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ThreeTen last won the day on May 25 2015

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  1. honestly, 4k for anything with a 1080p resolution is silly. Its not worth the loss of fps or the memory, as you rarely ever see it in its true, non-aliased nature. The only 4k textures which would make any sense would be unique weapons and armor. As that is the only texture which, no matter what camera state you are in, you will see up close. Also, because it is unique, you will not have to worry about it rendering on more than a few people tops, which will save your frame rate.
  2. Well considering that you wrote a functional script in a week is pretty damn impressive in and of itself. I remember when I started learning tes5edit for my real shelter patcher and my first attempts were horrendous at best. Mator cried after seeing it the first time. Also I am pretty sure you know about https://www.creationkit.com/TES5Edit_Scripting_Functions But I wanted to let you know that you should log into the wiki when viewing it, as it seems all of the change/additions over the last few months are not viewable to anyone who is not logged in (which is ridiculously silly).
  3. Hrm, I do not think you may understand what the final CleanMasters() function does. Even though all of the masters are added to your patch at the beginning of script, when that function is called, all masters that do not directly relate to your patch file gets removed. Perhaps a final message that would tell them what files have become the new masters before quitting the patch would be useful in this case.
  4. No problem, as a final suggestion I would forgo the entire Process(e: IInterface) function and port it into initialize: function Initialize: Integer; var i := integer; e := IInterface;begin { ... } files := TStringList.Create; masters := TStringList.Create; ScriptProcessElements := [etFile]; // process function will only get the files the user selected for int i := 0 to Pred(FileCount) do begin e := FileByIndex(i); if StrEndsWith(GetFileName(e), '.dat') then continue; // skip hardcoded files.AddObject(GetFileName(e), TObject(e)); AddMastersToList(e, masters); end;end; As tes5edit is still relatively new to the "autopatch" scene. people will have a much harder time knowing what files to select, or even basic steps such as applying scripts and how to navigate the program as they are not used to it. There is a good possibility that they will miss selecting a file. Using this method will minimize that risk as it will go through all of their files no matter what.
  5. In Finalize() I would switch the: " for i := 0 to Pred(files.Count) do begin" to "for i := Pred(files.Count) downto 0 do begin", that way it will start with the file lowest in the users load order, and copy over any potential winning overrides first rather than their masters. (Since if I remember correctly, any further calls to wbCopyElementToFile on the same element will be ignored, so we gotta get the winning overrides to copy over first).
  6. So I have devised a way for NMM users to now be able to use this tool. From a functional standpoint NMM users can now do anything a MO user can do. From a management point of view I got nothing, but instead I timestamp every transfer and create and fill backup FaceGenData folders with both overwritten and overriding facegendata, with each folder matching a timestamps. That way if something accidentally gets overwritten, you only need to find the date and time of your transfer and you can quickly grab the backup version. I set up an automatic facegen replacement system. So now as long as you remove the npcs I manage with my script before modifying them any further through NMM then the system is now automated for you as well!
  7. Darn, well I am still curious as to what made the skybox flatten like that as Ive never encountered something like that since.
  8. Hey, so I know this is suuper old, but I might have an idea on what MHTD does. When I first overtook Real Shelter, I told everyone to put both realshelter.esp and rspatch.esp at the end of their load order. Since I decided to use the vanilla realshelter.esp file, rather than the dawnguard+dragonborn version, every worldspace and sub-worldspace in tamriel had their MHTD removed as the final record. After I launched the new version, there was a significant amount of reports stating that their Skybox became completey messed up. It was like a good chunk of the skybox, particularly the area directly above you, just shifted closer to you and flattend. As a result the clouds did not match up any longer,or just disappeard, and nothing but completely removing realshelter fixed it. Now I have it so people treat realshelter.esp like an esm and keep it as high up in their load order as they can, and this issue has not been a problem ever since. As this MHTD was the only conflicting element in the worldspace record, perhaps that MHTD deals with weather/skybox visual calculations. (or perhaps skybox (or rather, skydome) vertex modifications?)
  9. Hey everoyne, I heard this is where all the cool kids hang out, so I figured I'd say hello by releasing the beta version of: NPC Visual Transferer Skyrimorphs? Actormorphs? (crappy title, but can't think of much else atm). Now out on the nexus! Get It Here! The concept is pretty simple. Take any humanoid npc you find in-game and perfectly transfer its visuals onto any other NPC by creating an override and modifying its record info. (Which is saved to a single esp which I control). My hope is that users who are not familiar with CK and who prefer a different visual style can populate the NPCs of their world by using visually similar standalone npcs provided by the nexus. This also allows users to enjoy any fully fleshed out NPC mod (custom voices/quests etc.) without worrying about the visuals as they can change it to whomever they want. Even better is that at any point in time you can change/remove these visuals without any risk to your savegame. MO\NMM users get full facegen management: Handle all FaceGenData management, so you don't need to manually extract/move/rename/remove any FaceGenData.Remove the need to keep the plugin of the NPC who has the visuals you want (although you will have to keep the modfolder active, but that can be merged).---(ex. Used the visuals of NPCA inside of PluginA.esp - After patching, PluginA.esp can be disabled as new records referencing all of NPCA's assets were created). If you wish, you can technically turn lydia into a dragon, or a goat, or a mudcrab, but I haven't implemented the ai data for them to move around just yet. As I am trying to gear this for everyone I have utilized the .tes5pas method as I can then utilize the NMM download button rather than having users manually move files themselves. Instructions on how to install and how to patch is provided as a text file. Note: You may have to set Tes5edit and ModOrganizer to run as administrators for .tes5pas scripts to work. If all else fails you can move all of the .pas scripts into your "edit scripts" folder and run it the old fashioned way. you can download the github repo: here and can treat the zip file as a mod. Thanks for taking the time to read and test this out! -ThreeTen Added Since Posting: - Ability to choose the override record of the NPC you want your visuals transferred to. This allows: - Ability to Transfer the same NPC's visuals from another esp to itself. Useful for when you have certain non-visual enhancements on your NPC that you don't want to lose because of a mesh/texture override. (or you just want to make sure that your NPCs have their non-visual modifications applied to them.) - Set up an automatic facegen replacement system for NMM users. So now as long as you remove the npcs I manage with my script before modifying them any further through NMM then the system is now automated for you as well!
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