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  1. Yesterday
  2. [RELz] Mertz's WizBAIN thread

    That's perfect!
  3. [RELz] Mertz's WizBAIN thread

    Sure, would you like something like this?
  4. I'm pretty iffy about Crash fixes and it seems like a false positive to me. There probably isn't anything wrong, either.
  5. aka the main point is should i keep reporting them or not?
  6. [WIPz] TES5Edit

    Wanted to come back after fully implementing this and let you know of the results. I have no words, honestly. It works beautifully. It does in around 10 lines of code what it took 15K lines of code to do previously (granted, I misunderstood the documentation and didn't think arrays were a thing when I wrote that... The joys of being new, I suppose.) Anyways, it's just awesome how well it works. I should stop saying "thanks," so instead I'll say "you're awesome," lol. Take care!
  7. [RELz] Mertz's WizBAIN thread

    Would you kindly build a fomod for this mod of mine: http://www.nexusmods.com/skyrimspecialedition/mods/1228/?
  8. [WIPz] TES5Edit

    Huh, interesting! Thanks again for all the help. =-)
  9. [WIPz] TES5Edit

    Returning any Result <> 0 from Initialize, Process or Finalize functions terminates the script immediately.
  10. [WIPz] TES5Edit

    I love how simple that is, I can actually comprehend what's going on, lol. Thanks so much! There is one thing, though, that I don't understand. In Initialize, what is the purpose of setting Result to 1?
  11. [WIPz] TES5Edit

    Using INI http://docwiki.embarcadero.com/Libraries/Tokyo/en/System.IniFiles.TMemIniFile https://pastebin.com/raw/rAq2F7dv
  12. Wrye Bash - All Games

    I made an ESL file from an ESP file I have for Fallout 4, Settlement Keywords Expanded. First I compacted the ESP file FormIDs. After converting to ESL, at least for my file, all that happened was the flag was set to 0x00000200 and other then that the file was a binary equal of the ESP with the compacted FormIDs. I won't release it because it changes things that can't be changed for that mod, but still that was my observation. They should probably be treated as ESM files. I don't see a Steam Beta sign up, so I asked about it.
  13. [WIPz] TES5Edit

    Hm, good points. =-) I appreciate the feedback! I would say that, considering how much trouble I'm having getting my head around it, JSON is a no-go. CSV may be good, but then again, never worked with that, whereas I have at least worked with JSON before (although it has been a long time,) so I would consider that off the table. So it comes down to INI or text. From what I've seen and understood when it comes to Skyrim's INI files is that you can define what type a value is. Considering it would be best if I have access to strings and floating point numbers, INI seems like the best route. I think, then, that a text file can be ruled out, as that only seems best for string data. Yeah, I would definitely say INI is the way to go in this situation.
  14. [WIPz] TES5Edit

    JSON is simply a data storage method, it all depends on how data is going to be created, edited and read. JSON and XML are formats to exchange data between machines, they are not the best choice when a human is supposed to edit because of strict format rules and humans being prone to making errors. If you are going to create/edit those files yourself, then it comes down to how you are going to do that. If you want a spreadsheet like tabled representation, then I suggest CSV. If Notepad is your choice, then probably INI format or even a plain text file. So, what is your choice? I can create you an example for reading/writing any of them: JSON, CSV, INI, plain text.
  15. with my latest playthrought after a long time i with crash fixes etc searched around the bug tracker found nothing or the forums it reports npcs that are missing combat styles are (prone to ) crashing the game atm i have found 2 at skyrim.esm 1e7a0 1e7a3 both sabre cats have fixed it for me but idk and thought to ask is this considered a bug or not?
  16. Wrye Bash - All Games

    We have had a sticky note on all Wrye Bash pages comments since you posted that .. Not one response thus far.
  17. [WIPz] TES5Edit

    Certainly. =-) Originally, I had intended the records to be an identifier between two types of records, weapons and armors. Overall though, I think it can definitely be discarded in favor of two separate files. The numbers are indeed properties, specifically damage, critical damage, value, and weight. Let me see if I can provide more information on all this. Basically what I'm wanting to achieve is a large list of reference info, something I can check unknown data against. Once written, it's going to be static, nothing will change about it unless I mess something up in the write to file. If you would like to know overall purpose, or the way this fits into the bigger picture, I can hopefully provide that as well. In essence, I'm making a balancing script, something you run before all other patching processes. What it does is look at all mod-added weapons and armors, compares them to this reference info, and changes their stats, damage, etc. to match the reference if a change is needed. If any other info is needed, however, do let me know! As an aside, I am curious about your thoughts concerning something due to having some doubt: do you think JSON is the way to go for this?
  18. [WIPz] TES5Edit

