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  1. Today
  2. You have to include an empty esp to be able to upload something that's only an asset in the archive.
  3. Thank you very much. Took a few more tries (spurious warning about too many background processes, also hanging). Delete the .bsa, ignore the Create BSA menu item. On Upload, it makes the archive itself. Now I know to push to Bethesda first, then 7zip it and push to nexus. Since this is not obvious, perhaps it is worthy of OP? How do we push a script-only no .esp archive? Or do I have to make a scratch .esp?
  4. Yesterday
  5. [RELz] LOOT - Load Order Optimisation Tool

    If I try to Apply-close the Groups Editor, I get the following: Cannot read property 'map' of undefined Cancel-closing it works just fine.
  6. [RELz] LOOT - Load Order Optimisation Tool

    Another build, I've spruced up the group editor a bit.
  7. [RELz] LOOT - Load Order Optimisation Tool

    So sorry to be late responding, I just now (March 23) got a notification about your post. I ran the MS Easy Fix that I linked in my OP. The correct Registry Key is "known" to the Easy Fix so you don't need to worry about it- just click my link and tell it "OK" to any questions it asks. Worked for me.
  8. Hi, I just replaced in my mod a script which contained checks whether a scene is running (30 of those checks in one script) with a magic effect that is triggered if one of the scenes is running (like 30 ORs). Is that a good decision performance wise?
  9. [WIPz] TES5Edit

    Hi guys, can anyone please write a small script for me? It needs to create conditions based on a csv input. Thanks for your consideration.
  10. Last week
  11. [RELz] LOOT - Load Order Optimisation Tool

    I was thinking of adding some more spacing and mentioning the selected group in the title of the load after column, e.g. instead of "Load After", "<Group name> loads after...". I'm also thinking of hiding the delete icon completely for entries that can't be deleted, maybe that's less initially confusing. Also, new build. I've fixed a few bugs about the group lists not updating properly when state changes, and (now that the v0.13 masterlist branches are fully converted) removed priorities from the GUI. The API used still supports them, so any userlist priorities will still be used when sorting, but that'll go too in due course.
  12. Wrye Bash - All Games

    @Utumno If you ever need to look inside any game BSAs for any supported games, Zilav has released a new command line tool BSArch
  13. [RELz] LOOT - Load Order Optimisation Tool

    Okay, now things make more sense. I can add groups and groups to load after just fine, and bin them if I want to. I think it is a bit confusing to display the right list (groups to load after) always at the top of the right pane. One way to deal with this could be to display the groups to load after at the same line/height as the target group (left side) is at. Or, if that should stay that way, try to distinguish more between the two columns, however that would look like .. maybe with index numbers for the list of groups to load after (right side), in order to convey the information that they belong to something (the target group on the left). Anyway, I can add multiple groups on the left with name "Test". Is that alright (allowing identical group names)?
  14. [RELz] LOOT - Load Order Optimisation Tool

    I thought I fixed both inputs having the same placeholder text... The rest is probably just it being a terrible UI though. The left is a list of groups, the right is a list of the groups the selected group should load after. If the bin icons are grey they're disabled because it's data defined in the masterlist. You're supposed to type the name of a new group (on the left) or a new group to load after (on the right) then click the plus icon to add it.
  15. [RELz] LOOT - Load Order Optimisation Tool

    I can open the new group editor, though not much is currently working from within it. Using the bin icon doesn't have an effect, as does "New after group name +". The latter is actually displayed twice for me at the bottom of the group editor. I can click on the different groups on the left side, which updates the top entry on the right side, but it seemingly does not display the entry I clicked on. The group of each plugin is displayed in the normal editor, so that seems to work.
  16. [RELz] LOOT - Load Order Optimisation Tool

    For now I've just done a 1:1 mapping from global priorities to groups, some of the names aren't fully inclusive and some groups could be subdivided, but that's something I'll get around to later. For now, I need to figure out how to sensibly map local priorities to groups. This is a bit trickier because local priorities only have an effect between two conflicting plugins with the same global priority, so I think the groups will need to take into account any global priority inheritance...
  17. [RELz] LOOT - Load Order Optimisation Tool

    For classic Skyrim, Dawnguard.esm, Hearthfires.esm and Dragonborn.esm are within group *unofficialPatchGroup Was that intentional? Shouldn't they be in one group with Update.esm? On the other hand, you put Update.esm in *updateEsmGroup ..
  18. [RELz] LOOT - Load Order Optimisation Tool

