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  1. Today
  2. Uploaded the file here. Please check it out. There is more info in description.
  3. Jebbalon

    Jebbalon's Package for M'aiq

    Version 1.0.0

    0 downloads

    Jebbalon's Package for M'aiq Changes made M'aiq The Liar NPC record - increased speed multiplier to 120 - Changed Wander Package to point to new package. MaiqTheLairWander - Old wander pacakage included a Travel, a Wander and a Sandbox procedure in sequence. The worst part was that the travel package had the Near Self target. M'aiq then would run off only to stop after realizing he was hear himself! JEB_PackageForMaiq is quite different from his old one. - New package is a set of 4 Travel packages set to pick one at random and repeat when complete. - The 4 target locations - I picked locations near the 4 border gates in skyrim. - Stendarr's Beacon - Halldir's Cairn - Refugee's Rest - Southfringe Sanctum - Set flag to allow swimming in package - just in case The way the Wilderness Encounters work is that when M'aiq (WE35) becomes unloaded he will be returned into the fold to be spawned again at another encounter site. If you follow M'aiq long enough, not allowing him to unload, you'll see him run all over the map. It's great!
  4. Leonardo

    [RELz] Open Cities Skyrim

    Thanks for the update, Arthmoor.
  5. zilav

    [WIPz] TES5Edit

    Try the latest version from the first post.
  6. Arthmoor

    [RELz] Open Cities Skyrim

    Open Cities Skyrim 3.0.9 Navmesh cleaning with new versions of xEdit. Patch files have been updated to use the ESL flag to save on mod slots.
  7. Sharlikran

    Wrye Bash - All Games

    @Utumno There is some kind of scope issue with how you prefer to import things. I will be reverting my changes but I added this to skyrimse/records.py. The code doesn't work so there is no point in reviewing a commit. Without the changes listed below Skyrim SE uses MelModel from skyrim/records.py. With the changes listed below it does the same. from ...bolt import Flags, sio, DataDict, winNewLines, \ encode, struct_pack, struct_unpack from ...brec import MelRecord, MelStructs, \ MelObject, MelGroups, MelStruct, FID, MelGroup, MelString, \ MreLeveledListBase, MelSet, MelFid, MelNull, MelOptStruct, MelFids, \ MreHeaderBase, MelBase, MelUnicode, MelFidList, MelStructA, MreRecord, \ MreGmstBase, MelLString, MelCountedFidList, MelOptStructA, \ MelCountedFids, MelSortedFidList, MelStrings from ...bass import null1, null2, null3, null4 from ...exception import BoltError, ModError, ModSizeError, StateError from ..skyrim.records import MreActor, MelBipedObjectData, MelBounds, MelCoed, \ MelColorN, MelComponents, MelCTDAHandler, MelConditions, MelDecalData, \ MelDestructible, MelEffects, MreHasEffects, MelIcons, MelIcons2, \ MelKeywords, MelMODS, MelOwnership, MelPerks, MelScrxen, \ MelString16, MelString32, MelVmad, MreHeader, MreAact, MreAchr, MreActi, \ MreAddn, MreAlch, MreAnio, MreAppa, MreArma, MreArmo, MreArto, \ MreAspc, MreAstp, MreAvif, MelBookData, MreBook, MreBptd, MreCams, \ MreCell, MreClas, MreClfm, MreClmt, MreCobj, MreColl, MreCont, MreCpth, \ MreCsty, MreDebr, MreDial, MreDlbr, MreDlvw, MreDobj, MreDoor, MreDual, \ MreEczn, MreEfsh, MreEnch, MreEqup, MreExpl, MreEyes, MreFact, MreFlor, \ MreFlst, MreFstp, MreFsts, MreFurn, MreGmst, MreGras, MreHazd, MreHdpt, \ MreIdle, MreIdlm, MreInfo, MreImad, MreImgs, MreIngr, MreIpctData, MreIpct, \ MreIpds, MreKeym, MreKywd, MreLcrt, MreLctn, MreLgtm, MreLigh, MreLscr, \ MreLeveledList, MreLvli, MreLvln, MreLvsp, MreMatt, \ MreMesg, MreMgef, MreMisc, MreMovt, MreMstt, MreMusc, MreMust, MreNavi, \ MreNavm, MelNpcCnto, MreNpc, MreOtft, MrePack, MrePerk, MreProj, MelItems, \ MreQust, MreRace, MreRefr, MreRegn, MreRela, MreRevb, MreRfct, MreScen, \ MreScrl, MreShou, MreSlgm, MreSmbn, MreSmen, MreSmqn, MreSnct, MreSndr, \ MelSopmData, MreSopm, MreSoun, MreSpel, MelSpgdData, MreSpgd, \ MreTact, MreTree, MreTxst, MreVtyp, MreWoop, MreWrld In all testing so far, Skyrim SE still uses class MelModel from skyrim/records.py instead of skyrimse/records.py. Which confirms an error that was reported with your official 307 version for Fallout NV. Importing Skyrim records for Skyrim SE and Importing Fallout 3 records for Fallout NV does not work in all cases with all classes. Another thing that demonstrates a possible issue with the scope is when I replace just from ..skyrim.records import * and import the exact classes I want, the classes in skyrimse/records.py don't see anything from bass, exception, brec or bolt. So it seems like much more is being imported when using import * from skyrim/records.py.
  8. Well, yeah, but it's him that needs to unload before he is available to be respawned at another WE location. I ran along behind him from Windhelm area all the way to Falkreath area. Along the way there were plenty of other WE events we ran into. So, I'm thinking that the location we started at won't spawn again until he is recycled but others obviously did. It would need some testing I guess but I like the idea of him running like in Oblivion.
  9. Yesterday
  10. Sclerocephalus

