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Everything posted by Mator
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Merge Plugins "OK" button greyed out.
Mator replied to OPium46's question in Mator's Utilities Support (archived, read-only)
All good, I'm glad we figured out the issue. You don't need to do anything, I marked my reply as solving the issue - that should do the trick for anyone coming to view the thread in the future. :) -
Yeah, I realized this could happen the other day. I'm on it.
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Correct, I'm suggesting you incorporate parts of Mod Picker into your process as seems fitting to you. I think viewing it as doubling your work is inaccurate given the fact that I can guarantee someone will want to maintain STEP on Mod Picker (whether or not they're a part of STEP staff is another question). Sirius, Thallassa, and myself are all willing to help out as well. And there's the fact that a lot of what you compile on STEP gets automatically compiled on Mod Picker (FOMOD and BAIN mod options), or can be effectively copy-pasted to Mod Picker. Yes, I think you should continue using your wiki mod pages. Maybe at some future point in time Mod Picker mod pages can replace them, but for the time being you should definitely stick with the wiki pages you have here. I thought I outlined that in the "The Mod Picker Process" section in my OP? I don't really know exactly where you guys should draw the line, that's up to you. Honestly, I don't think you should stop doing anything that you're currently doing on STEP until you've been using Mod Picker for awhile and feel a transition would be desirable. We can, however, make some preliminary steps to set up the possibility of transitioning parts of STEP to Mod Picker. (most notably the mod pages) As I noted in my OP and in my replies to Dreadflopp, that's a feature that we have built on the backend but don't yet have a frontend interface for. It'll probably take me no more than hour of work to put it together and deploy it to the platform, which I'll do immediately after I finish this reply to you. (EDIT: I did finish the feature in about an hour, but deploying it will have to wait due to the scale of the changes.) Also as noted in the OP, you currently can specify WHAT to install in terms of FOMOD/BAIN Options and optional archives on Mod Picker currently. I think you misintepretted that. FOMOD instructions will not be behind a paywall. The only thing that requires premium is the "automatically install the mods for me" feature. Here are some explicit examples of things that make it "easier" on Mod Picker: 1. Mods may be submitted by other people before STEP gets to them. Imagine if mod pages existed for all the mods you wanted to include in STEP without you or other people in the STEP community having to make them - that's what Mod Picker offers if it becomes reasonably successful. 2. You don't have to manually compile a table on FOMOD/BAIN mod options, the mod analysis determines that automatically. 3. You can add/remove mods from a Mod Picker mod list faster and more effectively (how do you even do that on STEP?). To remove a mod: go to the mod list, click the X by a mod, and save. To add a mod: go to the mod list, enter a mod name into the mod search, select the mod, move it into a group if relevant and save. 4. The advantage of a single shared knowledge-base of compatibility, install order, and load order information saves STEP from the need to do certain research. Yes, this sounds like a good avenue to pursue.
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GUIDE Mythic Dawn: Gateway to Oblivion WIP
Mator replied to hishutup's topic in Oblivion - Mythic Dawn
Fix the neon green color in the OP. Here's some good alternatives: Pistachio #93C572 Emerald #50C878 Dark pastel green #03C03C -
Not sure how I could help, but I remember messing around with a hex editor with THPS3 .cas files when I was like 11 (which was my first foray into modding). I can help with getting footage or whatever. :)
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Nice - Pendulum. Classic stuff. Hard to follow up Pendulum.
