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  1. Today
  2. alt3rn1ty

    X4 Foundations - GOG / Steam Relz 30-11-18

    And add beta 3 and beta 4 fixes to the same Its starting to feel a lot more stable now, and a lot of fun can be had already with the game. The Weapon balance is starting to feel good, and the economy (though the latter still needs work especially for auto-traders). If you are buying an Egosoft game for the first time I would still hold off until it has its first DLC and re-introduces the Split race and more sectors, and hopefully the Boron too, though they have not been mentioned yet so maybe they will be in a further DLC. The whole thing though is certainly shaping up to be a fine addition to the X Series, and Egosoft are proving once again to be consistent with their ongoing support, patching it steadily over the first few years after release to near perfection.
  3. XJDHDR

    [RELz] Plugin Resources

    Maybe these screenshots will help. They are of a mod that I ported to use Plugin Resources a number of years ago. The mod is merged into the BP and, as you can see, the record data from the mod was merged into the BP and overwrote the record provided by Plugin Resources. As for why it works, basically there are a number of rules WB uses to determine if a mod can be merged. One of them is that a mod which creates new records can't be merged. I believe this is because to merge such records, WB would have to change the FormID for every new record it merges then change every record that uses this record to point to the new FormID. It would probably require so much processing power to make this work that it was decided to be unfeasible. PR solves this by allowing mods to edit blank records instead of creating new ones. If I broke the rules, them I'm sorry. I don't understand how that was considered spam though. It was one small line of text that doesn't stand out in any way, I clearly labelled what it was, wasn't asking anyone to click on it and I definitely wasn't mailing it to anyone on this site. I consider this to be something like my way of bringing ESL flagged mods to Oblivion, though it's not exactly the same. It's not really the size of the mod that would determine it's suitability (though larger mods would require more work from both myself and the author) but rather what the mod adds. The biggest issue would be mods that add any new references (as opposed to editing existing ones) to existing worldspaces and cells (or, at worst, a small number) since I can't use PR to add blank records to these places (especially worldspaces). Otherwise, if a mod doesn't do this and also doesn't add any of the record types listed under "The following are not provided ...", then that is an example of an appropriate mod. To give some examples, none of the mods that you specifically have released would be suitable candidates. Conversely, many of my and TheNiceOne's mods would be candidates. Some of Scrugg's mods also look like they would work with PR. Correct me if I'm wrong but I'm pretty sure that WB does take load order into account when deciding what data to include in the BP. If this isn't correct, then such a mod should not use PR but I can't imagine there are too many mods like this which wouldn't already be excluded on other grounds. Just to give one example of what you could do, one of the mods I want to make in the future, without giving too much away, will have a new house with furnished interiors, a new NPC with AI routines, new magic and scripting, etc. Sure, it's nowhere near the scale of anything you've done but it's not exactly a small mod. My plan is that everything I mentioned (including the interior cells) will be blank records provided by PR that my mod will edit. The main problem would be placing the house in Tamriel's worldspace while keeping the mod mergeable. My plan is to look for any trees, bushes, rocks, etc. in the house's location and replace those with the house's mesh and door. The result would be a new house and contents that can be merged into the BP. The only thing I need after that is for the WB team to get CBash out of beta.
  4. Leonardo

    Feedback thread

    I'm curious. Where did you moved that misplaced category? The reason I asked is, because that mod looks like a mod sequel of your Ashlander Transport mod for Morrowind.
  5. Arthmoor

    Feedback thread

    No idea how that ended up happening but it's fixed now.
  6. Yesterday
  7. I am currently at another play-through, and I have that bug again. Yes, you are correct if you say that the cave underneath Red-Rocket is an exception, as I observed exactly the same. I didn't encounter the bug there. And even though I haven't installed a single new mod since I killed those mole-rats at the Red-Rocket cave, I now have to deal with this bug again. And I don't have Sim-Settlements installed either (never had in this play-through). I am not so sure about your theory about the bug being related to specific locations, as the bug also affects mole-rats from mods: Wild-Wasteland: - the R.O.U.S-mole rats at the gambling bunker South of the Sea: - the mole-rat just to your right when you leave Necropolis And the bug also occurs in the Vim-Pop-Factory from the Far-Harbor DLC. ....of course there is also the possibility that the modders copy-pasted that buggy mole-rat script as well. That could also explain the "missing activator" or "activator set to attack furniture" from Gentester's link above. If the modders just copied one of the mole-rats which did have a faulty activator, then that could account for the bug showing up in mods as well. So the bug may not be due to a universal buggy script, but to single individual buggy mole-rats that get copied-pasted all over the place (still doesn't explain as to why it occurs only in indoor-cells and not above ground as I assume that indoor and outdoor mole-rats are identical). Unfortunately I have only understood about half of what Gentester wrote in his post, and I currently don't have enough knowledge of CK in order to apply those fixes he described.
  8. Leonardo

