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Sharlikran

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Everything posted by Sharlikran

  1. There is no way for you to know that a mod has more the 255 items in the Leveled Lists automatically. That would need to be a feature request. The error about SSEGuide CRPatch.esp just means that the record is a different size then expected. Upgrade to the latest Wrye Bash since I make record changes as needed. Then if the error still occurs you will need to save with the CK.
  2. I need some help testing Monitor External Installation for Valda's Wrye Flash. I didn't even know it wasn't in his version. I still may not update his version much but until the official Wrye Bash 307 has full FO3/FNV support I feel this feature is a must. Python code Use the contents of the Mopy folder. If you can help test this but an EXE is required post here. I may be able to provide one tomorrow. EDIT: Never mind I have done enough testing and released a new version.
  3. No you can not change the icons. As the documentation linked explains it uses the icon from the shortcut.
  4. What DarkLadyLexy said is true, but when you load a plugin into the CK it will rip out all the ESP masters from the header of the mod. It only allows ESM flagged masters. So before you do this you have to load an unmodified original copy of the mod in xEdit and set all the ESP masters to have the ESM flag. Then when the CK loads it sees the ESP files as true masters (False flagged files) and leaves them as part of the mod. There should be some but possibly cryptic help in the xEdit training manual linked on every description page on the Nexus.
  5. That error tells you that the subrecord QNAM is 16 bytes, but Wrye Bash is looking for 12 bytes. You need to make sure you are always using the latest version. Because when Bethesda changes records I change the records in Wrye using xEdit code. If you still get that error after updating then read the documentation and enable the debug log and post the whole log so I can better understand why the error is happening.
  6. Sheson ignore the Wrye Bash errors. People are not understanding why it appears and when it is supposed to appear. I have been trying to explain it and people are skimming over my post or flat out ignoring it. For skyrim it expects 8 bytes and for skyrim se it expects 12 just like it should. It does display an error for the dlc when it shouldn't but I have told the current maintainer to change that but he tends to ignore my posts.
  7. GrantSP, from what I am hearing Microsoft has introduced changes that will hinder functionality of MO/MO2. I don't understand the development of Vortex but from what I heard (only one source) Vortex may not be effected. However, the current maintainers for MO/MO2 may not (or can't/won't) be able to work around the issue Microsoft has created. This seems to be mostly for Windows 10 users, do you know if it effects Windows 7 as well? I ask because even though I don't support MO/MO2 I refer people to STEP for help when they report strange issues and I don't have any options for them. This development is very disappointing. I don't like any mod manager except Wrye Bash/Flash however, I would never want to see other mod managers fail. I would never want to see users options limited no matter what my personal preferences are.
  8. For me it's not that I feel anyone is not being responsible in some way. The STEP community is very compassionate toward users and very passionate about what they do and offer to the community. However, when I see posts that say the "nerds" then that to me indicates the general population making posts and not the STEP community itself.
  9. Not here to start an argument but something that has been a long standing issue. All tools such as Wrye Bash/Flash, LOOT, xEdit have never been made to be incompatible with MO or MO2. The programs are 32 bit and simply compiled using commercial software except in the case of Wrye Bash/Flash which uses a community authored compiler. The compilers use the provided libraries to access the windows file system directly. The reason I am here is because there was yet another of hundreds of arguments that I have read over the years. In this case it was in the FO4Edit comments section and FO4Edit couldn't perform the desired action. When we politely made it clear that we have never used MO2 and asked the poster to ask about MO2 in the STEP forums he replied with, "... the MO2 nerds will... send me back here..." I am omitting most of the comment but it shouldn't matter since it's the point of my post anyway. I don't know if what the person said is true but if it is would the STEP moderators and LePresidente kindly discourage any such comments and behavior please. There is nothing wrong with MO, or MO2 and I have nothing bad to say about it nor do I wish to. I would just appreciate it that when someone asks why 3rd party tools are not working with MO2 that they are not sent back to the authors. All of the tools mentioned are maintained by people (with the exception of WrinklyNinja) who have never used MO/MO2. We only have a basic understanding that there are virtual folders. We can't help users configure the tools to work with MO/MO2 because we are unfamiliar with the settings and functionality. We can't provide troubleshooting or assist in explaining why the tool isn't functioning with MO/MO2 for the same reason. There is no hidden or missing functionality and nothing specifically that Delphi, C++, or Python can provide to create the compatibility that users feel should exist. WrinklyNinja had been using MO (I don't know if he still does) and made a statement to the effect that any time LOOT has an issue with MO he is in the same boat as everyone else. NOTE: As for 32 bit vs 64 bit versions. The only program that may ever become 64 bit is xEdit because of the work Sheson and Zilav do for the LOD requirements with FO4 and SSE. However, until that time just consider it to be something that may or may not happen.