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Pogo makes some really cool stuff by remixing (mostly Disney) movies. I have lots of other stuff to post, but one artist at a time, eh? :)
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Install instructions can be part of the STEP mod list on Mod Picker, which will only be editable by STEP staff. There's no reason for flags to be only editable by STEP staff or limited to STEP. I don't see you not "needing" the analyzer (mod analysis*) being a point against Mod Picker. Having more things is not a bad thing. What custom/tailored information do you display? Can you be specific? The information I see displayed is as follows: 1. Mod name and link 2. Baseline mod option (if relevant) 3. Quality options (if relevant) 4. DLC Required (if relevant) 5. Notes All of these things could be displayed on Mod Picker with some minor tweaks or through a custom view generated using data fetched from the Mod Picker APIs. In terms of "streamlining", the solution Mod Picker offers is far more streamlined. Requiring less manual entry when creating the mod list/guides and less manual steps from users in the setup phase. That's fine, I don't see how that would be a problem. You still have complete control over what mods can be in the guide. You just need to do more manual legwork in order to set them up properly. All of the details that you lose from using custom mod entries are details you've never had as part of the STEP guide (Reviews, Notes, Mod Analysis, etc.). To claim that being required to use custom mod entries "trumps all the good" is an absolutely insane hyperbole. You lose nothing that you already had for those mods. If there is something important that's missing let me know and I can probably add a way to enter it and display it for custom mod entries. In regards to other games: we are adding SSE support in the next few days and FO4 support in the next month. We'll be supporting Oblivion, Morrowind, Fallout: New Vegas, and Fallout 3 in the coming 5 months assuming the site is reasonably successful. If there is another game that I have not yet mentioned that you would like to make a STEP guide with, please let me know. We are planning to expand Mod Picker to as many games as we can, assuming it is reasonably successful. Again, it seems like you're just not reading the thread. I never said anything about STEP "merging" with Mod Picker, all of my language has been about "managing a STEP mod list on Mod Picker". I do not think you guys should jump in right now to replacing all of your current infrastructure with Mod Picker. What you guys have here works. What I want is for you to give Mod Picker a try and offer it as an option to users who are interested in STEP that way. Mod Picker does nothing except save you time. It's not more restrictive in any way that's actually important to the people maintaining STEP or using it. I'd be willing to wager it will be liberating to the STEP project more than anything else. Per dreadflopp: --- I'm not willing to sell the Mod Picker software at any price you would be willing to pay, sorry. If you need to customize something just let me know and I'll see what I can work out. As I have said before, I would be willing to develop a lot of things to make Mod Picker a better fit for STEP. In the end, you may still need to be a little flexible on a few things because they will be different on Mod Picker, but I think you may be surprised how similar I can make things to your current solution if you give me the opportunity to do so.
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link removed due to potential spam/phishing Introduction This thread will be about investigating and discussing the viability of integrating Mod Picker into STEP processes and maintaining a STEP mod list on Mod Picker. Maintaining a mod list for STEP on Mod Picker does not preclude using any current systems in place here on the STEP wiki/forums. In the long term, it may be possible for STEP to replace parts of their process with functionality if that is determined to be desirable by the STEP staff. A work-in-progress thread about Mod Picker already exists in the Mator's Utilities Support subforum with 5 pages of discussion. There's a lot of other discussion that has occurred regarding Mod Picker across the internet, which you should be able to track down with a google search if interested. I have been discussing the possibility of maintaining a STEP mod list on Mod Picker with TechAngel85 on and off for a few months now. The purpose of this thread is to clearly lay out the advantages and disadvantages of using Mod Picker to maintain a STEP mod list and to centralize discussion on the topic. I realize that this post is a bit on the long side, please bear with me. STEP Mod List You can view an under construction version of the STEP mod list on Mod Picker as put together by TechAngel85 here: STEP Core Mod List (NOTE: You must allow adult content from your user settings page because the STEP mod list includes Better Males which is an adult mod!) Mod Picker Features Below is an overview of what Mod Picker offers. Unless otherwise stated, all links provided below are to screenshots to illustrate the features being described. Mod Pages Mod Picker has mod pages which display information about a mod as well as reviews, compatibility notes, install order notes, load order notes, and a mod analysis. - Mods can have a single thumbnail image. - Mods can have one or two categories. - Mods can have up to 10 tags. This limit could be increased to 