    [RELz] LOOT - Load Order Optimisation Tool

    Perhaps it's time to "split the ecosystem" and one reason for doing that has to do with Sharlikran's WMSA fork, which has a lot of new things. For example, the original the hidden Installers folder is no longer present in Sharlikran's WMSA. Another important thing is OpenMW and that will someday in the future be more common than it's today once the OpenMW team has released a stable version. Not to mention another WMSA fork. I think most people at TAL can provide the necessary information that's needed for a master list for Oblivion in LOOT. There is a thread for maintaining a master list for BOSS on TAL.
  9. Leonardo

    Feedback thread

    I dunno if Arthmoor is aware of this or not, but I wonder why is there two Gameplay Changes categories for the Morrowind category. The first category only have one mod and I even see that the mod must be misplaced during uploading, unless it is intentional. The second category looks normal to me.
  10. Arthmoor

    The Fall of Granite Hill

    Version 1.0.3 If the mod was installed after the dragon at the mound should be dead the NPCs were not being killed off and would be found wandering around a ruined village.
  11. WrinklyNinja

    [RELz] LOOT - Load Order Optimisation Tool

    Regarding Morrowind, the last time I looked people seemed generally happy with mlox, and I didn't want to "split the ecosystem". The hard part about maintaining the Oblivion masterlist would be making all of BOSS's implicit load order rules explicit (e.g. does B load after A in the BOSS masterlist because it needs to, or just because that's where it was put?). Though now that LOOT has groups, I suppose you could try bunging everything in a load of groups to match the BOSS masterlist and go from there. That's a very heavy-handed approach though.
  12. somethingbrite

    Mole Rat game freeze bug is baffling me....

    Regarding the ambush itself. Interior ambushes of Hole in Wall and Shamrock Taphouse seem very location specific. - different from what I imagine to be proximity triggers for the exterior attacks. However, the cave under Red Rocket is an interior cell with an ambush and that never glitches for me. (As far as I can recall.) - so examination required to check these cells and see if these are different. HOWEVER. The ambush trigger itself doesn't really explain the tDetect workaround. The ambush will trigger just fine - but the mole rats don't become aggressive. So...it must be something else. Indeed, as noted if it's possible for a companion NPC to trigger the aggro but the glitch to not occur just so long as mole rat combat AI doesn't detect the Player Character (fDetect?) then we are looking at something else. In Hole in the Wall this would make sense if it were related to the disease that the player character can contract as there must be a script for that. In Shamrock Taphouse, not so much unless some damn fool at Bethesda just copy pasted mole rat scripts from one quest to the other.
  13. somethingbrite

    Mole Rat game freeze bug is baffling me....

    Yup. Even disabling a mod can crash a game if there are a lot of things that the mod adds or changes which are suddenly not being steered properly. I have never installed Sim Settlements but I have indeed experienced the bug so I'm not 100% it's related. (Although Sim Settlements could likely make changes that could cause this. I've just not looked.)
  14. somethingbrite

    Mole Rat game freeze bug is baffling me....

    Interesting research so far. I've never run Sim Settlements and yet I have experienced the bug. Make of that what you will. Indeed I have observed that exterior cell molerat ambushes don't appear to cause the issue, however I guess I thought at the time it must have been because of a different trigger. (Proximity rather than specific location) but this would not explain the tDetect workaround where the specific location triggers the ambush but not being visible to AI means the mobs don't aggrieved and their combat AI kicks in. ...and I am wondering if that's it. If it's actually the combat AI that gets tangled. - because all is fine just so long as they don't aggro.
  15. Leonardo

    [RELz] LOOT - Load Order Optimisation Tool

    I see. I still have BOSS, probably not the latest stable. But that's better than nothing I suppose. Agreed. You're right because I don't see the reason why anyone need to use BOSS for a heavily modded Oblivion instead of using LOOT for all moddable TES games. Although, I think using LOOT for Morrowind would be beneficial though. I wonder what's required to do about maintaining a master list for LOOT. Is that similiar to what people have done for BOSS in the past by posting links to the mod in question?
  16. Did you use SSEEdit to clean the mod?
  17. Thanks for the guide. I self-imported the mod to the creation kit did the form 44 conversion and it worked straight away.
  18. Arthmoor

