
GrimyBunyip
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SKYRIMLE bookshelves script SKSE (by McGuffin)
GrimyBunyip replied to rootsrat's topic in Skyrim LE Mods
cant you just use the form getwidth function? -
Updated SkyTweak to version 3.5 All the settings have better descriptions on highlight now. Namely there's tags for which settings are persistent as suggested. Also threw in a tag for which settings are perk based.
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there is a reset button already :p
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I'm still not sure what you mean by manual rollback.The user can use either SkyTweak or console commands to set actor values back to whatever they were. So long as he remembers or can figure out what they should be rolled back to. Correct in regards to the message order In regards to the "manual Bashed Patch" thing. Yes, although SkyTweak will only remember GMST's that SkyTweak itself edits. so if a plugin is used that edits settings not found in SkyTweak, the settings that aren't found won't be remembered. And it's invoked by the "Full Reset" button in the MCM interface.
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lets answer these last few questions SkyTweak GMST's travel with the save game yes, the data is stored in SkyTweak though so if SkyTweak is removed, those GMST's revert to normal. As for actor related GMST's, they aren't really meant to be rolled back. The explanation is a bit longwinded so I'll stick it in some spoiler tags. Finally, on the topic of presets: Spoiler tags again, because it's going to get longwinded. Again. lol
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The Mod Conflict ProblemThe mod conflict problem is the same for all the issues you mentioned. If SkyTweak fails to catch any edits before a save is performed, the edit's wont be factored into the next game load. Basically the user will experience a "rollback" in their gamesettings. So lets call it a Rollback from now on. 1. Constantly Editing Mods I am not aware of any examples of mod type #1 at this moment But in theory this one would be most likely to miss a GMST scan. But at the same time, since it edits constantly, it will essentially override SkyTweak constantly. The "problem" interval will be equal to the register for update time. So if this mod is registered to update every 30 seconds: The player loads a "bad" save with rolledback settings. He plays with rolledback settings for the first 1-30 seconds. Then gameplay will proceed as expected. 2. Periodically Editing Mods From my understanding SSR updates on game load and every time a perk is added. So in order for a rolledback save to occur, the player must add a perk, then must save without triggering a GMST check. Remember that GMST checks happen on console/system menu open/close events. So the save must be a quicksave or autosave. The solution is to open you console or system menu after adding a perk or at any point before saving. If the solution does occur, the fix is simply to correct the setting in SkyTweak. 3. MCM Menu Mods There is one loophole that can cause a rollback save with MCM menu mods. To exploit this loophole he must following the following steps: The user must edit the setting in this mod. He must NOT exit the system menu He may not access the console at any point He may not access SkyTweak at any point Basically he needs to immediately exit the MCM menu and save the game without doing anything else to produce a rolledback save. 4 - Hardcoded edits there should be no issues here, I had bugs during the first week after release but not since then. Only 5 functions are relevant to hardcoded changes and they should be bug free now. Anyways a possible issue with hardcoded edits is they don't get recorded as "defaults" each time the game is loaded.
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It's going to take me a while to answer all your questions, so I'm going to make some images to help clear things up. This post will be to address the issue of what SkyTweak reverting stuff and uninstalling stuff. SkyTweak has 225 buttons in total. Each is generated by a function in my compiler. There are 9 different functions being used in SkyTweak, they are distributed as follows: What's colored in blue is what won't revert if SkyTweak is blindly uninstalled. Here's the full list of what won't revert after a blind uninstall: As you can see, with the exception of perk points, timescale, and decapitation chance, they're all actor values. Personally I think it's fairly common sense which options will revert or not revert after an uninstall. Everything else will revert upon the removal of SkyTweak, or are perks, that will be gone once SkyTweak is removed.
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The vast majority of gamesettings edited by SkyTweak automatically revert when you exit the game.Each time you load a save, SkyTweak needs to unrevert the settings. The same goes for any other script based gamesetting mod out there. There may be bugs where SkyTweak fails to unrevert a setting. But there is no possibility of modifications not reverting back when SkyTweak is uninstalled. That is one bug that is impossible. There's a few settings that don't revert, but they're fairly obvious what they are. Health, Magicka, Stamina, Carry weight, etc. Actor values tend not to revert automatically, with the exception of speed mult, unarmed damage, etc. The purpose of the reset button is just for convenience. Finally, "so much possibilities" is inaccurate. Like I said the mod is generated by compiler, and there's just shy of 10 different functions used in the compiler. So there's less than 10 possible sources of bugs. edit: probably worth noting that I keep the majority of my documentation in game. All the options have information on highlight when you mouse over them. If you don't feel like trying SkyTweak to access that you can use this instead: This is the exact same sheet I use to create SkyTweak. https://docs.google.com/spreadsheet/ccc?key=0AldEhLOK6ejJdHhveGxIbVNxakJzZl9vN2RzTkthS1E&usp=sharing The compiler parses the leftmost column of on the "Menu" tab uses that to create SkyTweak's code.