15 or 20 if we find mods needing more than 10 tags. - Mods can have custom sources. Currently only Mod Picker site staff can submit mods with custom sources. - Mod Picker site staff, mod authors, and curators can manage the mod page. - The mod analysis includes a full asset map (including assets inside BSA archives) and plugin dumps. Plugin dumps include metadata on the plugin, an overview of their record composition, the FormIDs and signatures of override records, and a list of plugin errors. Mod Submission Mods can be submitted to Mod Picker by anyone. Mod submission is done through a form which requires specifying one or more sources, a mod analysis, mod requirements, mod categories, and mod tags. Mod Lists Mod Picker allows registered users to build mod lists using mods available on the platform. A mod list has a name, a markdown description, a status, a visibility, tags, an ordered list of tools, an order list of mods, mod options specified per mod, an ordered list of plugins, one or more config files, and comments. - Tools, mods, and plugins can be sorted into groups for ease of viewing. - Mods and tools can be viewed in both grid and list view. List view allows users to customize the information that is displayed. - Mod Picker offers automated install order and load order sorting algorithms which the user can use with the click of a button. - Tools, mods, or plugins which are not yet submitted to Mod Picker can be added to mod lists as custom entries. Custom entries will be automatically substituted with proper entries when the mod they correspond to is submitted. - Plugins can be marked as merged or cleaned. - Mod Picker advises users on missing requirements, compatibility issues, install order issues, and load order issues with their mod list. Users can resolve issues manually or by clicking one of the automatic resolution options. Users can also batch resolve issues using the Resolve All button. Issues can be ignored if determined invalid or inconsequential. - Mod lists currently offer three basic export options. modlist.text is a mod install order document as should be provided to Mod Organizer. plugins.txt is the plugin load order file. links.txt is a list of links for downloading the mods. - Mod list import options and automated mod list setup are both planned. - The analysis tab displays mod list statistics, conflicting assets, conflicting override records, and plugin errors. Compatibility Notes Mod Picker allows users to create compatibility notes which make a statement about the compatibility between two mods. Compatibility notes are created following a template which keeps the information accurate and useful. Compatibility notes state the mods have one of the following compatibility statuses: - Incompatible: The mods cannot be used together without major functionality not working properly. - Partially Incompatible: The mods can be used together, but certain functionality will not work. - Compatibility Mod: The mods are compatible when using another mod with them ("another mod" is defined as a separate mod page). - Compatibility Option: The mods are compatible when using an optional download, FOMOD option, BAIN option, or compatibility plugin. - Make Custom Patch: You can make a custom patch using TES5Edit or another tool to make the mods compatible with each other. Instructions should be provided. Compatibility notes are used several ways in Mod Picker beyond the obvious: - Compatibility notes are displayed on Mod Picker mod lists with automatic resolution options. - Users can opt to filter mods that are incompatible with their active mod list when browsing mods on Mod Picker. - A message is displayed when a user views a mod which is incompatible with their active mod list. Install Order Notes Mod Picker allows users to create install order notes which make a statement about the order in which two mods should be installed. Install order notes are created following a template which keeps the information accurate and useful. Install order notes are displayed on Mod Picker mod lists with automatic resolution options. Mod Picker's automated install order sorting algorithm takes install order notes into account. Load Order Notes Mod Picker allows users to create load order notes which make a statement about the order in which two plugins should be loaded. Load order notes are created following a template which keeps the information accurate and useful. Load order notes are displayed on Mod Picker mod lists with automatic resolution options. Mod Picker's automated load order sorting algorithm takes load order notes into account. Reviews Mod Picker allows users to review mods. Reviews contribute the reputation of mods and the reputation of the author of the mod. Users can specify what sections they want to review a mod on, and provide scores for each section they choose. Reviews are created following a template which guides users to address different parts of a mod. The STEP Process Before we investigate how Mod Picker works for STEP, I'm going to do a quick evaluation of the STEP process. This evaluation will serve to guide the discussion about Mod Picker. If I make any mistakes or miss any critical details, please let me know. Step 1: Mod Suggestion Before mods are added to STEP they go through a process where they are suggested and discussed by the community. This usually involves creating a thread in the Republic of STEP -> Mods subforum. In the thread, users discuss the mod, evaluating its necessity, quality, stability, and compatibility. Based on the discussion and