    [RELz] Open Cities Skyrim

    Open Cities Skyrim 3.1.1 Riften: A compatibility script now exists for Falskaar to move Jalamar's AI markers into the correct worldspace for the beginning of the quest.
  19. Last week
  20. Arthmoor

    [RELz] Plugin Resources

    I have removed your "Ad-supported interstitial link" since posting that sort of thing is considered spam and thus not allowed. What sort of mods are you thinking would even be appropriate for something like this? I can't imagine it would be of much use for anything substantial, like a full scale quest mod or a village or something. Making a mod mergable into the Bashed Patch means its load order requirements could not be satisfied if it needs to be further up the list or something due to what it edits.
  21. Malonn

    [RELz] Plugin Resources

    Forgive me, but I don't know as much as I thought I did, but why would that make it mergeable? So one would use your ESM's formIDs? This is new territory for me, I guess.
  22. WrinklyNinja

    [RELz] LOOT - Load Order Optimisation Tool

    Well, nobody's really been maintaining the LOOT masterlist for Oblivion either, I think that BOSS will probably still give better results, at least for complex setups like FCOM. It would be great if LOOT were brought up to the same level, but that hasn't happened yet...
  23. XJDHDR

    [RELz] Plugin Resources

    Yes, this is solely to make a mod mergeable. Your interpretation was almost correct; once you change your quest's FormID to one provided by my ESM, the data in your quest overwrites the blank data in my ESM. The result is that the mod will still work exactly the way it did before but is now mergeable.
  24. Malonn

    [RELz] Plugin Resources

    I'm fuzzy on the mechanics of this. This is solely to make a mod mergeable in the Bashed Patch, right? So, you have a formID (let's say xx726534) from a mod, you overwrite that ID with one from you resource esm? Which is blank? So, xx726534 goes from being a quest with data to a blank quest?
  25. There are actually a few more steps you must do, otherwise the converted mods won't work.
  26. I seem to have everything I need regarding mods to transition from Oldrim to SSE except one mod. I know this is a crap addition but Fall of the Space Core Vol.1 is something I've come to love. Now I'm new to SE Creation kit but I don't think it's anything more than a few steps to make a bsa/esp combo mod to work in SSE. So I have the portal2mod.bsa and portal2mod.esp files. What steps do I need to do in Creation Kit (or any other tool) to port the mod to SSE? Thanks in advance, it would really cheer me up having this to the new edition!
  27. XJDHDR