  10. Fuuunexus the reason they aren't enabled is because they wouldn't work. The code is for Oblivion only. So I have to take some variables/code and put it in the separate file under the Oblivion game folder. Then I have to copy that code to Skyrim, FO3 and FNV and then update it even if the code or variables are empty for Skyrim. The problem is I don't know python so I have an even harder time doing that. I kind of gave up due to lack of help a while back. I am however, going to try and get more updated. For now please use Valda's versions for FO3 and FNV.
  11. Uploaded 307.0.7 links are updated in OP. Updated to Utumno's latest refactored code. I am still looking for anyone who has more information on the Save Game header for Fallout 4. If you think you can decode the header of the save game more then it is please contact me. NOTE: This update includes cutting edge changes from the 307 Beta for Skyrim and Oblivion. Until an official release a change log isn't possible as the Beta is still a work in progress. However, Utumno has improved performance and made various BugFixes. Bug fixes not included would be updates to Skyrim Patchers or Oblivion Patchers via CBash or PBash (Python Routines). Uploaded 307.0.8 links are updated in OP. Replaced the loot32.dll with an older copy from 307.0.6. This was done to resolve an issue for Skyrim where Bash tags were added to mods for no reason. The issue seems to be resolved for Arthmoor at least who helped me do the testing.
  12. AHHHHHHH yeah then don't do that. I'll let Lojack know. Oh I clicked the gear icon at the bottom, is that what you did?
  13. What is weird is that Lojack said he disabled the Save Game part. You have a Saves tab?
  14. Uploaded 307.0.2 links are updated in OP. Minor code update. This version adds installer support for Fallout 4 thanks to Lojack. Can someone test it for me? I was gifted a copy of the game and I can't actually play it on my LGA 775 Quad Core. :confused: I need to know if you get a error that there are no strings files, and I need to know if you can install and uninstall mods and what happens when you run the clean data routine.
  15. Uploaded 307.0.0 links are updated in OP. Oblivion and Skyrim version has been updated to Utumno's code plus my attempts at enabling some of the patchers for Skyrim. No new patchers have been activated since 306.0.XX. The LOOT API is now 0.8.1 and should work with the updated syntax if you are using the latest version of LOOT. Also keep in mind that the Oblivion version uses the LOOT taglist and all of mhahn's updates with regards to bash tags only, have been added to the LOOT taglist. Therefore there is absolutely no difference in using BOSS or LOOT at this time as far as Bash Tags are concerned. Feel free to sort Oblivion mods with BOSS but all tags will be applied via the LOOT taglist and the LOOT userlist. No tags alterations will be read from the BOSS userlist. For FO3/FNV everything is the same. The integration of FO3/FNV is still in it's conceptual stages. I am merely experimenting with how to make sure FO3/FNV/Oblivion have the same patchers activated when possible. If you plan on doing a serious play through I still recommend using Valda's version. I continue to update valda's version with regards to record definitions and patcher attributes when reported. Those versions are still available on the Nexus and it's best to post there if you feel a record is not properly defined. As always, with over 112 records the bash patch for Skyrim takes a while to build. About 4 minutes for me. It will take longer as I add more things. When you start the patcher it will look like the program failed. It didn't. It will also look like it is going to close for some random reason. Ignore that and just let it finish. Have you ever noticed the number of references when you filter mods in TES5Edit? There is a number in the title bar that usually exceeds 1,000,000. Well there are over 1,000,000 if not over double or triple that depending on how many mods you have installed. So it will take a while to process.
  16. Unfortunatly that is correct. The official Wrye Flash version 16.9 and 31.1 don't copy the file. You have to copy it from Mopy\templates manually.
