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Everything posted by hishutup
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GUIDE Unofficial Enderal Port to SSE
hishutup replied to hishutup's topic in Unofficial Skyrim SE Guides
I changed some of the asset porting instructions. Running sse nif optimizer on all assets causes the game to crash. At this point run sse asset optimizer and just have it do everything which is nice because its basically a one-click solution that is mostly accurate. Thanks for the heads up about the version. Ill add the necessary information. If you want to change stuff feel free. EDIT: Apparently there was a pretty big bug with SAO that caused it to not run NifOpt on the majority of the meshes. Let see what happens with the newly ported BSAs and dll. It works pretty good actually, most things resolved themselves. Map still doesnt work like it should. -
GUIDE Unofficial Enderal Port to SSE
hishutup replied to hishutup's topic in Unofficial Skyrim SE Guides
Yeah, I have the steam api, but then fs.dll throws an error about not being able to find some entry point. Swapping the skyrim's steam_api64.lib with the one provided in the sdk causes skyrim to not find the entry point. It shouldn't be necessary to edit any of skse's project files. As for main.cpp, the skse_version header is the only one that needs the skse64_common path. -
GUIDE Unofficial Enderal Port to SSE
hishutup replied to hishutup's topic in Unofficial Skyrim SE Guides
Looking at this once more since SSE Assets Optimizer is starting to stabilize. I believe I have the fs.dll instructions completed. There are quite a bit of minor outstanding issues like vertex colors on trees. -
GUIDE Unofficial Enderal Port to SSE
hishutup replied to hishutup's topic in Unofficial Skyrim SE Guides
At some point in time I'll add the ini string to load the BSAs but today its just fs.dll nonsense. I was able to get the plugin compiled, but for some reason the steam api that SkyrimSE was built with will not work with the lib file that I retrieved from the sdk. Its probably best to just comment out the achievements function in the main.cpp and then remove the achievements from the project. After all that the game will load the plugin fine or rather I was was at least able to build a version that worked. I made a small test framework and I know the functions are running code but I am not seeing any "real" values though that is probably because I am using the new functions incorrectly as they are incredibly complex looking through how these functions are implemented into papyrus. Most errors with the compiler are related to the include paths. After that dll all that is really left is just finding all the problematice meshes. The issues are usually some sort of visual glitch. I havent had one crash yet. The performance difference is very notable, oldrim fs is about 35fps near Ark, SSE Im able to reach the cap of my monitor at 100fps. -
GUIDE Unofficial Enderal Port to SSE
hishutup replied to hishutup's topic in Unofficial Skyrim SE Guides
I am aware of this, I went with the other route because it was easier at the time, I'll probably change this. Edit: Scratch that, there are so many Texture bsas that I am worried about char count. I didn't actually do the math but looking at it, I am concerned. -
"Guide" Link This is a small "guide" for Enderal on SSE. There are a number of issues and it is far from perfect, but what I currently know is on that page, hopefully. If there is anything that I am missing feel free to add, edit or post here. If there is a better way to do something that has the same outcome, change it. And, no I do not recommend doing a playthrough on SSE yet. Too many critical bugs today.
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My god, after spending way too much time on this. I think I got it resolved. So it was HD LODs Textures SE or rather my particular install of it. I looked through the logs again and look at that, there are a few textures that applications were unable to access. I didn't see those line initially, guess I should've searched for "error". I moved the folder and now I can read the files without an issue. I still have the original questionable files, though they now appear to be fine, they even CRC the same as the archive. ¯\_(ツ)_/¯
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So I have been unable to figure this out. I am using the VR version of things. For some reason the game will crash everytime with DDL output enabled. I've been following a similar process as SSE and oldrim which have been successful. As far as I have found out its related to the objects nifs or rather unhiding them causes the game to crashes. The plugins don't seem to affect things. I have tried the BC7 texgen and BC3. The logs look solid, nothing out of the norm. Im kind of out of ideas.
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Skyrim's Size on Drive Massively Inflated
hishutup replied to Sarcasm's question in General Skyrim SE Support
Question: did you happen to launch windows explorer through MO or launch an application which eventually launches windows file explorer? Checking what the drive reports, I have no idea, its not something I have ever done. Maybe something like a SMART report on the drive? I've actually seen something kind of similar this on MacOS, but their file systems are a bit different an are more prone to discrepancies. -
Skyrim's Size on Drive Massively Inflated
hishutup replied to Sarcasm's question in General Skyrim SE Support
I have never seen anything like that. Maybe some circular symlinks or mounts. Maybe look at treesize to find the source of the issue. Could also be corruption in the drive's firmware which is really bad. If that is the case stop using it, the data on the drive may have some latent corruption. The key would be what the drive is reporting that it can hold rather than windows estimation of how much data is present. Again, I have never seen the issue on my side. Although, there are some situations that I can see leading into that observation. -
zmerge is going to be far superior. When it drops, use it over relinker. Relinker is dead, but Ill still provide it because I do not remove my files from the internet.