    [RELz] Plugin Resources

    Name: Plugin Resources Version: 1.001 Category: Modders Resources and Tutorials Author: XJDHDR Download locations: Nexus Mods: Direct Link: https://www.nexusmods.com/oblivion/mods/37684 This mod provides a library of pre-created records for modders to use. This allows their mods to be mergeable into Wrye Bash's Bashed Patch, thus saving ESP slots for the end user. Players: Where can I find mods that use Plugin Resources? The following mods have been released by others: Nothing at the moment I have released the following: Permanent Effects from Quest Items fix Additionally, I have created a page for mods created by others that I have ported to use Plugin Resources: Wrye Bash Mergable Mods Modders: All you have to do is replace any new records in your mod with blank records created by "Plugin Resources.esm". If you ensure that every new record created by your mod uses a record provided by "Plugin Resources.esm", this will allow your mod to be merged into the Bashed Patch. What are the Rules? You can only use records from my ESM that you have already claimed. The reason for this is so that you don't use a record that someone else is using in their mod, which would cause overwrites and conflicts if an end-user had both mods installed. Your finished mod must be mergeable in Wrye Bash. If it isn't, you are simply making your mod dependent on mine for no good reason. Additionally, you're wasting blank records and wasting my time as a result. How do I claim a record for my mod? Each listed record type below has a link to a wiki page on both SourceForge and Github. The wiki page you visit will have a list of records present in "Plugin Resources.esm" and whether or not they are available. To assign a record to your mod, simply edit the wiki page so that the needed records are listed as being used by your mod. It would also be appreciated if you inform me that you are claiming records. I would also appreciate it if you could edit both wikis to reflect your claimed records but I can do so otherwise. Do I need another online account to claim a record? You will need either a SourceForge or Github account to edit the pages on the respective wikis. Both are free and easy to create. Personally, I slightly prefer SourceForge's wikis to Github's but it's entirely up to you. Once I've claimed a record, how exactly do I use it? The procedure I recommend is to create your mod as you normally do until you are ready to upload it somewhere. Once you are ready, figure out how many and what new records your mod has created then claim those records. After that, open your mod and Plugin Resources in TES4Edit then modify the FormIDs of your mod's new records to the FormIDs of the records you claimed. You will then need to recompile any scripts in your mod that reference any of these new records. At the moment, you can use the following records in the ESM without any problems: Main page: SourceForge Github Activator SourceForge Github AI Package SourceForge Github Alchemical Apparatus SourceForge Github Ammunition SourceForge Github Animated Object SourceForge Github Armor SourceForge Github Book SourceForge Github Class SourceForge Github Climate SourceForge Github Clothing SourceForge Github Combat Style SourceForge Github Container SourceForge Github Creature SourceForge Github Door SourceForge Github Effect Shader SourceForge Github Enchantment SourceForge Github Eyes SourceForge Github Faction SourceForge Github Flora SourceForge Github Furniture SourceForge Github Global SourceForge Github Grass SourceForge Github Hair SourceForge Github Ingredient SourceForge Github Key SourceForge Github Landscape Texture SourceForge Github Leveled Creature SourceForge Github Leveled Item SourceForge Github Leveled Spell SourceForge Github Light SourceForge Github Load Screen SourceForge Github Misc. Item SourceForge Github Non-Player Character (NPC) SourceForge Github Potion SourceForge Github Quest SourceForge Github Race SourceForge Github Script SourceForge Github Sigil Stone SourceForge Github Soul Gem SourceForge Github Sound SourceForge Github Spell SourceForge Github Static SourceForge Github Subspace SourceForge Github Tree SourceForge Github Water SourceForge Github Weapon SourceForge Github Weather SourceForge Github The following are also provided, but there are some caveats: Conversation Topic SourceForge Github Conversation Topics can only be merged into the Bashed Patch if CBash is enabled. It is still a beta and thus disabled by default. The Editor ID for Dialog Topics can only be changed using TES4Edit. Dialog Topic SourceForge Github Same as Conversation Topics. Cell SourceForge Github There are none available by default in the ESM. These have to be specifically requested. The reason is because after you create a new cell, you will have to place some objects in the cell. The problem with doing this is that each object placement is regarded by Wrye Bash as a new reference record and will refuse to merge it into the Bashed Patch. The solution then is to request a new cell and state how many objects you intend to place into the cell. I will then create a new cell with the required number of placeholder references which you then use the CS's Search and Replace function on. Cell edits can only be merged into the Bashed Patch if CBash is enabled. It is still a beta and thus disabled by default. The following are not provided and won't be until the issues noted are resolved: Birthsign All blank Birthsigns created by my ESM will appear in the Birth signs menu when the player is creating their new character. I will not create blank Birthsign records unless there is a way to hide them. Game Setting The game won't recognize any new settings created by my ESM unless someone modifies Oblivion's EXE to recognize them. I am willing to create blank records if someone is willing to do that modification. Additionally, settings changes can only be merged into the Bashed Patch if CBash is enabled. Idle Animation Still need to properly research the possibility of making this work but I'm not very hopeful. Region Only really useful in conjunction with new worldspaces, which I'm not currently willing to support for reasons mentioned below. Skill The game won't recognise any new skills created by my ESM unless someone modifies Oblivion's EXE to recognise them. I am willing to create blank records if someone is willing to do that modification. Worldspace World space edits are only mergeable if CBash is enabled. Also, any new objects placed in the world space is a new reference, so I would have to custom create blank world spaces with reference placeholders. Finally, due to the way worldspaces are handled in Oblivion, there might be the possibility of oversights or game bugs that would make a mergeable mod with worldspaces impossible. I'm not currently willing to put in the work required to make this work but I might reconsider this depending on how big your requested worldspace is. If I do change my mind, it will be the same arrangement as Cell records, only provided on request. What if I'm trying to claim a record at the same time as someone else? Whoever gets their edit in first gets the record. What if there aren't enough available records for my mod? Simply send me a message requesting some more and I will release an updated ESM with more blank records. Incompatibilities =============== None. Known Issues or Bugs ==================== None. History ======= 1.001, 2019/02/16 Reworked the blank Global Variables to provide a way for a mod to get Plugin Resource's version (XJPRaVersionVar will contain the version number as displayed in the documentation). Added a function that can remove every single item from a container's inventory (zzzzXJPRRemoveAllItemsFromPlayerFunctionScript). Added a container (XjPRTempSafeTransferContainer) that can be used for temporary item storage (particularly useful for preventing duplicated items: https://cs.elderscrolls.com/in... ) Fixed the blank NPC records to no longer create a dirty edit in some circumstances. Added 5 blank animated objects (XJPRAnimObject0001 - 05). Added 5 blank classes (XJPRClass0001 - 05). Added 10 blank quests (XJPRQuest0011 - 020) Added 30 blank scripts (zzzXJPRScript0021 - 050) 1.000, 2011/03/21 Initial release.
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