    I need to understand the purpose of this json first. Do you plan to store anything else in this json apart from the list of "RECORDS"? If no, then you don't need the top "RECORDS" object. Also what do those numbers mean? If they are some weapon properties, then better to store them as object with named fields like "Weight", "Value", etc.
  19. Last week
  20. [WIPz] TES5Edit

    Alright, one more question. Let's see if I can explain this correctly. Silver is one of many types of weapons I want to store. For simplicity, let's say we have silver and druagr. The structure of this is something like this. RECORDS > SILVER >>>> BATTLEAXE >>>>>>> <Number> >>>>>>> <Number> >>>> BOW >>>>>>> <Number> >>>>>>> <Number> >DRAUGR >>>> BATTLEAXE >>>>>>> <Number> >>>>>>> <Number> >>>> BOW >>>>>>> <Number> >>>>>>> <Number> What I'll be needing to do is iterate through the records that fall under the silver and draugr categories. In other words, I need a way to get to silver or draugr, or any other type of weapon that I need to add, other than explicitly saying what I want, and from there, it looks like it will be simple enough to get their weapon types/stats. Just one missing piece, it seems. Thanks for any suggestions!
  21. [WIPz] TES5Edit

    Awesome, that's good to know. =-) I may come back with more questions, but for now I want to poke at things a bit, lol.
  22. [WIPz] TES5Edit

    Well I figure one script deserves another. I am sure the Bug Guys have already fixed this MineOreFurnitureScript so it stops locking up if you spam it. This is my version. Thanks Again for the help. If you have any guides or tutorials I would also like to have a look at them. Scriptname MineOreFurnitureScript extends ObjectReference Conditional {script for furniture which the player can use to get resources} objectReference property lastActivateRef auto Hidden ;objectReference property objSelf auto hidden idle property PickaxeExit auto faction property CurrentFollowerFaction auto globalvariable property MiningSkillIncrement auto ;=================================================================== ;;EVENTS ;=================================================================== Event OnLoad() BlockActivation(true) endEvent Event OnCellDetach() UnRegisterForAnimationEvent(Game.GetPlayer(), "AddToInventory") endEvent Event OnAnimationEvent(ObjectReference akSource, string asEventName) If asEventName == "AddToInventory" lastActivateRef.activate(Self As ObjectReference) Endif endEvent Event OnActivate(ObjectReference akActionRef) If akActionRef == Game.GetPlayer() Else Return EndIf If isFurnitureInUse() If (akActionRef As Actor).GetSitState() Else (Game.GetFormFromFile(0x000DED93, "Skyrim.esm") As Message).Show() ;TG08AGateMessage EndIf Return EndIf RegisterForAnimationEvent(akActionRef, "AddToInventory") Activate(akActionRef, true) GotoState("busy") EndEvent ;=================================================================== ;;STATES ;=================================================================== STATE busy Event onActivate(objectReference akActionRef) If IsFurnitureInUse() Reseting(Game.GetPlayer()) EndIf EndEvent endState state Depleted event onActivate(objectReference akActionRef) endEvent endState ;=================================================================== ;;FUNCTIONS ;=================================================================== function goToDepletedState() UnRegisterForAnimationEvent(Game.GetPlayer(), "AddToInventory") GoToState("Depleted") endFunction Function Reseting(ObjectReference p) GoToState("Depleted") (p As Actor).PlayIdle(PickaxeExit) UnRegisterForAnimationEvent(p, "AddToInventory") GoToState("") EndFunction
  23. No Mans Sky - Update

