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Everything posted by Mator
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By default? Yes. For the time being you can middle click, ctrl + click, or right-click -> open in new tab. EDIT: Updated, now opens in a new tab by default. You may need to empty your cache.
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It looks like you had some leftover stuff due to the bug where you could add a tool to the mods tab. Basically, you initially added ENB to the mods tab, and then added it to a group on the mods tab. The backend effectively stored the entry on the tools tab, but the group was not present on the tools tab so the entry poofed from the GUI. I fixed the issue.
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Hmmm. I went through a lot of the mods from the STEP mod list and made sure to submit additional archives for them, but any mods which were submitted by other users could indeed have been incomplete. I will bear* with you. :) I think that the reason why someone would want to use the mod list feature would be the following: - Compatibility help (once we have a large database of compatibility notes there's no better way to determine compatibility issues in a mod list than to actually create the mod list on Mod Picker) - Install/load order help (Mod Picker's approach to load order is better than LOOT's in that it actually explains why things get sorted in certain places and attempts to order things somewhat logically). - Mod List setup (once we have that built). Everyone wants this, so I think they'll want to use Mod Picker mod lists once this is an available option. I think the idea that if a mod isn't on Mod Picker the user has to submit them is a misunderstanding. The import feature will create custom mod/plugin entries on a mod list for mods/plugins that aren't on Mod Picker. Yes, any custom mod entries will not have images or other more detailed information as Mod Picker offers, but Modwatch (your comparison) doesn't have that anyways. Therefore, so long as even a single mod from a user's mod list is on Mod Picker, Mod Picker is at least a LITTLE bit better than Modwatch. I don't think building a mod list is as much work as you think it is with the import feature. How do you think the time could be cut down? I have a few ideas myself, but I'm curious if you have some as well. I think that the import feature helps with part of the process (though it doesn't handle mod option selection). I think that mod submission can be further improved with automatic determination for certain fields (categories and certain tags), a background job approach, plugin master display before analyzing mods, and better dummy master support. Another possibility could be to build an integrated batch mod submission function into the future Mod Picker desktop application as an additional step when importing a mod list. Uhh, have you not been paying attention? Mod Picker is building something very similar - a utility which will set up a mod list for the user. Also, keep in mind that Nexus Mods is on feature lockdown and are in the process of overhauling both their mod manager and their website. Their timeline is completely unknown - we shouldn't expect anything soon. There are numerous reasons why NMM's profile sharing feature is not a concern to me: - We already have a mod list feature built. I don't see Nexus Mods matching our Mod List UX. - We have compatibility, install order, and load order issue tracking built into Mod Picker which provides massive functionality which the Nexus will (in all likelihood) never have. - We support mods from multiple sources. NMM's profile sharing feature (in all likelihood) never will. - It will be just as easy if not easier to use Mod Picker's import/export features as it will be to use NMM's profile sharing feature. - NMM's profile sharing feature most likely won't handle config files beyond the basic loadorder.txt and modlist.xml. Mod Picker allows for generic/arbitrary config file management which allows for more complete mod profile setup. - NMM has been a trainwreck for years. They're rebuilding it from scratch - it's going to take at least a year just to reach the level of functionality we currently have with NMM/MO. - Nexus Mods simply do not have the data or database schema required to automate mod installation/setup. They may say they want to do this, but I'm willing to wager they haven't even STARTED working on it yet. Automating FOMOD and BAIN installers, and the installation of optional archives is something that is not trivial. - You don't know with certainty that profile sharing will be free. It may turn out that you are required to have a Nexus Mods premium account for it. Yes, there is a bit of a cost right now because we don't have that many mods (~1,100 when I last checked). I'll try to submit more mods myself here over the next few weeks, but I think a higher priority item should be improving the dummy masters feature so it can be active by default. Yes, I'll be building that soon.This is planned Thanks for your feedback! - Mator
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Here's a development build which adds a vertical scrollbar to that view: https://puu.sh/sYdwg.zip Screenshot:
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Congrats! I'm surprised that so many analyses had to be updated. I personally submitted many of the mods from STEP, so I'd be curious about what exactly was missing from them, though I don't think I'll ever know without digging through our log files. What do you think of the platform so far? Obviously there are still things in need of improvement, but do you feel that the overall direction/vision Mod Picker hopes to achieve is a good one and can be successful?