  17. I asked if he had a new version and he said he hadn't had time to work on it. So the one in the OP seems to be the newest.
  18. The first thing is that only the online version or the link in the OP has been changed. As far as the sections for the Graphics patcher and the Sounds patcher I could update those sections that's true. However, for the patchers that are not active, or for the bash tags that are not supported for Skyrim I don't want to update those. The patchers are: Merge Patcher - Merges plugins into the bash patch if they don't introduce new records. Import Cells - That section is updated (except maybe c.Region) Import Graphics - Could be updated, but I want people to share if they feel a subrecord is not included that should be covered by this patcher since it will be different then Oblivion Import Inventory - This is kind of self explanatory and hasn't changed. However, I don't have RACE decoded. Import Names - Only FULL records Import Sounds - Could be updated, but I want people to share if they feel a subrecord is not included that should be covered by this patcher since it will be different then Oblivion Import Stats - Might be updated fully I would have to check. However, I still want people to share if they feel a subrecord is not included that should be covered by this patcher since it will be different then Oblivion So really after making that list, I only need to update the Graphics and Sounds patchers and the Stats patcher just needs to be verified. For the subrecords that people feel should be included, first look in the OP under known issues. I can't patch some records yet until I have a volunteer to help with that. For example the SNDR records, repeating ANAM subrecords can't be patched yet.
  19. I'm a little more likely to trust someone I don't know that is part of the step staff, as opposed to someone I simply don't know at all. So yes, if you can confirm the tags then they could be added to the LOOT masterlist.
  20. Uploaded 306.0.17 links are updated in OP. Updated to current 306 refactored code by Utumno from the dev branch. For Skyrim updated MreWeap to eliminate DNAM and CRDT errors. For fallout updated class MelModel to handle Alternate Textures better. Not sure if it's mitigating the changes or not, needs testing. With over 112 records the bash patch takes a while to build. About 4 minutes for me. It will take longer as I add more things. When you start the patcher it will look like the program failed. It didn't. It will also look like it is going to close for some random reason. Ignore that and just let it finish. Have you ever noticed the number of references when you filter mods in TES5Edit? There is a number in the title bar that usually exceeds 1,000,000. Well there are over 1,000,000 if not over double or triple that depending on how many mods you have installed. So it will take a while to process.
  21. I tend to be more pessimistic by nature. However, I don't know if that applies here. As you noticed the script is in the OP. I have not seen any updates.
  22. The script is not hosted on his github.
  23. Uploaded 306.0.16 links are updated in OP. Updated to 306 refactored code by Utumno. Added C.Regions for Skyrim Patcher. Various records updated to FO3/FNV/TES5. With over 112 records the bash patch takes a while to build. About 4 minutes for me. It will take longer as I add more things. When you start the patcher it will look like the program failed. It didn't. It will also look like it is going to close for some random reason. Ignore that and just let it finish. Have you ever noticed the number of references when you filter mods in TES5Edit? There is a number in the title bar that usually exceeds 1,000,000. Well there are over 1,000,000 if not over double or triple that depending on how many mods you have installed. So it will take a while to process.
  24. I apologize I have not been following this I don't know why it didn't add me when I responded. I can't believe I set the permissions wrong for the video. I marked it as unlisted now. Also when I made that video I made it to use for future reference so I could link to other people that have not used that tab before. It looks like you have figured out most of it. The only information you needed more than likely is at 3:00 the rest seems like it might be review for you. Watch it if you want.
  25. I was looking at the STEP Patches and I noticed you have priority settings and such. I am curious, since you only load one why the decision to have different priorities? 986000: STEP Combined Plugin.esp [Version 2.2.9]987000: STEP Combined PluginHF.esp [Version 2.2.9]988000: STEP Core Patch.esp [Version 2.2.9]989000: STEP Extended Patch.esp [Version 2.2.9]991000: TES5Merged.esp991000: Bashed Patch, 0.esp I go by this as a guide and if I choose a different priority I normally update it. Can't say everyone does that. I also don't update the list much. :confused: My suggestion is set them all to 990000, and add a warning if multiple files are installed using the "inc:" metadata.
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