Decopauge123 Posted May 6, 2018 Share Posted May 6, 2018 zEdit is now at[spoiler=Alpha Release v0.4.0]GeneralUpdated several vulnerable packagesAdded conflict losers filterError messages now include stack informationFixed clicking scrollbar closing modalsFile selection fields now filters based on whether or not the file starts with the entered textFixed Fallout 3 and Fallout NV load orderLoggingAdded continuous logging to the application. Now we'll have logs to work with even if the application crashes unexpectedly.Manage Extensions ModalFixed exception when installing a module/themeFixed bug with clicking module names trying to open undefined repository URLsNow handling installation of improperly packed modulesProgress WindowFixed issue with Font Awesome icons not displaying correctlyYou can now use the --disable-transparency target line parameter to disable Progress Window transparency. You must use this if you have Aero disabled (e.g. when using a basic theme in Windows 7/8/10), else the progress window will not display (making the application seem to be completely frozen).No longer allowing alert or confirm to be called while progress window is openzEditLog ViewCreated a basic log view which displays the contents of the application log (with colors!)Tree ViewCtrl+B hotkey for building references now worksFixed double click to open record not workingFixed element deletion bugRecord ViewAdded support for basic inline value editing, including reference editing (press Shift + Enter or click a selected cell to edit it inline)Left and right arrow keys now navigate between cellsCtrl+Right expands cell, Ctrl+Left collapses itCtrl+Shift+Right expands a cell and all of its childrenFixed issue with being able to open the edit value modal for cells that don't have an element (e.g. in sorted arrays)Insert hotkey now works for adding elementsFixed size arrays now use labels properlyCtrl+A no longer opens the record address barF6 now properly opens and focuses the record address bar inputAddress bar no longer clears history when it is closedFixed some bugs with following references with Ctrl + ClickFixed element deletion bugEdit Value ModalFixed issue with some keys not workingReferenced By ViewFixed issue with new referenced by views not linking to record views automaticallyFixed linking/unlinking referenced by views and record viewsNow displaying a helpful message when there are no entries on the referenced by view and the user hasn't built references for all filesRefactor ModalFixed button labels (had two "OK" buttons)Adjusted styleAPIspluginInfoServiceNew service which provides a function to determine when a plugin is an official Bethesda FiletimerServiceNew service which provides functions for tracking time.randomServiceAdded functions randomCheck, randomInt, and weightedIntinterApiServiceNew service which allows modules to publish functions to be used by zEdit scripts and UPF patchersxelibAdded pipe syntax for element resolution. This resolves the first path fragment which exists. E.g. xelib.GetElement(rec, '[bODT|BOD2]'); gets the BODT or BOD2 element from record rec.Fixed Add array value functions ignoring last value argumentUpdated XEditLib.dll with optimizations and fixes (see the full changelog)Also see the xelib v0.4.0 release notesScriptsAdded zedit.GetSelectedRecordstimerService functions are now accessible from scriptsmoduleServiceNow using a more flexible syntax for passing arguments to module loaders.UPFUpdated to v1.2, see the full changelog.DocumentationAdded documentation on xelib functions: ElementFromJSON, ElementFromObject, GetReferencedBy, and ExchangeReferencesFixed description copypasta error for fh.loadTextFileAdded a page about debugging modulesExpanded xelib paths documentation and moved it to its own pageetc. ... and there are a LOT of changes/updates. Link to comment
Decopauge123 Posted May 6, 2018 Share Posted May 6, 2018 (edited) Lexy or others, I didnt download a small handful of some of the listed items, and a few things I swapped out for preference but got what i could to line up so the end result is right around the count your guide 100% would have had.When you say "listed modsitems", to what are you referring? I should have said "listed items" to echo what Reidlos posted.I think he is talking about the mods which are in the guide.I am sure that Reidlos was referring to the items (mods) in Lexy's Guide, BuddyKidd. What I was wondering was: which items did he not install, and which ones did he swap out? I like to understand different points of view about a subject (this Build) and I'm curious about the changes he made. Edited May 6, 2018 by Decopauge123 Link to comment
godescalcus Posted May 6, 2018 Share Posted May 6, 2018 Hi lovely skyrim modders!As I've decided to follow this magnificent guide to the letter, please enlighten me this two concern (question):1. the estimated disc space required? 2. Is there a way to "lock down" the guide (and all subsidiary pages) is its current state? I can only do modding on spare time and afaik, this one keeps evolving. It would be wonderful if I can safely do this in a longer time span. Thanks in advanced!I'm not at my main computer right now, but the laptop build of this guide I'm looking at is built with Wrye Bash and takes about 60Gb for installed mods (wrye bash works with compressed archives, while MO's mods are folders, so, consider about 80-90Gb and add another 15Gb for the main game) and about 100Gb in downloaded mods, that I keep in a separate drive. I do include a lot of extra quest mods related to the Dragonborn Museum that may account for some 10Gb of drive space. You can keep following a specific older version if you select the "Page Tools" tab at the top right of the main page, then "History". You'll be shown a list of links to all the previous versions, just pick the one you want to use. Keep in mind that you'll need to download the version of conflict resolution files available under "old files" that matches the one called for in the older version of the guide that you're following. Also keep in mind that it's not just this guide but SSE that's evolving fast - mods and patches may also have been updated and not be entirely compatible with the older conflict resolution. Link to comment
