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z929669

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Everything posted by z929669

  1. This is not an issue. It is unfortunately the expected behavior. You must go into the FULL editor and set everything from there. The quick editor does not hook to the tagging plugin we are using. It is annoying, but it ... is. Just get used to drilling all the way into the full editor when updating the tags of a topic with a prefix. Incidentally, this could actually be a caching issue though. s4n might know. It could be that the page is re-cached with the change immediately after making the change, but the tagging software does not get in on the action until we rebuild the tags cache. I will edit the tags of this topic and rebuild the tag cache to see if that is what is happening, so please leave the OP and topic alone for tonight and tomorrow until I get back (getting off now)
  2. I disagree with that last post (but I admit not having read through this thread from the beginning) ... I don't even look at those flags! (previous Wrye Bash user here). All I do is install STEP according to the instructions (even though I helped create many of them). I look at the order of installation, and all of the mod notes and install the mods. Somebody else has done the work of determining differential conflicts from redundancies, so I don't have to ... The people that could really use the true conflict res you speak of are the people creating the guide BUT, I don't spend time checking the work of others' testing the before/after effects of the mod. I have to trust that they know what overwrites what and the actual in-game effect is accurate and judge based on the screens. I might only do this for one or two mods in a release, but some people do several, which is a big job. MO tells us what overwrites what, and we specifically test this against that, so there is just no real issue with knowing if the assets of two mods are all actually different in some way, because we go by info (including visual) passed on by those before us, and we need to look at the in-game effects of the thing anyway. It would be nice to know when you don't need to review a particular texture (most conflicts are textures), but who has that kind of time anyway? We look at the high-level effects and a few random specifics and don't focus in on every single change in-game. The added conflict resolution functionality would be useful for deeper analysis at times though or for plugins, scripts and other things you can't really 'see' in the game. ... and I just want to extract --via text copy-- the text information of any list in MO. The mod list, the plugin list ... the conflicts lists. This is useful for the specialized task of sharing information when cooperatively troubleshooting or testing a mod.
  3. Your wish list is desirable, but idealistic. I do see there being a big problem though with processing time, MO side. Again, I have no good knowledge of how deeply Wrye Bash delves into BSAs beyond extracting path information, but my guess is that it does not. That application does to a real CRC check, but again, it still only lists the path in the conflicts tab. Other tabs do hold more information though about a particular file (inside BSAs?, I thought not). I would like to see this kind of functionality too as an option, but I also can see why it would be burdensome to implement when the main goal of MO (I am supposing) is to make it as simple as possible for people to install mods (for many fast-switching profiles) using guide instructions (nothing more). MO would be a more attractive modder's resource if it had some of the conflict resolution functionality you speak of, definitely. I just have to assume that is not the primary audience and functionality. Therefore, it really would be nice if other developers were willing to create some much-wanted plugins for MO to handle these things.
  4. That would be true of the wiki. If you edit the main guide for example (or if you use PAGE TOOLS > REFRESH), it can take up to a minute or more to finally complete the transaction. During this time, the wiki is pretty much frozen for everyone. At this time, though, the forums can be navigated without issue in my experience, which makes sense if Mediawiki is using all available key resources it has to complete the task. The forums have a separate resource allocation to a large extent in my understanding.
  5. I need to get the old forums up in my VM in order to find that thread ID. Will need some time yet.
  6. I never get 504 (or only once or twice in the past). The buggy editor render is what irks me.
  7. Good info, thanks ... but bashing MO functionality --given the wealth of functionality already implemented-- seems a bit harsh. I understand the value in knowing if a conflict is a redundancy versus a difference (both are conflicts), but just knowing there is a conflict is still useful. I like your suggestions, fire, but I also understand Tannin's unwillingness to implement. I would MUCH rather be able to copy all of my conflicts as plain text from the conflicts tab of the Information window. I can CTRL+c each line, but that is a PITA. Wrye Bash is a great model for conflict resolution and working with plain-text lists like this (but does WB differentiate redundant conflicts from differential conflicts? ... I thought not)
  8. They all are
  9. Saving a big page just takes awhile and is just the nature of updating all of the Semantic stuff and associated content I think. ... what browser hishutup?
  10. see my prev ... it has been happening to me for a long while, so nothing recent.
  11. This kind of thing happens to me now and then as well .. Firefox, normal editing. Probably just due to MW inefficiencies. I also hate the wait to load the editor. It first loads and then 'loads again'. This happens every single time, and I am wondering if it is a setting in my prefs. I have tried to fix to no avail. Again, the editor loads, I begin typing, and it loads again, with a slight format change (wider window I think, and I lose my first micro-edits... really a PITA). now and again, it fails to load our styled full editor as Tech notes above. Anyone that does a lot of wiki editing will notice.
  12. Unless there is an existing "Skyrim Memory Patch" that exists and remains in independent development, then we should close this. I am just trying to figure that out ... SKSE can house any further discussion on this piece if there is no "Skyrim Memory Patch" any longer
  13. OK, then I am going to unpin this thread ... does it make sense to close as well, or are people still discussing sheson's patch?
