Jump to content

All Activity

This stream auto-updates     

  1. Past hour
  2. Today
  3. Leonardo

    AFKTrack Update - Timezones

    I just login and couldn't find the correct timezone and I usually have GMT +1 Copenhagen, Stockholm. Although, the GMT +1 timezone was there, but had a little misleading location as the GMT +1 timezone was for France/Germany/Spain. Which I think is wrong at least for France and Spain since both countries are more or less South or South West of the UK. Also, I haven't seen any site that uses GMT instead of UK for a timezone.
  4. Yesterday
  5. DovahKiin

    Windows 10

    Well you can get a bigger SSD, why do you think that you can't?
  6. Utumno

    Wrye Bash - All Games

    @Beermotor I want to have the refactoring of the installers menu - here is your branch over dev: https://github.com/wrye-bash/wrye-bash/tree/beermotorwb-tweaktest You need to edit the advanced readme section to rearrange the items - note I just added an export Achlist menu - feel free to move that around. So you should split the commit - keep working over dev, not over utumno-wip (except if you really need something that's in there) - dev is the stable branch that's bound not to change, so branches should be over that one Re: the rest apart from testing I need to look into the code, IIRC this was kind of monkey patch - but let's test first patchers and tags Thanks!
  7. If any PS4 lurkers are about and feel brave, there's a test copy of USSEP 4.1.4 available for PS4 now: https://bethesda.net/en/mods/skyrim/mod-detail/4073181 I cannot assure you this will be 100% safe since it got stripped of alot of stuff fairly late in the patch's life cycle but I've been over it now 3 times and haven't seen anything that stands out as a problem. Goes without saying that any fix requiring an asset (mesh, texture, script, sound, etc) will have been removed. So this is a somewhat reduced level of functionality and there's also going to be a lot more stuff that's not fixable retroactively because of the inability to include scripts.
  8. Last week
  9. Beermotor

    Wrye Bash - All Games

    After yesterday's trip we're going to avoid Estes Park - since its a tourist town the traffic is terrible. But the hiking is indeed fantastic. I live in the Province of Skyrim now. Roger. I'll fork utumno-wip and redo my build based on that branch, or if you'd prefer I can make a beermotor-342-experimental branch. Yes, that commit overlayed those changes on top of the WIP branch as it existed in January. This time around I basically applied those diffs to (what I thought was) the most recent build and then added the code chunks that @warmfrost85 provided. I'm hoping I didn't miss anyone else because we've all had our fingers in the pie at different points. TODO: We just got back from the mountains again, so once I hear back from @Utumno I'll redo my build.
  10. Just a heads up that the AFKTrack software has been given timezone support. If you log in and notice that times on things are way off, you can adjust your timezone in your profile now to fit your local timezone. If you happen to notice an appropriate timezone for your location does not exist, let me know. They're easy enough to add with the way the timezone libraries work.
  11. Arthmoor

    Plugin Files And You (ESM/ESL/ESP)

    I went in and did some checking to be sure of how vanilla overrides behave in various files. This is the load order I used: There are gaps in the index numbers because I redacted the rest of the mods from the list for brevity. When altering forn 00109112 (a book) the text I changed it to showed up as expected. 62 overrides everything else, 14 overrides all above it, 13 overrides, etc. The vanilla form is overridden exactly in the order these mods are positioned, and if they are rearranged differently, the override follows the new order. So it seems as though however the mods show up in the mod manager's list (Wrye Bash Beta 3 in this instance) is how they'll be dealt with by the engine when they override vanilla forms. That also includes what happens when a Creation Club ESL file overrides a vanilla form. The order is still maintained by what the mod manager tells you.
  12. Sharlikran

    Wrye Bash - All Games

    I'm kind of a stickler to things like credit for work done on Wyre Bash. Do you have a fork that you and warmfrost85 used, or is this the only commit for that? So that you and warmfrost85 get credit?
  13. Sharlikran

    Wrye Bash - All Games

    Aside from what jonwd7 did initially, I did the save game decoding. Please provide the save game file as requested and I'll take a look at the header with 010. With the bash log (wryebash.exe -d) and the save game there should be a better way to resolve that issue.
  14. Utumno

    Wrye Bash - All Games

    Yep everybody we are finally back to normal - use utumno-wip https://github.com/wrye-bash/wrye-bash/tree/utumno-wip. @sombrero I still need a full bugdump, but I added debug prints in utumno-wip - please use that one. It also contains a fix (?) for cp65001 There are some bugs that remain - I would appreciate your adding them to https://github.com/wrye-bash/wrye-bash/issues/400 and the patcher ones to https://github.com/wrye-bash/wrye-bash/issues/314
  15. I can confirm : 1. "The idle animation file for wolves has been reinstated to the patch due to Bethesda's fix not being entirely complete. (meshes\actors\canine\animations\wolf_idle_spice.hkx)" Wolves go AHWOOOOO! as they should ( without the indepenadant fix installed ) 2. "When persuading or intimidating the Valtheim Tower bandit, they were going hostile immediately after doing so. They should have been on a 60 second timer, but that got ignored due to forgetting to take out the stage advancement in the dialogue. (Bug #24740)" Whether using Persuade or Intimidate, both cases work as expected and the bandit does not attack Edit : Reference issue #24778 - Yep my bad, I should have checked vanilla textures first before posting the issue, I have let johnrose know its his textures making the issue apparent
  16. I can confirm the fix for the Peryite dialogue is perfectly working as intended. Thanks for the update.
  17. lmstearn