other criteria (such as the STEP Mandate) decisions are reached on whether or not the mod should be part of STEP Core, STEP Extended, or a STEP Pack. When a mod is accepted a forum topic is created in the Republic of STEP -> Mods -> STEP Mod Anthology subforum and tagged "Accepted". If a mod is later integrated into the STEP compilation, it becomes tagged as "Compilation", and if it is dropped from STEP it becomes tagged as "Dropped". Step 2: Mod Page Creation Note: This often happens at the same time as step 1. This involves creating a page on the STEP wiki for the mod. The STEP wiki page is created by and can be edited via a form. The STEP mod page displays the following information: - Full name of the mod - Author(s) of the mod - STEP section - Mod source (Nexus Mods, Steam, or Other) - One or more external URLs - STEP Forum Thread - DLC Requirements - DLC Supported - Resource packaging details (Loose, BSA, None, or Undefined) - Documentation Flags - Content Flags - STEP Flags - A gallery of screenshots (optional) - Detailed instructions for download & installation Step 3: List Compilation Semantic MediaWiki is used to pull mods into the STEP Guide based on the section they are categorized in. The mods are then displayed in tables on the STEP Guide using the ModTable template to pull from MediaWiki categories. Table rows display the following information: - The mod name - A link to the mod's source page - A link to the wiki page about the mod - A baseline mod option - Quality options - DLC requirements - Notes/a link to detail instructions on installing the mod. Step 4: User Experience Users follow the STEP Guide wiki page to download and setup the mods. The guide page provides a step-by-step process which a user can follow to set the STEP mod list up. STEP Packs function in a similar fashion. Airbreather currently has a project for automating the setup of STEP mod lists. His software requires the manual compilation of an XML file. The Mod Picker Process This section will describe a STEP process involving Mod Picker analogous to the process described above. Step 1: Mod Suggestion Discussion about a mod being included in STEP can and should still happen on the STEP forums. Mod Picker doesn't really have a good place for this kind of discussion anyways. A few things can be added to this step: - In addition to linking the STEP wiki page for the mod, the user could link the Mod Picker page for the mod. If the mod isn't already on Mod Picker and the OP doesn't want to submit it, another user could submit the mod to Mod Picker and reply to the thread with a link. - Results of research on compatibility, install order, and load order could be added to Mod Picker. This allows the entire community to more directly benefit from the efforts of the STEP project and allows STEP to better organize this information on a single page about the mod. - Well formulated opinions about the mod can be made into reviews on Mod Picker. - Issues with the mod's stability, or the mod becoming obsolete can be submitted as appeals on Mod Picker. (appeals can change a mod's status between Good, Outdated, and Unstable). Step 2: Mod Page Creation The STEP mod page could link to the Mod Picker mod page. At some future point in time the Mod Picker mod page could completely replace the STEP mod page. Below is a comparison between the functionality offered by the STEP mod page vs. a Mod Picker mod page. Some of the things I list as being only available on Mod Picker or STEP are debatable, and have explanations. Both: - The mod name - The mod author - A source link - Custom source links - Category. STEP has a "section", which is different from Mod Picker categories. STEP can still retain their sections as groups in STEP mod lists. I personally feel the categories for mods on Mod Picker are better than the STEP sections, but I don't expect the structure of the STEP guide to change any time soon. - Resource packaging details (Loose, BSA, or None) - Required DLCs - Content flags and STEP flags. Mod Picker handles these in various ways. - Installation recommendations. You can do this on a Mod Picker mod list by specifying the mod options for the mod. You cannot indicate a mod option is "optional" currently. This could be added if deemed absolutely necessary, though I personally feel it's not the best idea. The ability to specify custom notes on mods/plugins in your mod list is something that we will be adding to Mod Picker soon. Only STEP: - Baseline version. Mod Picker does have default mod options, but these aren't exactly the same. - Resource packaging details. Mod Picker doesn't display this directly, but it does track the asset paths for mods (so it does know whether a mod has mod options with BSA files or loose assets). - Supported DLCs. Mod Picker can sort of do this through compatibility notes, but there isn't a clean "list" of them. It would be fairly easy for me to make a way to generate/display an overview report on a mod which would list the requirements/compatibility relationships between it and other mods, if that is desirable. - Screenshot gallery. There are no plans to upload screenshots beyond the mod thumbnail to Mod Picker currently. I don't think this is necessary for Mod Picker to have when all major mod sources (Nexus Mods, Steam, and Lover's Lab) do so in an effective fashion. - Documentation flags. There is a plan to add a new feature to Mod Picker to allow mod authors to provide a short description, detailed installation instructions, and detailed uninstallation instructions on the Mod Picker mod