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Mator

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Everything posted by Mator

  1. Hey baronaatista, Sorry to hear about that. I've been using Mod Analyzer with MO2 to analyze SSE mods without issue, so I'm not sure what the cause could be. At what point is the error occurring? Does it happen when you open the program, when you select an archive to analyze, or later? It's important for me to know exactly how far the program execution gets to isolate the error. Regards, - Mator
  2. That's not the right way to remove masters and will totally screw up the plugin file.
  3. I've been working on it. I have everything working except to the actual setup of tools/mods (getting mod list information, displaying items to download, and tracking downloads). I should have a beta within the next week or two. :)
  4. If you already have a smashed patch which looked good in xEdit there should be no need to redo things. Record prototyping is the name I've given to smash generating tree structures for smash settings based on xEdit record definitions. Essentially, a "record prototype" is a structure which contains the names and types of all of the elements/subrecords a record can have. In the past certain elements were not being prototyped, causing smash settings to be incomplete and conflicts in certain elements/subrecords to be missed by smash.
  5. v0.4 released. Record prototyping is now working perfectly.
  6. Just wanted to let you guys know that I've been making major progress on fixing the record prototyping issues. I just need to figure out how to handle unions and we'll have perfect record prototypes! Here's a little preview of the ARMO record properly prototyped: Note in the second image how we have both BODT and BOD2 for Biped Body Template! :)
  7. Ah, you're right JawZ. I fixed the issue, here's a developer build (EXE only).
  8. You may also want to check to make sure your drivers are up to date.
  9. My bad, the new default profile naming doesn't have "profile" in it. So: -profile FNV -profile TES5 -profile SSE -profile FO4 -profile FO3 -profile TES4 Are the default profile names for the games they correspond to. I'd recommend just advising the user to remember the name they use for the profile and tell them to use it in the target line parameter. It's not good to assume that Merge Plugins will auto-detect their game, they'll not change the profile's name, and they will understand that the -profile target line parameter works based on the profile name they see in that profiles window. As evidenced in this thread... >_> To be clear: You need to use the name of the profile as seen in the profile selection window for the target line parameter.
  10. Yes, the guide needs to be updated. The -profile target line parameter does work, but the default name of the profile has changed in a recent version, so it should be -profile FNVProfile now.
  11. I'm glad to hear you've decided to make it publicly visible so people can see the work you've done. Here's a link for anyone interested in seeing TechAngel's work so far. (you will need a Mod Picker account and to have allowed adult content to view it due to the "Better Males" mod)
  12. Yes, actually. :) That is a planned feature that will be coming soon. The exact implementation details aren't determined quite yet, but it will at the very least allow you find every mod that provides a specific asset file.
  13. Yeah I have a couple bugs I need to squish related to the new site branch for SSE. I'm on it. o7
  14. Edit the executable entry in Mod Organizer and remove the target line parameters. It probably has "-profile FalloutNV" - just delete that. The profile probably hasn't been created yet.
  15. Mator

    AMD Zen

    One big thing you're glossing over however is streamers. Those are gamers who really benefit from mutli-threading performance. :)
  16. Not only is that not the case (I either submitted or reviewed every SSE mod currently on Mod Picker), it's actually impossible. The mod submission form will not let you submit a mod with an invalid Nexus Mods URL. However, there is a bug with mod lists where the active mod list is shared between both the Skyrim and SkyrimSE branches of the site, is that what you were seeing - mod entries in an SSE mod list that are for Skyrim mods?
  17. I'm most likely going to do a combination of the options I outlined above. The only two that are mutually exclusive are the two different behaviors for when you defocus the index input after you've changed the index of an item.
  18. Mod Picker Page: link removed due to potential spam/phishing
  19. TechAngel85: I have the "move a mod by editing its index" feature completely functional for mod grid items. It's pretty spiffy! :D Currently the UX is you click on the index, type a new index, and press enter to apply it. The mod then moves to the new index inside of the group that the item at that index was in, the window scrolls so the moved item is roughly in the center of the screen, and the index text input is focused again. If you click out of the index field the index you typed is discarded. An alternative UX which I'm considering is to still apply the index when you click out of the index field, but to not scroll to follow the element/re-focus its index input. That way you can mass move a bunch of mods without having to scroll up and down a lot. I'm also considering some other options, such as multi-select for mod items (so you can move multiple items at the same time), and picking up mod items (so you can pick up an item, scroll to where you want to put it, and click again to place it there without having to click and drag). I'm curious about your thoughts about these ideas. :)
  20. Fallout 4 is coming next. Not sure exactly when, but soon. SSE support is thar (per previous posts). I hear you on the community feeling a bit restricted at the moment due to the SKSE/SkyUI wait.
  21. I'm aware, it's been nagging me as well. I'll get it done tonight tomorrow! :D Not quite as well as I'd hoped. I'm hoping things will pick up a lot once we've introduced the mod list setup utility.
  22. Added SSE support to the site and a new theme, "Falkreath". Lots of bugfixes as well, you can read more in the article. :)
  23. I'd recommend just applying the Bash.All tag.
  24. QuickChange can't do this I don't think. You need a specific script which will loop through the leveled lists. unit UserScript; function Process(e: IInterface): Integer; var entries, entry: IInterface; i: Integer; begin if Signature(e) <> 'LVLI' then exit; entries := ElementByPath(e, 'Leveled List Entries'); for i := 0 to Pred(ElementCount(entries)) do begin entry := ElementByIndex(entries, i); SetElementEditValues(entry, 'LVLO\Level', '1'); end; end; end. I think that should do the trick. Will test... EDIT: Tweaked and working.
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