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Everything posted by Mator
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v0.1 released, see the updated OP for details!
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Modding Tools Survey (zEdit)
Mator replied to Mator's question in Mator's Utilities Support (archived, read-only)
Check out this video from GamerPoets for an overview of the survey results: https://www.youtube.com/watch?v=9j2kkKw1ui4 -
90% of the difference between those two screenshots appears to be work of lighting/weather mods. Get your ENB/weather mod sorted out, and it should look
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You liked that little note eh? :)
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zEdit Current Release: Alpha v0.3.0 What is zEdit zEdit is a new GUI/frontend for the xEdit framework built with Electron. The goal is to do everything xEdit does and more through the power and flexibility of JavaScript, HTML, and CSS. I posted a survey to get ideas for zEdit here (and elsewhere) a few weeks ago. GamerPoets made a video going over the survey results, which you can view here. v0.3.0 Release Notes This release includes a new application mode for cleaning plugins (zClean), advanced record search/filtering functionality, a referenced by view, tab icons and dynamic labels, and more. v0.2.0 Release Notes This release brings documentation, record copying functionality, extension management, and more. v0.1.1 Release Notes This is a hotfix release which fixes several bugs and UX issues that were reported to me shortly after v0.1.0 was released. This release should finally fix all of the issues with FO4/SSE load order handling. v0.1.0 Release Notes This release includes a bunch of fixes and new features. The release is pretty solid and includes really some exciting new systems. This release adds support for zEdit Modules. Modules are packages of JavaScript code and HTML templates which are loaded by zEdit on startup. zEdit modules are like mods for zEdit. Developers can create new context menu items, new modal views, respond to application events, and more. The release also adds support for custom application and syntax themes. I included a dark theme which I put together myself as well as a bunch of syntax themes which were included with CodeMirror. Finally, this release includes a core module - the zEdit Unified Patching Framework (or UPF for short). UPF is similar SkyProc/SUM, but better. You can find an example UPF patcher here. UPF offers: Generic progress modal display while patchers executeThe ability to build multiple patchers into a single patch plugin fileA single Manage Patchers modal where a user can adjust the settings of their patchers, disable patchers, and build patch plugins. Patchers can register tabs here with an HTML template and an angular controller.The ability to use all features of ES6 JavaScript in your code, including functional programming, classes, file system access through NodeJS, and more.Full access to xelib, a javascript wrapper around XEditLib which provides a high performance API to the XEdit framework. That means faster execution than xEdit scripts, no jvInterpreter weirdness, a simplified API with no redundant functions, and many totally new functions which make many tasks much easier.A highly structured patcher format which makes creating patchers faster and less repetitive.Here are a few screenshots of UPF in action: Settings Modal TabManage Patchers ModalExample Patcher TabRunning a patcherResulting patchjdsmith2816 is currently working on porting the ReProccer to use UPF. He has Armors, Alchemy, and Projectile patching done and mostly tested, and is currently working on the last part of the patcher, patching Weapons. v0.0.1 Release Notes Plans I started working full time a few weeks ago, so I have less time to work on zEdit. This caused the v0.2.0 release to take considerably longer than initially planned (from 1-2 weeks to 1 month). New releases will likely be monthly/biweekly going forward. zEdit development will continue, but it will be slower. This would be a good time for any developers who are interested in the project to make a commitment to contribute to zEdit more often! Conclusion You can report issues here or on the GitHub repository and you can track my progress on zEdit's public Trello board. You can get updates on zEdit and chat with me or other developers on the Modding Tools Discord Server. If you're a developer and interested in contributing, send me a message and we can find something for you to work on. Thanks, and enjoy zEdit! - Mator
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The choice you make won't affect your plugin count. Installing as separate mods will clutter your mod list a bit, but also allows you to change your mind later without having to dig into the folder and delete files by hand / reinstall the mod from the archives. It ultimately comes down to personal preference most of the time.
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Merge Plugins Fallout 4
Mator replied to blackandwhite88's question in Mator's Utilities Support (archived, read-only)
I don't know what Base.zip is. My only guess is you're referring to the scripts.rar archive for Fallout 4? Try re-downloading the GECK and see if that gets it. You'll be looking for the Institute_Papyrus_Flags.flg file for Fallout 4. -
Merge Plugins Fallout 4
Mator replied to blackandwhite88's question in Mator's Utilities Support (archived, read-only)
In that case, I'd highly recommend you re-watch GamerPoet's videos and/or read the documentation included with Merge Plugins. Setting up integration is covered pretty thoroughly in both locations, and both talk about setting up champollion. -
Merge Plugins Fallout 4
Mator replied to blackandwhite88's question in Mator's Utilities Support (archived, read-only)
Do you have Champollion installed? Are you using MO? If MO isn't autodetected, you can browse for the path by clicking the folder icon by it. -
Modding Tools Survey (zEdit)
Mator replied to Mator's question in Mator's Utilities Support (archived, read-only)
Thanks guys for the responses. This is an absolute treasure-trove of information. -
Modding Tools Survey (zEdit)
Mator posted a question in Mator's Utilities Support (archived, read-only)
I have created a survey on modding tools and APIs to get ideas for zEdit, a modding tool I am building off of the xEdit framework. zEdit will be an Electron application built with AngularJS with a similar feature set to xEdit, with some improvements: A modern, customizable GUIA robust package systemAn automated patching system to replace SkyProc/SUMIntegrated tools for automating simple tasksThis survey is to get an idea of what other modding tools and APIs do well, and what they could do better. The information gathered through this survey will be used to design and develop zEdit. Survey Link -
Nice to see those Mod Picker mod lists! Great work. :)
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A heads up from more experienced modders on HQ mods' impact on performance
Mator replied to wordflow's question in General Skyrim LE Support
4GB is still a lot. You can probably go 1K/2K on most things and 4K+ on large landscape/building textures. You can use Skyrim Performance Monitor to track your VRAM usage in different areas to see where you're at and how different mods affect it. A good place to test peak VRAM usage would be Whiterun or Riften. -
ITPOs* (Identical to Previous Override records). Smash cleans ITPOs when the patch is completed, but the currently released version doesn't clean them completely, leaving some parent ITPOs at the end of the process. This issue is fixed in my current dev build, and will be resolved in the next update.