    Wrye Bash - All Games

    [off topic] So now we know where to go for a greyscale wedding: And a lot of places to go hiking besides!
  18. Arthmoor

    Plugin Files And You (ESM/ESL/ESP)

    For ESL files with the ESM flag on them, they will load after the official content for the game, and before any user files that have the ESM flag on them. For ESL files with the standard ESP flag, I think more investigation needs to be done to be absolutely sure, but I recall these getting loaded after user made ESM files and before user made ESP files. Regardless of which of the 2 blocks they end up in, they will be loaded into the game in alphabetical order. As far as I understand it, your example with the ESL in between a pair of regular files should override in the order you have listed. You can't set an order like that though. The game will rearrange it automatically to fit the block scheme in the OP. In either case, 06 would win the conflict as far as I remember it.
  19. ElminsterAU

    Plugin Files And You (ESM/ESL/ESP)

    For implementing ESL support in xEdit properly, without having to dig through this whole thread and possible having to hunt for information elsewhere, can someone please summarize the following for me: a) in as simple steps as possible, the exact way how to determine the correct load order b) For determining the winning record if an ESL overrides a record from another module, is the priority determined by it's absolute load order, or by the position of it's renumbered form IDs? That is, given the following load order: full module -> [05] esl module -> [FE 001] full module -> [06] if all 3 override a record from [00], will the esl module or the [06] full module win?
  20. USSEP 4.1.4 is now in beta. Second post has the details. It's somewhat small so we don't expect this to go more than a week or so.
  21. Supierce

    Wrye Bash - All Games

    Looks like it's this one at the moment: https://github.com/wrye-bash/wrye-bash/tree/utumno-wip ...which fixes the CBash/PBash problem I mentioned above. Thank you!
  22. Arthmoor

    Wrye Bash - All Games

    So now that Utumno has closed the FO3/NV support branch and declared it merged, which download are we using to test things on now?
  23. Beermotor

    Wrye Bash - All Games

    It is based off of the build that's on @Utumno's dropbox and has support for the older FO games, so I'm guessing it's the 150-fo3-fnv branch. I'm about to head out to Estes Park and the mountains, but when I get back I'll check the thread again to see if I based it on the wrong version.
  24. WrinklyNinja

    [RELz] LOOT - Load Order Optimisation Tool

    Setting A to load before B is the same as setting B to load after A, so you can do that. If there are a large number of plugins you'd need to add load after metadata to, plugin groups may be more suitable, add A to one group and the set of Bs to another group that loads after A's group.
  25. alt3rn1ty

    Wrye Bash - All Games

    @sombrero - Did you see Utumno's reply to your error issue ? - You need to provide a full bashbugdump.log not just a cut down error report, and Utumno also asked for a save game to have a look at to help him determine what is going on there for you. Repeating your issue to someone else with an experimental branch is not going to help anyone help you. ------------------------- @Beermotor - Is that experimental based on Beta 3, or the 150-fo3-fnv-support branch which I think is the bleeding edge currently Edit: Ah doesn't matter, just realised its python dependant not standalone.
  26. sombrero

    Wrye Bash - All Games

    Gives the same error message, back trace as previously reported for Beta 3 when starting Oblivioin.
  27. Beermotor

    Wrye Bash - All Games

    I'm going to get around to doing this properly in preparation for merging into the main codebase, but here is a new Beermotor build if anyone would like to test Beta 3 with a few of my tweaks applied. This is mainly a SSE-oriented build. Wrye Bash - Beermotor Beta 3  Experimental Build Features: New installer tab right-click menus (all games) All Skyrim LE Bash tags enabled for SSE. All Skyrim LE Patchers enabled for SSE. - thanks to @warmfrost85 for the final code revision that made this possible. Additional GMST tweaks added to the Bashed Patcher for Oldrim/SSE. Export to CSV has been re-enabled for SSE. Consider this an ALPHA test of some future changes and proceed at your own risk! There may be issues with the resultant Bashed Patch but that's what this test build is here to confirm. If you do encounter an issue, please reference this build in this forum thread and do not post to the main Wrye Bash bugtracker. This is to avoid any confusion and toe-stomping. Installation: Back up your existing B3 Mopy folder and replace it with the one in this zip. Uninstall: Put your backed-up B3 Mopy folder back, run WB and rebuild your Bashed Patch. Enjoy and thanks for testing.
  28. Supierce

    Wrye Bash - All Games

    With the new WB build, when I try to rebuild my CBash patch (in Oblivion), I get a message saying it's a PBash patch and my settings will revert to CBash defaults, which they then do. Let me know what you need.
  29. Kaos Theory

    [RELz] LOOT - Load Order Optimisation Tool

    Hey guys, quick question, is there any way to set a plugin to load in a specific location with metadata, I'm looking for a load before option, since the plugin needs to load low down but before some other mods and if I could automate this within LOOT it would be great, if not I can always manually move the plugin file.
  1. Load more activity

Support us on Patreon!

×