Kneph13 Posted May 6, 2018 Share Posted May 6, 2018 (edited) zEdit is now at[spoiler=Alpha Release v0.4.0]General Updated several vulnerable packagesAdded conflict losers filterError messages now include stack informationFixed clicking scrollbar closing modalsFile selection fields now filters based on whether or not the file starts with the entered textFixed Fallout 3 and Fallout NV load order Logging Added continuous logging to the application. Now we'll have logs to work with even if the application crashes unexpectedly. Manage Extensions Modal Fixed exception when installing a module/themeFixed bug with clicking module names trying to open undefined repository URLsNow handling installation of improperly packed modules Progress Window Fixed issue with Font Awesome icons not displaying correctlyYou can now use the --disable-transparency target line parameter to disable Progress Window transparency. You must use this if you have Aero disabled (e.g. when using a basic theme in Windows 7/8/10), else the progress window will not display (making the application seem to be completely frozen).No longer allowing alert or confirm to be called while progress window is open zEditLog View Created a basic log view which displays the contents of the application log (with colors!) Tree View Ctrl+B hotkey for building references now worksFixed double click to open record not workingFixed element deletion bug Record View Added support for basic inline value editing, including reference editing (press Shift + Enter or click a selected cell to edit it inline)Left and right arrow keys now navigate between cellsCtrl+Right expands cell, Ctrl+Left collapses itCtrl+Shift+Right expands a cell and all of its childrenFixed issue with being able to open the edit value modal for cells that don't have an element (e.g. in sorted arrays)Insert hotkey now works for adding elementsFixed size arrays now use labels properlyCtrl+A no longer opens the record address barF6 now properly opens and focuses the record address bar inputAddress bar no longer clears history when it is closedFixed some bugs with following references with Ctrl + ClickFixed element deletion bug Edit Value Modal Fixed issue with some keys not working Referenced By View Fixed issue with new referenced by views not linking to record views automaticallyFixed linking/unlinking referenced by views and record viewsNow displaying a helpful message when there are no entries on the referenced by view and the user hasn't built references for all files Refactor Modal Fixed button labels (had two "OK" buttons)Adjusted style APIspluginInfoService New service which provides a function to determine when a plugin is an official Bethesda File timerService New service which provides functions for tracking time. randomService Added functions randomCheck, randomInt, and weightedInt interApiService New service which allows modules to publish functions to be used by zEdit scripts and UPF patchers xelib Added pipe syntax for element resolution. This resolves the first path fragment which exists. E.g. xelib.GetElement(rec, '[bODT|BOD2]'); gets the BODT or BOD2 element from record rec.Fixed Add array value functions ignoring last value argumentUpdated XEditLib.dll with optimizations and fixes (see the full changelog)Also see the xelib v0.4.0 release notes Scripts Added zedit.GetSelectedRecordstimerService functions are now accessible from scripts moduleService Now using a more flexible syntax for passing arguments to module loaders. UPF Updated to v1.2, see the full changelog. Documentation Added documentation on xelib functions: ElementFromJSON, ElementFromObject, GetReferencedBy, and ExchangeReferencesFixed description copypasta error for fh.loadTextFileAdded a page about debugging modulesExpanded xelib paths documentation and moved it to its own pageetc. ... and there are a LOT of changes/updates. This new version fixed all of my soft lock, white screen, and npc enchant fix issues! I can now use zEdit! *and there was much rejoicing* Now to figure out how to use and implement Smash! LoL Edited May 6, 2018 by Kneph13 Link to comment
kodoyama Posted May 6, 2018 Share Posted May 6, 2018 I'm not at my main computer right now, but the laptop build of this guide I'm looking at is built with Wrye Bash and takes about 60Gb for installed mods (wrye bash works with compressed archives, while MO's mods are folders, so, consider about 80-90Gb and add another 15Gb for the main game) and about 100Gb in downloaded mods, that I keep in a separate drive. I do include a lot of extra quest mods related to the Dragonborn Museum that may account for some 10Gb of drive space. You can keep following a specific older version if you select the "Page Tools" tab at the top right of the main page, then "History". You'll be shown a list of links to all the previous versions, just pick the one you want to use. Keep in mind that you'll need to download the version of conflict resolution files available under "old files" that matches the one called for in the older version of the guide that you're following. Also keep in mind that it's not just this guide but SSE that's evolving fast - mods and patches may also have been updated and not be entirely compatible with the older conflict resolution.Thanks for the reply! I'll keep these tips in mind. (and probably go get extra storage hehe) Link to comment
