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Everything posted by Ganda
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Thanks dunc :p I completely suck at descriptions
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No, that was to test the pex format and I ended up doing fine without those, but big thanks! :D
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Thank the ReStringer author and hishy, they pushed me to do this! Yh, there's a description of the format in uesp and I'm gonna make a tiny library to handle them because it's something way too complex to host in the relinker alone.
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Ok guys, just pushed a new build that no longer needs to decompile/recompile anything, it edits the pex files directly so should be a lot faster and produce less errors (if any do occur due to the scripts not working, send me the scripts). Happy merging!
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Star Citizen in a must watch 13 minute nutshell
Ganda replied to redirishlord's topic in General Game Discussion
Oh, so you don't pay for the game itself, you pay for the ships? I'll give it a try :p Thanks! -
Star Citizen in a must watch 13 minute nutshell
Ganda replied to redirishlord's topic in General Game Discussion
Is the game really worth 73$? o.0 I mean, the 3.0 gameplay looks great but that's the price of 7 games. Also, aurora or mustang? -
Star Citizen in a must watch 13 minute nutshell
Ganda replied to redirishlord's topic in General Game Discussion
When is 3.0 scheduled to come out? I might finally get around to buy the game if it isn't super expensive. -
Thanks, but I think that I found a solution where I don't need to know where the function name is :p Just matching up bytes now, fixing the delivery system and I'm good for a testing build
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Nope, filled with Game.GetFormFromFile though :/
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Ok guys, I need heeelp! I'd really appreciate it if someone could get me some scripts, both compiled and source files, that contain the following functions: GetModByName but without Game. before it;GetFormFromFile but without Game. before it;IsPluginLoaded;checkModPresence.I need to check how these are stored. Thanks! :D I'll give it a shot once I finish this! :p Wooow...
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Sorry mator (and whoever else this applies to) that I haven't answered yet, because hishy made me learn how to edit pex files directly which I dreaded (BUT IT WAS SOOO FUUUUUUUUN) so I spent the last day just doing that. I'll see to applying it to the relinker and I'll answer everyone whenever I get back from the very deep hole I'm about to put myself into. And thanks to the random nexus user, I have no idea who it is since that page was deleted, for suggesting this and sorry for thinking you were crazy.
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On my defense, I did that at 3 am before a 12 hour trip :p But yes, it could be optimized a lot more, the code is SUPER fugly and it's a bunch of spaghetti, I'll get to it after some other things I need to post. The combine merge maps thing, python's dictionaries are unordered (and I don't like using ordereddicts on these cases) so merges of merges would get burnt :/ I'll find a way I somehow deleted the page o.0 Hishy will make a new one, since he's the brains on this one. and I never really posted anything on skyrimmods or ever been there tbh :/ All I've heard about was a couple of years ago that the community over there was worse than nexus, is it better now?
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Phrasing! Read the op again hishy. Also, comments are waiting for you in the nexus
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Dunc, do you mind making a "tiny" explanation to add to the OP and to the nexus?
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Why not? :p If he needs to I can make proper api/terminal options but that can be arranged later.
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In a nutshell, this "finishes" the merge by merging what MergePlugins can't merge (the scripts and LODGen) EDIT: As I said before, I made this on hishy's instructions. See this post.
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Oh, you don't need to run this from MO and even then I don't think that is needed. Feel free to test and tell me what happened :p
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Why the papyrus compiler patch?
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For scripts and LODGen files, yes I believe so. The idea was hishy's, I simply built this on his instructions :p Hiiisshyyyyyyyyy!
