata rule "load after ATLAS MAP MARKERS" @CorneliusC I can agree when the problem is not like mine, that AMM is incompatible with another mod. If I keep CR as it is I cannot install the other mod.
  15. THIS is very intresting at all! I haven't thought at this possibility. Practically it is a trick to force LOOT to sort a plugin into some kind of position, after a master of a certain kind. What about adding a rule in LOOT "Step Patch - Conflict Resolution.esp" metadata to specify "load after ATLAS MAP MARKERS" ? P.S. BTW it seems I have posted in the right place... ;-)
  16. Hello to the Community. I hope I'm posting in the right place, but I couldn't find a precise topic for this question. I had to install a mod which was conflicting with ATLAS MAP MARKERS because in the "Step Patch - Conflict Resolution.esp" was indicated as MASTER. I have investigated with xEdit and I saw that this dependency was apparently useless, because this "master" wasn't used. So I proceeded to "clean the unused masters" in xEdit and the dependency (obviously) ahs gone. Now I'm wondering if you guys had left this "unused master" by will, because in some (obscure to me, but possible) way it is required, or I have done well. And, in general, I'm asking to you that are the expert (no irony, OK?), if it is a good strategy to clear unused masters by all the plugins. Thank you for any reply. P.S. In case I have posted in the wrong place (as happened sometimes), please be patient, I apologize in advance.
  17. Thank you for your answers. I will use GIT for the next functionalities questions. Franlky I do not love Discord. It is ugly, and the general mood is more like a secret society that of a public forum.
  18. I need to discuss some funcionalities of MO2. Is this the right place for that? I looked into the forum list and I coudn't fine a 3d dedicated to MO2. Thanks in advance for any help.
  19. OK! Thanks a lot Buddy. I'm going to insert right the Vanargand Animations (both male and female) and patching with Nemesis. Wish me luck.
  20. Sorry (don't take me as a dumb) but I'm not sure to grab this. You are saying that those who put "FNIS" into their mod are requiring FNIS, and seems to me quite obvious. But if I use some other animation packages like Vanargand Animations - Female Idle Walk and Run, Nemesis would be OK? I mean the basic instance, not the variant that requires DAR.
  21. Thanks a lot for your clarification. When you say that is a replacement do you mean that wherever I see that FNIS is required a new patch with Nemesis may be generated in place of FNIS?
  22. Dear Folks good day. I'd ask a question regarding FNIS. I've seen that it is out of the STEP AE list of mods. Is it a problem of compatibility with Skyrim AE version? I went on the FNIS Nexus page and there is a link to STEP whic falls into an empty page. BTW I wanto to highlight that the font color chosen for the text (cyan) is quite unreadable over a yellow background, so please fix it with some black font color or normal background. Also I would ask if Nemesis is a replacer of FNIS, and may be used instead of FNIS, or it is a different thing. I know that they are mutually incompatible. Thanks a lot for any reply
  23. Just a note for the STEP AE List Compiler. When I checked the compatibility list that you posted here, I have checked what I have in my list and I have found that there is installed the uncompatible version of "Whose Quest is it Anyway". Obviously I've got it from the STEP list. The compatibility list says that the right version whould be the "Whose Quest is it Anyway NG" version of the mod. I replaced it into my load order. Did I do well?
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