page. Only Mod Picker: - Mod aliases (acronyms). STEP does have a secondary name listing which sometimes specifies acronyms for the mod. - Multiple primary mod sources - Required mods (other than official DLCs) - Open tagging - Mod Analysis - Reviews - Compatibility Notes - Install Order Notes and Load Order Notes Step 3: List Compilation Once Mod Picker's RESTful API has been made public you will be able to pull and list information on Mod Picker mod lists from anywhere. Until then, the Mod Picker mod list page should be sufficient. A lot of the STEP guide content can be put into the mod list description. Some of the STEP guide content which isn't just relevant to STEP (e.g. Guides on tools and INI files) can be made into help pages in the Mod Picker Help Center. Below is a comparison between the functionality offered by the STEP guide vs. a Mod Picker mod list. - The STEP guide is made with wiki code, where a Mod Picker mod list's description is in Markdown. I may be able to add some features to Mod Picker's markdown such as tables, but it will be somewhat more limited than wiki syntax. The biggest limiting factor I can see is no way to color text outside of pre-defined styles for code blocks if we add code syntax highlighting. - The STEP guide page is 49,880 characters, the current limit on the Mod Picker mod list's description is 65,535 characters. - Mod Picker mod lists can be cloned, converted to various data formats, exported, imported, etc. The data exists in an accessible format in our database - we can develop pretty much any feature you can imagine. - Both the STEP guide and Mod Picker provide a list of mods with grouping. Mod Picker separates things into tabs which makes the mod list less overwhelming. - The STEP guide presents mods in tables. Mod Picker mod lists can present mods in grid or list view, and you can customize what columns are displayed while in list view. - The STEP guide doesn't provide a specific load order - it advises the user to use LOOT instead. Mod Picker lets you specify an explicit load order. - Mod Picker mod lists display missing requirements, compatibility issues, install order issues, and load order issues. This means that if someone else in the community were to discover an issue between two mods the issue would be immediately presented on the STEP mod list, which allows STEP to benefit from the efforts of the rest of the community without having to go out and discover new information. - The mod list analysis tab could provide a lot of valuable insights (statistics, conflicting assets and conflicting overrides) to guide STEP in creating the STEP mod list faster and more effectively. When developing a new version of STEP, I imagine the STEP team would clone the STEP mod list, mark it as unlisted and under construction (so it won't appear in search results) and build it over the span of several weeks or months. Mod Picker does not currently offer a way for a user to allow other users to edit their Mod List, but the functionality could be very easily built. Step 4: User Experience We are working on building an automated mod list setup utility leveraging the data stored on Mod Picker mod lists. This utility would function similar to AirBreather's StepperUpper, except no manual data compilation would be required. Due to the way that Mod Picker works as a data center, we can also potentially automatically compile various information based on mod lists such as installation instructions (once we support them to the platform), FOMOD/BAIN installation instructions, a compatibility report, etc. I imagine that STEP Core, STEP Extended, the STEP Packs, and any variants on these would be separate mod lists on Mod Picker. Mod Picker users could easily clone STEP Core to make their own personalized STEP mod list which they can publish and share with their friends. If STEP Extended and the STEP Packs are flagged as Mod Collections on Mod Picker users could add them to their STEP mod list by clicking a single button. Advantages I've already covered a lot of the advantages to maintaining a STEP mod list on Mod Picker, but here's an overview as well as some that I haven't mentioned yet. Shared Benefits Maintaining STEP mod lists on Mod Picker would allow STEP to share benefits with the rest of the modding community. Compatibility, Install Order, and Load Order notes are the biggest and most important shared benefit. There's also the shared database of mod-related information, and overall promotion of modding knowledge. These shared benefits will make both STEP and the modding community better for everyone. Exposure Right now Mod Picker isn't extremely popular (we only just launched), but the addition of STEP to the platform could really help us get more attention. If Mod Picker becomes a big deal in the community, and STEP is the first and most notable mod list on Mod Picker it could really increase the exposure of STEP to the community. API Mod Picker will be offering a full RESTful API for other developers to tap into. This API could be leveraged by STEP in any number of interesting ways, including embedding a Mod Picker Mod List on the STEP website. Accessibility Mod Picker enables users to work with mod lists in a way that is incomparable to any other platform. The ability to clone the STEP mod list, customize it, add STEP packs to it, and be guided to resolve any missing requirements, compatibility, install order, or load order issues is something which Mod Picker offers which isn't offered anywhere else. Automated mod list setup will make it even easier. Mod