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You should try it before you knock it just for having too many options.Because what's inherently bad about too many options anyways? As for uninstallation, a few options have magic effects. Like 4 of them. All of them have checkboxes, so just uncheck them. If you do that, you're dandy, just uncheck the mod from your load order. That's it.
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Well while I'm here I might as well submit a bug report for my own mod. Concentration spells will never stop casting if the KeyUp event is prevented somehow. Conflicting hotkeys can cause this, but there may be other causes. additionally certain transformations can cause spells to fire from the wrong location. Because the playerreference's object reference gets left behind somewhere, and the spells fire from an object reference. I'm not sure if this affects vampires and werewolves as I got this report from a user who used a pony transformation mod either way the latter can be fixed by placing an object reference inside the player's inventory I believe. I just haven't gotten around to seeing that actually works.
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Glad I could help answer any questions. I get so many questions about compatibility, I hope I can build SkyTweak up to the point that people can just trust it. One thing worth noting for testing which I haven't mentioned is that SkyTweak is generated systematically through a java compiler. So any errors are systematic, and each function in my java library only needs to be tested once. if you test SkyTweak's fBarterMin, then you can assume the same results for fBarterMax. Of the all the functions in the library, only 5 reload on save: gamesetting integers gamesetting floats global variable integers that are constants global variable floats that are constants (none are used in SkyTweak as of V3.4) and actor values that reset upon loading a new save. so if any brave soul is willing to test SkyTweak, rest assured that you would only need to test a handful of options, and not the whole 200+ available in SkyTweak.
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Alright, sounds good :p Anyways I've made another update with another layer of compatibility checks. Allow me to summarize: So the concern is that mod A makes a change to a setting, and SkyTweak does not detect it. Because if SkyTweak doesn't detect it, the next time the player loads the save, it might load with the wrong setting. In order for this to happen, Mod A needs to change a gamesetting with a script, then the player must save the game before SkyTweak performs a compatibility scan. Compatibility Scans are performed during the 3 following events: - The SkyTweak MCM menu is openned - The System Menu is openned - The System Menu is closed For a mod like Stealth Skills Rebalanced, that edits gamesettings several times during gameplay, So all that needs to happen is the player needs to save the game without opening the System Menu. IE it needs to be an autosave, a quicksave, or a console command save. But in the case of a mod like SSR, this is a trivial problem since SSR edits gamesettings periodically. So the disparity would only last for a few seconds right after the player loads his game. For a mod like Trade and Barter, that edits gamesettings exclusively through an MCM menu and immediately after the game loads: We can ignore the initial game load since SkyTweak will scan upon game load. For the case of the MCM menu: the player must open Trade and barter make a change then immediately save the game without exiting the System menu and without opening SkyTweak.
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I guess I'll do that then, Thanks for the heads up.
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You know what, I'm going to add another scan event for OnConfigClose() in the next version release. That'll seal up the last, albeit minor issue I'm having with Trade & barter I mentioned in the 3rd post. Derp, OnConfigClose() event is unique for each menu. So it won't work. Unless someone releases an event for the opening of menu mode, I don't see how I can add any other compatibility measures.
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Yes that is what happens so long as they load before SkyTweak runs data collection for its defaults.In theory some mods could load after SkyTweak, and bypass the data collection. But I'm not aware of any that do that except sneak skills rebalanced, since that one edits pickpocket min and max chance periodically during gameplay I believe. So SSR aside, All other mods, even scripted ones seem to load before SkyTweak. And then SkyTweak runs data collection for its defaults and uses those as defaults. To further elaborate. SkyTweak also has a second form of setting, called "stacker settings". The one we were just talking about were scanner settings. Stacker settings are just custom tweaks I made (the vast majority of them are perks). They will stack additively or multiplicatively ontop of all existing settings, and are fully independent from all other mods.