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Question About Conflict Resolution Patching
Mator replied to Nickd1291's question in General Skyrim SE Support
It is, and you can use it with Wrye Bash as your Mod Manager. I think I've talked with him briefly. I have one issue submitted by him on GitHub which I have yet to look into. Smash is getting a pretty major update here soon. -
Question About Conflict Resolution Patching
Mator replied to Nickd1291's question in General Skyrim SE Support
Why do you want to patch as you play? Generally speaking, it's bad to make any modifications to your ESPs/load order and load older saves. With conflict resolution patching it's certainly less likely to end up with a change that's detrimental to your save games, but it could happen. Unless you have a very good reason to not do all your patching up front before you start your playthrough, you should just get it all out of the way to start. Also, I'll plug my own application, Mator Smash, which performs better/more complete conflict resolution than all other available solutions. -
A heads up from more experienced modders on HQ mods' impact on performance
Mator replied to wordflow's question in General Skyrim LE Support
The main thing you'll run into when using large textures with a top of the line graphics card is VRAM limitations. If you're on Windows 8 or 10, there's a 4GB VRAM limitation due to DirectX9, assuming you're playing Skyrim Classic. Else the limit will be the VRAM on your card, which is probably 6GB I'd guess? If so, you're unlikely to reach it unless you're trying to. -
Oh, I would never have guessed. :P This is how Smash's "preserve deletions" feature works as well. Deletions are detected relative to the master record. Smash is intended to work exactly like that, but I don't know if the code uses the last available master record currently. If it doesn't it should be a quick and easy fix, which I'll do right now... EDIT: Smash does in fact use the winning override from the plugin's master files when performing conflict resolution, and has since January 2016.
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I don't really understand the logic as you've described it. Smash doesn't "forward records", it forwards elements, so it may just be a terminology thing. The key aspect of Delev (to my understanding) is "preserving deletions". This is a setting in Smash which you can enable on the Leveled List Entries array by right clicking -> Toggle -> Preserve Deletions. The key aspect of Relev (to my understanding) is "changing levels on existing entries". This can be done in Smash by checking the "Level" element inside of the LVLI \ Leveled List Entries \ Leveled List Entry \ LVLO - Base Data node. This is what RELEV + DELEV looks like: This is just RELEV: This is just DELEV: This is where you toggle preserve deletions: Your desire to have an element forwarded even if it has been deleted (to have it restored) is not something Smash is capable of in the current version. It will be capable of it in the next version, however, via the Override Deletions feature. The feature is complete and is working, I just need to finish some other things for the release. Hope this helps, sorry for taking awhile to get back to you. :) - Mator
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Multiple mod list authors feature is completed and will be deployed with the next update.
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[WIP] Mod Picker
Mator replied to Terrorfox1234's question in Mator's Utilities Support (archived, read-only)
Sure, that makes sense. If you want you can ask more direct questions and I can give more thorough/in-depth answers. Feel free to message me on Discord whenever. :) -
[WIP] Mod Picker
Mator replied to Terrorfox1234's question in Mator's Utilities Support (archived, read-only)
You don't use "instructions" on Mod Picker mod lists, you simply enable the mod options as I instructed in my previous post. What you have with your setup is unique as a pack author. Most users don't need to or want to install a mod multiple times. Currently, the Mod Picker Utility does detect whether or not the correct mod options are installed. If they aren't it will re-install the mod with the correct options. However, it will not detect the installation of a mod if the folder name has been changed. So you could install a mod with the utility, rename the mod in MO, then the next time you run the utility it will not detect it as being installed. (you could have multiple installs of the same mod in this way) We don't currently have any way to install a particular mod's options in separate folders, but it could be built. I'd advise you to not worry about merges at this point in time. I'd also advise you to just not use copy general assets for merges, especially in Mod Picker mod lists, because it's never actually necessary. It's most useful for authoring. -
There's a currently planned feature so you can give other users access and editing rights to a mod list, but I haven't completed it yet. I'll bump it up my priority queue.