Picker will make STEP more accessible to the community. Data Insights Mod Picker is going to become a massive database of mod-related information. The insights Mod Picker will be able to offer in the near future will be incomparable to that of any other platform. We live in an age of big data, and the insights that data can provide can be very valuable. Mod Picker is set to become the "Big Data" of modding through mod analyses and crowd-sourced community contributions. The insights we will be able to provide about mod compatibility, conflicts, install order, load order, and other relationships will greatly benefit STEP and the community as a whole. Development Maintaining a STEP mod list on Mod Picker will drive the development of Mod Picker and STEP to new heights. I think the opportunity for growth is very real given my dedication to make Mod Picker an awesome platform for STEP and the modding community combined with STEP's long and well-established experience with maintaining a large mod list. Disadvantages There are some disadvantages to maintaining a STEP mod list on Mod Picker: Opt Out Mod authors can opt out of Mod Picker. We have chosen to respect the wishes of mod authors who do not want their mods to be listed on Mod Picker (remember, we aren't actually hosting their files). We plan on continuing to honor this agreement for the foreseeable future. Opt out is enforced in mod submission - you cannot submit a mod to Mod Picker that was uploaded by an author who has opted out of Mod Picker. Currently, two mod authors whose mods are in STEP core who have opted out of Mod Picker: Arthmoor and Shurah. You can still list their mods and plugins in a Mod Picker mod list using custom mod/plugin entries. The major disadvantage with mod authors opting out is there is no mod page for the mod on Mod Picker. That also means there is no analysis information (mod option, asset, and plugin information), no requirements, no compatibility notes, no install order notes, no load order notes, and no reviews. We do hope that we can eventually convince the mod authors who have opted out of Mod Picker to allow their mods to be listed. Mod List Setup The current plan for the Mod List Setup Utility is to make it available only to users who pay for premium accounts on Mod Picker. The current plan is for premium accounts to be $5/mo, and giving users premium for life after $30. I think this is a very fair way to set things up, and also very reasonable. We also plan on giving premium away to many users in the community on a regular basis through contests, site contributions, mod authorship, etc. Sign Up Currently you have to sign up for a Mod Picker account before you can view the site. Please note that this is only temporary - we will be making the site publicly accessible in the near future. Conclusion If you have any questions or concerns please reply and let me know. Regards, - Mator
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[WIP] Mod Picker
Mator replied to Terrorfox1234's question in Mator's Utilities Support (archived, read-only)
Sure, all guud. :) Good to know! :) Those should be covered by mod options, ideally. Yes, very big plans! :) I'm glad to hear you're excited for what Mod Picker will bring to the community. -
Today I built a testing framework for Delphi taking inspiration from Jasmine. The framework is called Mahogany, and is available on GitHub. I'll be using this framework to build and perform rigorous tests on xedit-lib functionality. Because testing code is a good thing.
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Merge Plugins "OK" button greyed out.
Mator replied to OPium46's question in Mator's Utilities Support (archived, read-only)
You need to activate the masters for the plugins. Skyrim.esm, Update.esm, and the DLC if relevant. They should be red at the top of the list. -
Spent some time working on xedit-lib today, still doing more but the progress so far is looking pretty good: Test results generated from this code: https://github.com/matortheeternal/xedit-lib/blob/master/test/Delphi/DelphiTest.dpr
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[WIP] Mod Picker
Mator replied to Terrorfox1234's question in Mator's Utilities Support (archived, read-only)
I'll reply to some of the ways you suggested to use notes. Ideally we want to minimize the necessity of notes, though I am still fairly confident we're going to support them. It can't hurt to have them. Fomod instructions/walkthrough: We'd like to be able to generate FOMOD instructions/walkthrough based on mod option selection on the site. We also would like to be able to fully automate the installation of FOMOD mods based on the mod options on the site once we have the mod list setup utility working. Records to be edited in xEdit: Doesn't this usually involve making a custom patch plugin, or do you mean in the source plugins? I generally think that it's best practice to always use a separate patch plugin and leave the mods untouched so if a mod updates you don't have to redo the changes (just verify the formIDs haven't changed - they won't 99% of the time). You can specify descriptions on custom plugins on mod lists. Comments on which plugins to choose and why: You do provide a load order on Mod Picker, which has the 'which plugins to choose'. I don't see how "reasons why I chose these plugins" would be particularly valuable to most users of the mod list (it should be self-explanatory most of the time, shouldn't it?). Merge instructions and what to name the merged plugin: You should use a custom plugin in the mod list named what you want the merge to be called, and position it in the load order after the plugins to merge, with each plugin that is part of the merge marked as merged (you can do this from the gear dropdown menu). Later on I'll be making Merge Plugins into a DLL which can be called from any application so we can actually merge plugins when setting up a mod list with our mod list setup utility. Yeah, that's how I would implement it. :) I don't want to move it or add a background color, but I'll look into giving it a stronger color/shadow so it stands out more. Thanks! - Mator -