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ReLinker Hishy had the idea of making a little tool to allow us to merge mods with scripts - it takes the merge maps that are produced when you merge something, grabs all the scripts and LODGen files from you active mod list (BSAs included) and replaces the old plugin name and formIDs with the new plugin name and formIDs. We all know what a fantastic tool Merge Plugins is. However there are certain mods which cannot be merged due to the use of certain scripting functions which are called on the original plugin name. Functions including GetFormFromFile, GetModByName, checkModPresence, and IsPluginLoaded look for specific .esp names. When you create a merge the original .esp name(s) no longer exists (unless you rename the merged plugin back to one of the original plugin names but this in itself can cause problems including broken MCM menus and is therefore not ideal) and therefore any function call looking for them will no longer trigger. These functions can be called by one of the scripts included in the mod being merged, or by scripts from other mods outside the merge. A prime example of this is how the 'self-patching' in Legacy of the Dragonborn works by looking for the existence of a whole host of plugin names and activating the various additional displays if the mods are loaded. ReLinker actually came about out of a conversation regarding merging the four BadGremlins treasure hunt mods and patching the LotD activator script to make sure all four displays were still activated. ReLinker is run outside ModOrganizer and runs on whichever profile you last had open before closing out of MO. It scans your load order looking for merges, and for every merge it finds it reads the contents of plugins and map .txt files and creates a reference list of the original plugin names and the new merged plugin name, along with the original and renumbered FormIDs. It then scans every script in your load order looking for any of those functions mentioned above and editing the scripts to reflect the new plugin names and formIDs. So in the example above once we've merged all four treasure hunts into Treasure Hunts.esp and run ReLinker, the DBM script will now look for Treasure Hunts.esp four times and activate all four displays. Likewise if you were to merge a mod like Sneak Tools whose scripts contain numerous Sneak Tools.esp lookups, ReLinker would then edit all of the Sneak Tools scripts in the merge itself to ensure they now look for the new merged plugin name and renumbered formIDs instead. ReLinker works on both loose files (if you unpack your BSAs) and on scripts within BSAs. It directly edits the .pex files, doing away with the need to decompile and recompile the scripts which has greatly sped up the process over in the release version. Instructions: Make sure you have the profile you want to ReLink active in Mod Organizer and that you have completed and activated all of your merges. Exit Mod Organizer Run ReLinker and follow the on screen instructions to specify the required paths. Check on screen output to ensure ReLinker has completed successfully. Close the ReLinker window and open Mod Organizer. Scroll to the bottom of the left pane and locate the new ReLinker Output mod. Activate ReLinker Output and leave it at the bottom of the left pane to ensure the new ReLinked scripts have priority over the originals. That's it, there is no 8If you add/remove/update any mods or create any new merges and want to ReLink again then simply remove the existing ReLinker Output mod completely, exit MO and repeat the process again. Prerequisites: Mod Organizer - does not work with other managers;Do not remove the merge folder after completing a merge.Download it here. The tool will ask you for some things and will try to guess them properly. If the values between square brackets are correct, simply press ENTER without inputting any value. The output scripts and LODGen files will be stored in a new mod folder named "ReLinker Output". To revert the changes from this tool simply disable or delete the folder. Good Practices: ReLinker will run with the latest profile used in MO;Close MO before running it.By default, the following BSA's are ignored to speed up the process and because they don't contain any scripts with the functions that are affected: Skyrim - Misc.bsaSkyrim - Shaders.bsaSkyrim - Textures.bsaSkyrim - Interface.bsaSkyrim - Animations.bsaSkyrim - Meshes.bsaSkyrim - Sounds.bsaSkyrim - Voices.bsaSkyrim - VoicesExtra.bsaUpdate.bsaDawnguard.bsaHearthFires.bsaDragonborn.bsaHighResTexturePack01.bsaHighResTexturePack02.bsaHighResTexturePack03.bsaUnofficial Skyrim Legendary Edition Patch.bsaFalskaar.bsaWyrmstooth.bsaIf you have specific issues or suggestions post it directly to the this topic. I'm always happy to receive questions and feedback. Happy merging! EDIT: Thanks dunc for the much better description!
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HTML a tag inside heading tag nor parsing correctly
Ganda replied to Ganda's question in Wiki Support
I just need this for the STEP wiki :p Thanks! -
HTML a tag inside heading tag nor parsing correctly
Ganda replied to Ganda's question in Wiki Support
Managed to style the text by mixing html and mediawiki, but still not what I'm looking for. ===== <span style="color:rgb(225,225,245); text-align:left; font-size:1.5em; font-weight:600; border-style:solid; border-bottom-width:3px; border-color:#a7540b; padding-bottom:10px; overflow: hidden;">[http://www.nexusmods.com/skyrim/mods/48195 boopity]</span> ===== -
This is what I'm trying: <h5 style="color:rgb(60,150,200); font-size:1.1em; font-weight:600; text-decoration:underline;"><a rel="nofollow" target="_blank" href="http://www.nexusmods.com/skyrim/mods/48195">boopity</a></h5>It shows up as this: I'm trying to style the header so I can't really use mediawiki markup (===== [https://www.nexusmods.com/skyrim/mods/48195 boopity] =====) Any thoughts?
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FTFY :p