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I've been making some good progress on building tests with Mahogany. Man is it nice to make tests with a proper testing framework! Current test output: I've been streaming development on my livecoding.tv channel the last few days. Feel free to drop by. :)
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It's possible. This can happen if the functions which manage the view model have a bug. I hadn't seen this for awhile so I thought it was fixed. This is on the STEP mod list? EDIT: I think it must be related to the descriptions I added. The submission error: I'll look into that. Should be able to get it fixed soon. EDIT: Fixed. The names getting cut off is because I use a regex to try to determine where the Nexus-added part of the URL (e.g. the file id and version) starts. The regex look for a dash and then a sequence of numbers/letters (no spaces) leading up to a file extension, then removes the entire sequence. Unfortunately I don't think it's possible to not incorrectly remove the -1K part of the name. You just have to edit the name (as I mentioned earlier) and add the missing "-1K" to mod options that should have it.
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Nah, I'm just determined to keep Mod Picker working.
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Fixed this issue, the other issue, and an issue with submitting new mods. None of these errors were related to the helper role (they were affecting everyone). Thanks for telling me about them, let me know if you run into any other issues!
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Alright, I'll figure out the source of the problem and have a fix pushed sometime in the next hour. :)
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With the platform update I changed your role from Moderator to Helper, TechAngel85. You should have received a notification "You are now a helper on Mod Picker." ~8 minutes ago as of this post. It's a new role so we'll need to make sure your permissions all work. Let me know if there's anything that isn't working on the platform (specifically something that gives you a 403 forbidden error). See the latest news article on the site for information on the helper role.
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I've got some basic plugin file JSON serialization working. I don't have group/record serialization perfected yet, but it's just around the corner. Skyrim.esm.json
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Oh boy, that needs a scrollbar. XD I'll try to get on it. I'm trying to push a big update to the Mod Picker site today still, but I'll be doing Mod Analyzer fixes as soon as I'm done with that!
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Is MO able to install mods that require loose files and subfolders?
Mator replied to lv4321's question in General Skyrim LE Support
So the answer is yes, it can handle that. The answer the question how... how would it not be able to do so? It uses virtualization to emulate those files being in your data folder. There's no limits on the number of files that can be virtualized in this way that you'll reach using conventional mods. A huge number of people have used MO successfully with massive mod loadouts with well over 500 mods, virtualizing millions of asset files. -
Is MO able to install mods that require loose files and subfolders?
Mator replied to lv4321's question in General Skyrim LE Support
What do you mean "loose"? -
So I tried to get into my ubisoft account to claim the games. I reset my password and it still wouldn't let me log in. So I reset my password again, and it still didn't work. So I created a new account, and successfully claimed the bundle. Then the link to download the UPlay client wasn't working, so I disabled Ghostery and uBlock and reloaded the page. It still didn't work, so I copied the link and opened it in a new tab. It installed, and then I couldn't sign in to the new account I created, and after 3 login attempts they said my account has been suspended. Wow Ubisoft. Get your **** together. I got the games... I think. But there's no way I'm going to spend more time wrestling with their shitty software...
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Hmmm. I think I know why that may have happened. It's because it isn't actually correctly set-up as a BAIN installer (though it claims to be). This is why I came up with another way to do things earlier this morning, which I'll be implementing today. It should allow us to skirt this issue with minor costs to accuracy. Analyzed Relighting Skyrim as a BAIN installer and the analysis size was reduced from 6MB to 3.55MB. Should work now! :)
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The Relighting Skyrim analysis is extremely large, I'm willing to wager it has improperly mapped assets due to a complex FOMOD, in which case it needs to be analyzed as a BAIN archive. I recently changed the mod option naming logic (in 1.8 I think) so FOMOD mod options include the FOMOD group name, a dash, and then the option name. That should make the mod options fairly understandable in most cases. You can change the display name of any mod option from the Edit Mod page (just click on it and type something else). The native name of the option is still kept in the database for the purpose of future automation. EDIT: I do recommend that you should analyze complex FOMODs (like WAFR) as BAIN installers because of the way the FOMODs work. Mod Analyzer assumes that each mod option maps to a set of asset files/plugins, and each asset file/plugin maps to one mod option. It attempts to analyze things properly when this is not the case, but the result is often invalid. Just this morning I thought of a way we could make things more workable for complex FOMODs, so I'll be building that later today. For the time being please analyze WAFR and other mods with similar FOMOD complexity as BAIN installers. EDIT 2: See this GitHub issue for more information. EDIT 3: I believe WAFR was analyzed as a BAIN installer and had the BAIN analysis before you updated it, it's possible other mods you updated were the same. I have the BAIN analyses on my PC so I can update them now.