Decopauge123 Posted May 6, 2018 Share Posted May 6, 2018 This new version fixed all of my soft lock, white screen, and npc enchant fix issues! I can now use zEdit! *and there was much rejoicing* Now to figure out how to use and implement Smash! LoLAwesome news, Kneph13! You can keep following a specific older version if you select the "Page Tools" tab at the top right of the main page, then "History". You'll be shown a list of links to all the previous versions, just pick the one you want to use. Keep in mind that you'll need to download the version of conflict resolution files available under "old files" that matches the one called for in the older version of the guide that you're following. Also keep in mind that it's not just this guide but SSE that's evolving fast - mods and patches may also have been updated and not be entirely compatible with the older conflict resolution.Cool! Link to comment
Decopauge123 Posted May 6, 2018 Share Posted May 6, 2018 Even Better Quest Objectives - EBQO is now at[spoiler=Version 1.6.3] ===== General =====- Added NoMerge Bashed Tag to main plugin. This is to clarify the patches could be merged, but not the main plugin.- Updated to latest version of Unofficial Patch.===== Installers =====- Updated info.xml file to fix version issue. Better Dynamic Snow SE is now at[spoiler=Version 2.7.1] ===== General =====This is a small bug-fix release to correct a few smaller issues with the mod.- Fixed the mismatched snow on the Nordic Temple Stairs (thanks to IKE200)- Forwarded a few updates from the Unofficial Patches===== Assets =====Added missing farmhouse meshes to the vanilla option. (thanks to Spawnkiller) These meshes are straight from SMIM so those fixes have been included in the meshes. SkyrimSE Re-Engaged ENB is now at Version 5.9a: All presets- Boris released an update for .341 which added a [LensFlare_Game] parameter to help solve the issue for those using in-game lens flare. I have added to my presets and adjusted as needed. Immersive Patrols SE is now at[spoiler=Version 2.2.0] File Version changed from 1.3 to 2.2.0 for pairity with the classic Skyrim version of the mod.Moved Battles back to fields and out of forts.Players will no longer be attacked for belonging to the Vampire Lord or Werewolf factions outside of Transformations.Fixed missing enable parent on a Dawnguard unit (found by user TeaBag86). KS Dragon Overhaul is now at[spoiler=Version 1.7.1] Change/Fix- Fixed Vanilla Gameplay that will cause crash when fight the second dragon after updating the mod.- Dragon naming script now support all dragon mod from Skyrim SE Nexus except Elemental Dragon mod.- "World Cell" and "Dragon Remains Weight" settings is now permanent and no longer reset next time after enter the game.For update installation, just uninstall old version and install new version without need to use Fallrim Tools and "setstage ski_configmanagerinstance 1" step. Link to comment
Kneph13 Posted May 6, 2018 Share Posted May 6, 2018 That Better Dynamic Snow SE update.....*shudder*, ya'll know what I mean. Link to comment
DarkladyLexy Posted May 6, 2018 Author Share Posted May 6, 2018 hey guys back in the sunny UK (and the Sun is actually shining) after our romantic weekend away we're staying Darth's parents tonight. I'll look at new stuff this week cos of course ICOW dropped while I was away (typical) so I might put off adding Morrowloot for a little longer but not too long . Link to comment
minos55 Posted May 6, 2018 Share Posted May 6, 2018 Just a question, I seen this mod for skyrim and it is very good to add into this guid in my opinion, it can get converted, and as far i noticed no changes that would cause troubles to this guid would just add immersion to stealing i think. https://www.nexusmods.com/skyrim/mods/73811 Link to comment
Kneph13 Posted May 6, 2018 Share Posted May 6, 2018 WB Lexy! Hope you all had a wonderful time. Bells1453 and SirJesto also put this out: Immersive Weapons Patches. Link to comment
dcads Posted May 6, 2018 Share Posted May 6, 2018 This new version fixed all of my soft lock, white screen, and npc enchant fix issues! I can now use zEdit! *and there was much rejoicing* Now to figure out how to use and implement Smash! LoLBloomin' opposite for me. 020 is perfect. 040 is a white screen Link to comment
DarkladyLexy Posted May 6, 2018 Author Share Posted May 6, 2018 Most Immersive Weapons Conflcits are dealt with by the CR's at the moment. Link to comment
DarkladyLexy Posted May 6, 2018 Author Share Posted May 6, 2018 Lexy or others, Giving you guide a go, just finished merging, but damn so many plugins lol I thought i was mod crazy before, but never gotten this close to a mod limit. I didnt download a small handful of some of the listed items, and a few things I swapped out for preference but got what i could to line up so the end result is right around the count your guide 100% would have had. My question is... Is there anything NOT discussed in the merge section that still could be merged? Some Id like too, sadly cant be done safely (like all arthmoons town changes) but at a glace i can see some maybes but wanted to first get any ideas from the author and the users.Well, all the mods that "merge" into the Bash Patch coiuld in theroy be done by Merge Plugins (I do know some users have done this) it will drop your overall mod count to 190ish. I have been meaning to look into this sort of merge myslef especially now SMASH is "Officially" out. Link to comment
Decopauge123 Posted May 6, 2018 Share Posted May 6, 2018 hey guys back in the sunny UK (and the Sun is actually shining) after our romantic weekend away we're staying Darth's parents tonight. I'll look at new stuff this week cos of course ICOW dropped while I was away (typical) so I might put off adding Morrowloot for a little longer but not too long .Welcome back, DarkladyLexy! I hope you and Darth had a great time! Link to comment
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