    LexingtonGarageProtectronPod.JPG

    And then it turned out that this bollard is in a pre-comb .... sigh
  11. We haven't looked into how his setup works yet but I can guarantee you one thing - with the vanilla package he shows up in plenty of different places because the encounter system will move him there via scripts. He's not supposed to leave the general area where the encounter loads until it unloads again later.
  12. Malonn

    [WIPz] TES5Edit

    I haven't looked through this whole thread, so sorry if this has been addressed, but I'm running into strangeness with loading plugins. I'm running TES4Edit version 3.2.1 and whenever I install a plugin (BAIN; manually; doesn't matter) or save a plugin with the CS and go to load it up in TES4Edit, the LO is whacked out. If it's an ESM it is loaded earlier than Oblivion.esm, if it's an esp, it's loaded earlier than all other ESPs. The only solution is to run BOSS. It's odd because the timestamp is "correct" to where it should load correctly. For some reason .Edit is thrown off by timestamps that are not minute by minute like BOSS and (I guess) LOOT makes them. -malonn
  13. Sclerocephalus

    LexingtonGarageProtectronPod.JPG

    Someobody placed a traffic pole inside of this pod - with the result that the protectron never stayed in, even if it was unconscious.
  14. So, I made a bug report not long ago - Issue #25037 - In which I point out that M'aiq has the travel target set to Near Self. This doesn't work well because as the package does its checks he is always near himself and won't then run around as intended. After looking into his package some more I realized what he needed was a whole new package. So, I made one. Now he runs and runs - all over the map! (if you follow him enough. He will still go away if you let him unload like other Wilderness Encounters) Question is do you think this could be a fix for Unofficial Patch or should I upload to Nexus? Or both?
  15. WrinklyNinja

    [RELz] LOOT - Load Order Optimisation Tool

    You can use this build until the next release.
  16. Anidok

    [RELz] LOOT - Load Order Optimisation Tool

    I've seen you have already corrected this issue but I don't know if I can download the corrected files and patch it myself or need to wait to the next version. Many thanks anyway.
  17. Last week
  18. UFO4P 2.0.5 is now live. Enjoy! Worth noting that we've also released a build for the PS4 alongside this which we will consider to be in extended beta until our next full release. Any PS4 users trying it out please feel free to comment on any issues that may arise.
  19. WrinklyNinja

    [RELz] LOOT - Load Order Optimisation Tool

    OK, looks like a bug, the plugins don't have anything wrong with them and LOOT isn't actually ignoring them, it's just not matching ghosted and unghosted filenames up when generating that message. Filed as #1018.
  20. Anidok

    [RELz] LOOT - Load Order Optimisation Tool

    Thanks for your quick response. There you are. LOOTDebugLog.txt
  21. WrinklyNinja

    [RELz] LOOT - Load Order Optimisation Tool

    It might be a bug, please supply your debug log.
  22. Anidok

    [RELz] LOOT - Load Order Optimisation Tool

    Hi guys, I have been using LOOT since its birth (I used BOSS before) and he has always handled very well my severely modified Skyrim installation with more than 800 active mods and more than 200 merged and modified .esp files. Some days ago I ve installed the latest version 0.13.3 and since then I have an unexpected issue that not modifies the good work of LOOT but annoys me a bit: All of my 40 .ghost files generated by Wrye Bash appears as invalid whit the warning " LOOT has detected that "xxxxxxxxx.esp.ghost" is invalid and is now ignoring it. It's important? Can I forget the warnings and work as if they were not, or it's an previously undetected problem with my installation and should I try to repair it? Thanks.
  23. Re: Your thread title. No. USSEP is not the cause of this glitch. Bethesda's rendering bugs on the XB1 are.
  24. I assume you are playing on XB1 as it's a known and specific console rendering engine issue, you should have mentioned it. A fix does exist (with a few counterparts, though). Gift :
  25. I've went thru extensive testing to find the mod that was creating the doors in castle volkihar to have this bright orange glowing door outline that doesn't move with doors. It's ugly and has made me refrain from playing vampire. Since most mods require USSEP to function I can't remove it. But I want it fixed or something since it's been a while I wanted to bring it to the mod creators attention but the link wouldn't allow me to even with this account. Hoping someone can figure it out to get this fixed.
  26. Sclerocephalus

    Diamond City

    Well, you could make an Open Ciities mod.
  27. Anything that requires any sort of asset file can't be done on PS4. All you get to upload is the .esp file and that's it.
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