    Well, I just got 1.32 update today, playing it to death, and just found out 3 hours ago a new experimental update has gone live, I think HG can re-program this game faster than we can play it to come up with bugs .. https://steamdb.info/app/275850/depots/ No doubt this will be patch 1.33, and the details are here http://steamcommunity.com/app/275850/discussions/0/1471967615872925676/ Fixed issue where player bases were given the name "Unknown Base" rather than a generated name Fixed S-class ships having incorrect pricing and numbers of slots Added rockets to starting ship in creative default save game Added new icon for solo difficulty AI ships Fixed Albumen Pearl plants using the wrong name on their interaction labels Fixed the landing marker being visible in some fighter cockpits Fixed texturing issue seen with some combinations of AMD GPU and drivers Added and improved audio at the ending of the Atlas path Added and improved audio for terrain editing Improved audio for missions Improvement to vehicle boost timings Made marker for rare graves stay up for the same time as other object markers Prevented trees in frozen biomes spawning close to or intersecting buildings Fixed issue where travelling through the centre of the galaxy could sometimes take you back to the same galaxy Fixed issue where mission waypoints on the galactic map would not be for your current mission Improved UI error messages relating to missions on the galactic map Improved ship speed output on ship HUD Increased guidance for finding Convergence Cubes as part of the scientist mission Prevented some tutorials (for example for life support) from being shown in your log Prevented Artemis being visible in the holohub after they should have left Protected against some cases where missions can send you to depot which has already been destroyed Improved binocular scanning for background objects Prevented binocular scanning flicking between multiple objects Added ability to scan all building types and fixed their displayed names Added ability to scan ships Fixed text truncation on binocular HUD Added the option to display temperatures in Celcius, Fahrenheit or Kelvin regardless of locale Fixed display of longer planet names on the discovery page UI Added ability to cancel in progress missions Added faction icons on the galactic map Improved ship handling when booster upgrades are installed Fixed mission notifications showing an incorrect icon for Electron Vapour Fixed an issue where portals you've returned through could not be updated to a different address Improved visuals around icons for different inventories Added joypad and keyboard controls for switching between inventories Fixed galactic map showing joypad prompts for changing filters when playing on mouse and keyboard Fixed issue where players could lose the teleport destination they needed to complete the Mind Arc mission Fixed players getting stuck in an interaction with the armourer if they hadn't yet built a terminal Fix for visual artifacts from transparent objects showing through the warp effect Reduced cases where terrain editing changes are lost when reloading a save Reduced difficulty of the final armourer mission Improved low flight mode handling Fixed crash in string translation when loading certain saves Added missing scan event icon to the Antimatter tutorial Fixed terrain editor being built with full charge Fixed occasional hang in displaying some multi-byte characters Improved saving and loading of terrain edits Fixed issue where upgrading from a previous save would cause player bases to be floating or underground Fixed very occasional crash in rendering Fixed occasional crash relating to destructable objects Prevented the interaction camera occasionally triggering at inappropriate times Fixed the Farmer displaying the wrong text for their final mission Prevented pinned missions occasionally being deselected on warp Fixed issue where players could become stuck in the final atlas station Improved automatically selecting missions from NPCs in your base when they begin Improved pricing of base building parts in normal mode
  24. [WIPz] TES5Edit

    Yes. Instead of storing TJsonArray instance that main_Obj.O['WEAPONS'].A['SILVER'].AddObject.A['BATTLEAXE'] returns, you just call Add() on it. The same for main_Obj.O['WEAPONS'] which returns newly created TJsonObject on which you call A['SILVER'], which returns created TJsonArray on which you call AddObject(), etc.
  25. [WIPz] TES5Edit

    Ah, I see. =-) So for instance, these lines: main_Array := main_Obj.O['WEAPONS'].A['SILVER'].AddObject.A['BATTLEAXE']; main_Array.Add(18); Are basically this? main_Obj.O['WEAPONS'].A['SILVER'].AddObject.A['BATTLEAXE'].Add(18);
  26. [WIPz] TES5Edit

    main_Array is an instance of json array inside the json object structure of main_Obj. When you save main_Obj, you save everything inside of it (to which it is a parent element). And main_Array is just a shortcut to access that array quickly instead of typing main_Obj.O['RECORDS'].A['SILVER'].AddObject.A['BATTLEAXE'] again. You can actually call main_Array.SaveToFile() too to save only this element of json.
  27. [WIPz] TES5Edit

    Huh, very interesting! Let me see if I've got this straight. In the TestWrite function, we've got this line. main_Array := main_Obj.O['RECORDS'].A['SILVER'].AddObject.A['BATTLEAXE']; If I'm understanding this correctly, the first thing this line does is create an object called 'RECORDS,' then proceeds to create an array within RECORDS called 'SILVER.' It finishes off by creating another array, 'BATTLEAXE,' within SILVER. The only part that's unclear to me is the relationship between main_Array and main_Obj. I would say that main_Array is storing what was just created, but I'm not so sure as we're writing main_Obj to file, not main_Array. As far as what's in JsonTest, this essentially seems like a sort of reverse of the above. main_Obj is loading, and then storing, the data from the JSON file. a01 then stores what is in the array of BATTLEAXE, which is stored in SILVER, which is a child of RECORDS. After that, it looks like a simple index accessor to get the string version of what's stored in 0. Do let me know if any of that is correct. I'm not a fan of just taking solutions and not understanding them. You can't really apply them to other areas if you don't understand the initial application, is the way I see it. Thanks so much for the help, it's greatly appreciated. =-)
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