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Mator replied to OPium46's question in Mator's Utilities Support (archived, read-only)
Oh... you probably didn't need to do that. -
[WIP] Mod Picker
Mator replied to Terrorfox1234's question in Mator's Utilities Support (archived, read-only)
@Dreadflopp: Looking into WAFR, I see what you mean. Also when trying to analyze it I see the bug as well. Will fix and push a hotfix to Mod Analyzer ASAP. - Mator EDIT: Fixed the analysis. Kinda had to hack it to get it to be reasonable. Mod Analyzer updates incoming, though they don't fully handle complex FOMODs yet. I didn't build advanced dependency flag parsing into it, will need to do that. Not sure how I'm going to do it quite yet, seems like it can get VERY complicated in some FOMODs. All I want to be able to do is mod options to assets 1:1, but I'm not certain if that actually makes sense given the extensive nature of FOMODs. In the case that it can't be done I'll probably just have to fall back on analyzing the archive as a BAIN installer. -
[WIP] Mod Picker
Mator replied to Terrorfox1234's question in Mator's Utilities Support (archived, read-only)
@1: that happens if a mod has an incomplete analysis (not all archives analyzed). Please verify though that it's not a mod option you're missing (from the mod analysis tab). If the analysis is missing archives you should add the "incomplete analysis" tag to it. The only mods that were added "manually" were Skyrim, the official DLCs, and Enderal. Every other mod was analyzed with mod analyzer. If you could post the bug you experienced with analyzing the mod I can look into it. @2: We were going to do that, but it kind of dropped out of the picture with the ui design we ended up going with for mod lists. Do you really see that being used often? Like if it's only a few mods per mod list you can use the description, I feel. That said, I'm totally willing to bring the feature back. :) I'm glad you like mod picker! Please do contine to offer feedback, it's very valuable to us. :) -
Merge Plugins "OK" button greyed out.
Mator replied to OPium46's question in Mator's Utilities Support (archived, read-only)
On the plugin selection form? It could be because you have too many plugins selected OR because you don't have a master selected. Maybe you can post a screenshot? -
[WIP] Mod Picker
Mator replied to Terrorfox1234's question in Mator's Utilities Support (archived, read-only)
We've started the process of adding all STEP mods to Mod Picker (that aren't already up). I'll keep you guys updated, but as of right now I've added 23/128 missing mods. (18% done) EDIT 4: Another 20 mods. (77/128, 60% done) EDIT 5: Another 23 mods. (100/128, 78% done) -
[WIP] Mod Picker
Mator replied to Terrorfox1234's question in Mator's Utilities Support (archived, read-only)
You can upload it to some file hosting site and post a link in your mod list's description. Even better, add a custom plugin to your mod list, give it the filename of your ESP, write a description for it and put a link in the description. -
[WIP] Mod Picker
Mator replied to Terrorfox1234's question in Mator's Utilities Support (archived, read-only)
We've started a public beta. Anyone can now sign up for and use the site. link removed due to potential spam/phishing -
Merge Plugin Standalone Visual C++ 2012 issue
Mator replied to OptionalLemon's question in Mator's Utilities Support (archived, read-only)
If you disable batch copying from the settings screen the program shouldn't start any command prompts. -
Merge Plugin Standalone Visual C++ 2012 issue
Mator replied to OptionalLemon's question in Mator's Utilities Support (archived, read-only)
That's what merging does. It takes the ESPs and puts them into a single ESP. Bathing in Skyrim - Merged.esp is the new merged "plugin"/"mod" you created by merging. You really need to read the manual/watch the video tutorial, bro. I have no idea what VCRedist has to do with Merge Plugins. I do know that Windows 10 is a **** OS and causes people no end of pain and suffering, but that's not my concern. I've done the best I can to document fixes to problems that people have had with the software in the included documentation. -
Custom AT-Quickchange Script?
Mator replied to johnnywatts's question in Mator's Utilities Support (archived, read-only)
Yes. No, it restores values from the master record. If you want to restore values from a specific plugin that will have to be built as well. This is why you should really just use Smash instead. :P I decided to give it a try. I don't usually do annotate things that way. I didn't write any code that handles "" in my script, and that is not base functionality in xEdit to my knowledge. That might be placebo effect. -
Merge Plugin Standalone Visual C++ 2012 issue
Mator replied to OptionalLemon's question in Mator's Utilities Support (archived, read-only)
In Mod Organizer, right click in the mods list, go to "All Mods" and choose "Refresh".