    Link - name: 'YUP - NPC Fixes (Base Game + All DLC).esp' url: [ 'http://www.nexusmods.com/newvegas/mods/51664' ] - global_priority: -80 + group: *ttwPatchesGroup This should probably be group *yupFixesGroup Displaying the name of the groups instead of the priority numbers (in the left pane in case the editor is opened) has a great side effect, if done right it can immediately convey the information from which mod a plugin comes from.
  19. InSpectre - New Steve Gibson utility

    Indeed. Patchable in firmware, in a few weeks vs months or never, requires admin access AND a BIOS reflash to make it all work. Color me unsurprised to find all that out. It's basically no worse than Intel's own problems with their IME chip that everyone swept under the rug.
  20. Parts of this mod have been made obsolete by UFO4P: https://www.nexusmods.com/fallout4/mods/17134
  21. InSpectre - New Steve Gibson utility

    Here's a little update on the AMD security issues. They may not be too bad. Patches should come forthwith.
  22. [SITE] Buddah - A modding tools registry

    @WrinklyNinja Two more for you : BSArch by Zilav https://www.nexusmods.com/newvegas/mods/64745?tab=description Packer and unpacker for Bethesda Game Studios archive files Supported games (archive versions): Morrowind Oblivion Fallout 3 and Fallout New Vegas Skyrim LE Skyrim Special Edition Fallout 4 General Fallout 4 DDS textures NIF Tangents and BiNormals Updater by Zilav https://www.nexusmods.com/newvegas/mods/64746?tab=description A command line tool which scans the current directory and subdirectories for NIF files and updates tangents and binormals. Adds them if missing where appropriate. It also automatically removes unused strings from NiHeader strings table. Supported games (NIF versions): Oblivion Fallout 3 and New Vegas Skyrim LE Skyrim Special Edition Fallout 4
  23. The Big ESO thread.

    https://forums.elderscrollsonline.com/en/discussion/401641/pc-mac-patch-notes-v3-3-9 Doubtful.
  24. [RELz] LOOT - Load Order Optimisation Tool

    Something that's just crossed my mind is that I don't actually know the performance impact of debug logging: it's a toggle that's off by default because I've been assuming it can have a significant impact, but I can't remember actually testing that. My PC isn't a good setup for doing so, so I'd be very grateful if anyone's got a more middling-spec machine with lots of mods installed and can compare how long LOOT takes to do things (e.g. startup, masterlist update, sorting) with and without debug logging enabled. Stopwatch accuracy should be fine. If it turns out there isn't really an impact, I can remove that setting and just have debug logging enabled all the time, putting an end to having to ask for debug logs but with the setting enabled. That's a good idea, we'll do that.
  25. UPDATE: So I wanted to test one final thing. I reloaded a save file where I haven't destroyed the Dark Brotherhood, and did all the quest up to Breaching Security. Completed the quest and received my token. So I wanted to test, if by any chance the Ancient Shrouded armour set was quest locked, I got my set through the Ritual Stone method. So I got my token, I went to whiterun in search for the fortune lady, got the quest, went back to Hag's End. Of course the body of the Assassin of Old wasn't there, so I console command spawned one, killed him and took his set. Thereafter I went back to a workbench and...... VOILA!! I am now able to upgrade/improve the set. Comment 1: for people wanting to roast me yeah yeah.. I should've gotten the set the manual way... But I just can't stand the dark brother and Astrid GRRRRRR Comment 2: Still, it is quite odd.. Because I went back to my original Skyrim LE save file (where I had destroyed the Dark Brotherhood) grabbed a Ancient Shrouded armour set via the console commands and oddly enough I was completely able to upgrade/improve the set without having it unlocked. Yes, I know that LE and SE are different. But I also remember reading somewhere that Bethesda didn't bother correcting any mistakes, bugs or glitches that was in LE to SE. Comment 3: some people do in fact experience a phenomenon of not being able to upgrade/improve the set after having a skill legendaried, but whether or not they got the set from the method I did, I do not know. Finally: Sorry and thanks for those who read and tried to help me solve a... not really a problem in first place.. was it? Note: I still find my "Comment 3" odd. Which leads me to another question: "why wasn't the Thief's Guild armor affected?". So either I did something other than doing the Dark Brotherhood quests which let me upgrade/improve, or some Armour sets are just specifically upgrade/improve locked, until the player have unlocked them manually themselves
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