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Relinker re-links certain functions like Game.GetFormFromFile. Lets say ModA has a function that looks for the file name of ModB. If you merge ModA, the function is intact because the name of ModB is the same. However, if you merge ModB, the file name changes. This causes the function in ModA to no longer find ModB since its name has changed. Relinker changes the script in ModA to point to the new filename and the new formid of the now merged ModB. As for quest mods, the difficulty is not because of the quests, but rather because of the raw data like nav meshes. Raw data is very difficult to conflict resolve. I have a few ideas but I do not current possess the required knowledge in order to realize these ideas.
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Moving object to different cell w/ TesEdit?
hishutup replied to Mookeylama's question in xEdit Support
I assume we are talking about temporary refrs inside of a worldspace. So every refr is in a group which references a cell. To properly move an object you do have to change the cell which I will struggle to put in words. At the top of the refr, xEdit adds what appears to be another field at the very top of the record view called CELL, change that reference and you should see the structure change to become part of the proper cell group after collapsing the tree and searching the record again. I have never manually changed a cell but rather I have used scripting to do that. Hopefully this helps to some degree. -
I assume we're talking about xEdit by the given topic. To save a file, there is a dialogue box upon closure of the program.
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I believe vortex is going to have conflict detection in the future. I'm pretty sure I read that in some post from tannin.
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You'll need to upload one of the saves. Likely something is generating a bunch of instances and isn't freeing them.
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This happens when the game's install location key is missing or incorrect. You need to start the vanilla launcher and it'll auto-detect everything again.
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SRLE Extended: Legacy of The Dragonborn
hishutup replied to Darth_mathias's topic in Skyrim Revisited (retired)
I got tired of doing the undeath edits so I made a shitty xedit script. -
Well, I took a break, lets see how long I hang around... Ok first lets see what is going on with this stupid thing. Yes, the python results are appropriate since this "application" is a wrapper for a python script. Taking a first look and I see a semicolon in the name, is that supposed to be there? As for minty lightning mod, who ever wrote the script used some char codes that don't exist in the encoding that skyrim uses or UTF-8. I don't even know what to do about it and I don't have the running knowledge on how to go about fixing it. File IO is a pain, I remember ganda spending too much time on this. I don't know what russian languages change. EDIT: So, Ganda deleted the github way back when and now I dont have the history or what he changed from v40->v44. If my memory serves correctly, I believe he was just trying to mess with system encodings. I believe, I know what is wrong with the minty script but I need to develop a testing environment. EDIT2: If someone knows a way to extend this to non-vfs systems, let me know, I may be interesting in extending it. Here is the current process: Looks for merge maps in MO's mod list (by priority), processes these maps into dictionaries, extracts all active bsa's into a temporary directory, copies all loose scripts into that directory, override files from the bsa's, decompiles any compiled scripts (.pex), uses the merge maps to replace original plugin references (both plugin name and formids) with new references from the merge, recompiles the scripts and copies them to a new mod folder in MO, "Relinker Scripts". I will say, the current method does not account for every combination of the formid lookup. Some authors include their own function which breaks this "patching." I believe chesko was one of them, if I remember correctly it was to account for SKSE/non-SKSE. Example 1 Good thing, its in the list function_to_modify_list = ["GetModByName", "checkModPresence", "GetFormFromFile", "IsPluginLoaded"]
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SRLE Extended: Legacy of The Dragonborn
hishutup replied to Darth_mathias's topic in Skyrim Revisited (retired)
The order doesnt matter for the files, the conflicts are all identical when I use checksums. -
SRLE Extended: Legacy of The Dragonborn
hishutup replied to Darth_mathias's topic in Skyrim Revisited (retired)
Uh, what files conflict? -
SRLE Extended: Legacy of The Dragonborn
hishutup replied to Darth_mathias's topic in Skyrim Revisited (retired)
I delided and used liquid metal between the IHS and die. As for lifetime, it really doesn't matter, current kills silicon over time and the max rated is pretty difficult to hit -
SRLE Extended: Legacy of The Dragonborn
hishutup replied to Darth_mathias's topic in Skyrim Revisited (retired)
Temperature can vary from setup to setup. As long as you don't exceed TJmax, you're fine. Mine used to be in the high 80s now it's in the low 50s, high 40s. It doesn't impact anything even with a difference like that. -
SRLE Extended: Legacy of The Dragonborn
hishutup replied to Darth_mathias's topic in Skyrim Revisited (retired)
Uh, not looking at the code or anything, but I highly doubt it because they are a dll. I believe the plugins are part of the exe like that of any native libraries.