  14. I see an opportunity for independent MO plugin development here ;)
  15. @Staff & contributors This patch is bundled within SKSE, and we are not recommending any alternative implementation, correct?
  16. @Kelmych et al Please take a look at the current state of the DDSopt Guide on the wiki. We need to better consolidate info contained within the FAQs and use examples under the Appendix section. There is a !#%&-ton of information on those pages and much of it is redundant. If someone could consolidate it somewhat, I will take care of optimally organizing it all and incorporate it better into the overall guide structure. Also note the info in yellow text ... this is stuff I am uncertain about, so any info we have that I may be unaware of might need to be added to rectify or embellish.
  17. RefScope is primarily an in-game mod utility that allows the user to determine the source of the assets associated with a particular model as it exists in-game. It is very useful for tracking down information needed when modifying the game. Requirements: OBSE A similar mod exists for Skyrim (Mfg Console), but it is not quite as handy as RefScope.
  18. If anyone has mod suggestions for Morrowind, please create a "mod thread" inside the STEP Mods Forum. When creating the thread, members are able to add a "Prefix Tag" for the game to which the mod applies (Skyrim is default if no prefix is indicated). The prefixes serve as a visual indicator, and the tag itself serves as an information management tool (Hint, click on a tag name in the thread or forum titles to get a listing of all threads containing that tag). Existing thread prefixes in the Mods forum include: [sKYRIM] [OBLIVION] [FALLOUT 3] [FALLOUT NV] [MORROWIND] etc. Thanks for your cooperation!
  19. If anyone has mod suggestions for Fallout 3 or Fallout New Vegas, please create a "mod thread" inside the STEP Mods Forum. When creating the thread, members are able to add a "Prefix Tag" for the game to which the mod applies (Skyrim is default if no prefix is indicated). The prefixes serve as a visual indicator, and the tag itself serves as an information management tool (Hint, click on a tag name in the thread or forum titles to get a listing of all threads containing that tag). Existing thread prefixes in the Mods forum include: [sKYRIM] [OBLIVION] [FALLOUT 3] [FALLOUT NV] [MORROWIND] etc. Thanks for your cooperation!
  20. If anyone has mod suggestions for Oblivion, please create a "mod thread" inside the STEP Mods Forum. When creating the thread, members are able to add a "Prefix Tag" for the game to which the mod applies (Skyrim is default if no prefix is indicated). The prefixes serve as a visual indicator, and the tag itself serves as an information management tool (Hint, click on a tag name in the thread or forum titles to get a listing of all threads containing that tag). Existing thread prefixes in the Mods forum include: [sKYRIM] [OBLIVION] [FALLOUT 3] [FALLOUT NV] [MORROWIND] etc. Thanks for your cooperation!
  21. If you want to suggest any mods for SR, please do so in the Mods forum. The Mods forum is our central repository of mod suggestions for STEP, SRLE, FNV and other guides. This enables all of our members and guide creators a "one-stop-shop" for referencing or commenting on mods. Posting about mods on this thread is almost always redundant or is otherwise inefficient, since Mods forum already contains a thread devoted to a mod, or it does not, and info on the mod of interest gets buried on this thread. HINT: Use the tagging system, and tag mods you like for SR as 'Skyrim Revisited'. Neo and others can then do an Advanced Search using that tag. We even have built-in "Prefix Tags" to distinguish mods suggested for a particular game: [sKYRIM] [OBLIVION] [FALLOUT 3] [FALLOUT NV] [MORROWIND] etc. Tags and prefixes can be chosen or added during thread creation ... or they can be added by the thread creator by using "the full editor". This may seem like a PITA to some of you, but having a centralized 'repository' of all mod discussions pertaining to whatever guide(s) reduces clutter and consolidates information in as logical a fashion as possible in the forum format.
  22. This utility is very useful (I have tested extensively by now) ... I can run Skyrim now and browse the internet at the same time. This was not possible without the app. This is how it is for everyone to more or less degree, depending on user expectations, not on fact ... this should be an issue for anybody running Skyrim under Windows, but some do not notice the problem due to lack of XP with the issue. It is a general issue associated with many 3D games and all Bethesda games. Sometimes it sort of works and sometimes it does not. With this app, it is seamless and really works the way it should work. Tough to explain it if you are not familiar with the issues. Agree that calling it "Skyrim.exe" is a barrier, but it also contains code that triggers AV, which only serves to confirm any worry that may be elicited just from the name.
  23. I trust the program. Is it possible to package it into an archive that masks the offending file?
  24. Very cool program. Love the music.
  25. If any content contributors are not that comfortable editing in wiki style (syntax and layout in edit mode can be a bit challenging), feel free to post text file attachments on this forum and we'll take care of adding that content ... the only problem is that those content creators will not be logged as editors. No big deal. tThe important thing is that the info gets into the documentation.
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