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Isn't it pretty clear it's looking for an ESP which has been merged? Error: File "Birdsofskyrim.esp" does not exist or is not currently loaded. stack: .Game.GetFormFromFile()
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I can try it out if you want. Upload the analysis JSON somewhere and I'll give it a go. If there is an issue with the site I'll fix it. ;) It's not Mod Analyzer which is doing that, it's Mod Organizer. It's not something I have any control over without building code specifically to try to work with MO. Mod Analyzer is extracting the original plugins from the archive you analyze to make sure it analyzes the original versions of the plugins from the archive. That means if a plugin already exists in your data folder (virtually or otherwise) Mod Analyzer has to rename it to make sure it doesn't overwrite it. So e.g. AOS.esp would get renamed to AOS.esp.bak. When Mod Analyzer finishes with analyzing plugins it deletes the plugins it extracted and renames the plugins with the .bak extension back to their normal, original filenames. Mod Organizer often does correctly catch these changes and keep plugins associated with their mods, but occasionally (randomly) does not. The only thing I could do would be create a "Mod Organizer integration" for Mod Analyzer which would require the user to specify their Mod Organizer directory. From there I could determine the actual folders plugins are from prior to renaming them, and then move them back into those folders explicitly from Mod Analyzer's code. This might fix the issue, but it's not really a problem which Mod Analyzer should be trying to fix tbh, and may create other problems (?). For the time being you should just check your overwrite folder each time after you analyze mods and move any plugins that ended up there back into the mod folders they belong to. If a plugin ends up in the overwrite folder it is NOT a copy, it's not possible for there to be a plugin in the overwrite folder with the same filename as a plugin in one of your mods due to Mod Analyzer. OK, I've been going through and fixing mods with incomplete analyses over the last few days. I can get the rest done soon. What mod/archive is that plugin from so I can try to recreate the issue?
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This is better than my advice. :) Especially for W10. I personally have been able to do some things in Program Files on W7, but I'm also a system administrator and programmer so I can fix problems when they happen.
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Vanilla Skyrim fails Stability test when using MO
Mator replied to OneQuestion's question in Mod Organizer Support
I agree as well. If you were to halve that speedmult and not use TCL that would be a "better" stability test, I'd say. -
External SSD is pretty gimpy IMHO, shouldn't waste your money on it. At best you'll probably be getting half of the SSD's performance (200MB/s read), depending on your USB3.0 controller you may get even less (100MB/s read). The same SSD hooked up directly to a SATA III port in the PC would get something like 400-500MB/s read. If you're going to have an external drive you're better off using an HDD, as the speed of a HDD is much more comparable to the maximum speed of the USB3.0 interface. My 2TB HDD has ~200MB/s read and 130MB/s write, which is right around what you can expect in terms of maximum bandwidth from the USB3.0 interface. EDIT: Gaming laptops are always a waste of money IMO. They're overpriced and run hot. Unless you REALLY need the portability you're better off building a gaming desktop PC and then having a moderately-powerful laptop for portability. Go for a smaller form factor if you don't want to carry a full ATX case to LAN parties. EDIT 2: Regarding the UAC issues, it sounds like you need to disable UAC and take ownership of your mods folder.
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Hi Kesta! I'll try to answer these: 1) Sure, that'd be fine. 2) It should be 32-bit on all modern operating systems. I think it was 16-bit on 16-bit systems (back when those were a thing). :) I think putting the library on the user's path would be good. Developers who use the library heavily are free to package it with their application as well. I prepend an underscore on variables which store values which are only meaningful within the context of the library. I use it for variables that are "handles" to interfaces as defined by the library: "_id" and "_res". (res being short for result)I also use it for the internal handle/interface data structures: "_store" and "_releasedIDs".I also use it for IwbFile variables as "_file" because "file" is a reserved word in Pascal.
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Oh boy... that is unfortunate if true.

