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About Sharlikran

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  1. [RELz] LOOT - Load Order Optimisation Tool

    Off topic and not related to LOOT, but may I please ask, if I am trying to use a Bethesda tool Elric (xtexconv.exe) and it says it's missing MSVCP110.dll how do you find out which redist to get? I have a texconv.exe from the Microsoft GitHub which might be the same thing only newer but I wanted to run the exe provided. The files in _CommonRedist for the SSE folder didn't fix the issue.
  2. Wrye Bash - All Games

    My daughter had another episode yesterday so I may not comment further. Bethesda does not release source code or documentation everything is done by observation. Even decoding is done by making a plugin, changing one field in the plugin and then observing the change. All programming and decoding for xEdit is done by observing official tools. If the official Bethesda tools create BA2 (or whatever BSA files) with either type of slash then account for it. I myself pack both BA2/BSA files using Archive.exe/Archive2.exe from a project folder and not the Data folder. The only other way I know to make a complete Bethesda Archive is with a Json file from the CK. You could have cases where the CK added both types of slashes. You are not going to get Bethesda to change that. Don't restrict functionality when mod authors are using official tools in acceptable ways and at the behest of Bethesda. Fighting Bethesda is a fight you won't win. If you don't have documentation from Bethesda on how they sort ESL files, then make a choice. When the community provides feedback on what works and what doesn't then update it to work according to how Bethesda is doing things. ESL files load in FE in memory when you play the game. We have observed that the files appear to be merged at runtime. They should not be patched since they are handled differently then normal ESP/ESM files at runtime. Because Bethesda has chosen to handle ESL files that way we have observed then Bethesda doesn't seem to care about the sort order of ESL files. For those reasons Bethesda adds the list of ESL files arbitrarily to a block of file names in the save game. They are in the order Bethesda has chosen (that appears in the CCC files) which has been observed to follow ESM/ESP files. Sorting ESL files among the other ESM/ESM files goes against what Bethesda is doing. Sorting them last after ESP/ESM files including the Bashed Patch and dynamically created plugins that LOOT/BOSS sorts after the Bashed Patch makes the most sense because it follows what Bethesda is doing. Currently from my observations of the saves tab in regards to user created and official ESL files is that the current sorting method causes the save game have orange check boxes, period. For my own personal use I would read the Save Game header as Bethesda saved it. I would sort the official ESL files after the Bash Patch according to the .ccc files and then then user created files alphabetically since that what I see Bethesda doing. I would think the logic for the check boxes would then just fall into place and the boxes would be the color noted in the documentation again. Both the contents and the file name of the .ccc files were in my post. There is no official documentation anywhere about them. What people are observing is that everyone has the exact same file names and the same contents. The consensus is that Bethesda will update those files as new Creation Club content is released. Hard coding that list into a 3rd party tool will mean the need to update the tool every time that happens. Bethesda is not going to tell us how frequently they will update those files so most tool authors will be reading the external files because that makes the most sense. As far as I know both LOOT and xEdit will be reading the .ccc files. It is also rumored Vortex will do the same. I can't confirm that myself because I have not used Vortex personally. Users have been asked not to comment on Vortex for the time being, but I still see conversations about it.
  3. [WIPz] TES5Edit

    I don't know tenchospeak anyway. Also I wasn't sure if you would do it. The problem is I hoped you had morrowind because all I can do is give a screen shot of what I am seeing. I don't know what else to provide if you don't have morrowind. Then like I said maybe Dave Humphry on the UESP wiki has a algorithm for MWEdit already. I just haven't looked. I am trying to figure out where the number comes from for the strings when I open the Morrowind CK. Morrowind doesn't have FormIDs and uses strings but I think they used some odd algorithm to come up with some integer for the string. So I'll have to look into it more first and let you know what I find. Here is at least the screen shots that leads me to believe there is an integer generated for the string IDs in the morrowind CK.
  4. [WIPz] TES5Edit

    @StochasticTinker Would you be willing to come up with an algorithm that will turn a string into an integer? I know the strings and the number, just don't have the algorithm. Also there is a chance there is source code in C by Dave Humphry that would come close to what you need so it might not bee that difficult. You would need a copy of Morrowind though.
  5. Wrye Bash - All Games

    @CrankyCat I read your response again so what I said below might not apply since another version worked. List the file names of all the files in your Data folder. After you have that, please edit out things like the folders. Just include the ESP/ESM/INI/BA2 file names. Attach it to a text file like you did. Something like "dir > listoffiles.txt" in the data folder and then edit the file. Then if I don't see anything jump out at me you will have to do as Utumno requested.
  6. Wrye Bash - All Games

    @Utumno Traceback (most recent call last): File "bash\balt.py", line 436, in <lambda> if onButClick: self.Bind(wx.EVT_BUTTON, lambda __event: onButClick()) File "bash\basher\__init__.py", line 1994, in DoSave saveInfo.write_masters() File "bash\bosh\__init__.py", line 1125, in write_masters cosave = self.get_cosave() File "bash\bosh\__init__.py", line 1151, in get_cosave return self._cosave_type(cosave_path) # type: cosaves.ACoSaveFile File "bash\bosh\cosaves.py", line 352, in __init__ with open(u'%s' % cosave_path, 'rb') as ins: IOError: [Errno 2] No such file or directory: u'C:\\Users\\[username]\\Documents\\My Games\\Skyrim Special Edition\\Saves\\Save 5 - Marleny Helgen Keep 00.16.55.skse'
  7. Wrye Bash - All Games

    Playing around with the save games I noticed that when I change the header for one, if there is no accompanying skse save game that there is an "[Errno 2] No such file or directory" error. Could you please add a check for that? Only change it if one exists. There are times when you may not have an accompanying cosave.
  8. [WIPz] Wrye Mash

    What are Projects though? To me it's just a folder. Do you have issues deleting Projects? EDIT: Never mind someone else and I tested this and it works fine. Only one person had this issue.
  9. [WIPz] Wrye Mash

    You know what though. I'm noticing that pretty much no matter where I go, no matter the topic, no matter if it's discord or a forum, there are (on occasion) odd reactions to changes. Maybe I need to focus on real life for a while or TES3Edit or something. Thanks for the feedback. I want to learn more Python and learn the Wrye Mash code base and attempt to get it working in the main version. That would be nice to have everything in one program. However, not to be unappreciative or rude to anyone, especially you after all the help, but I'm sort of looking to normalize how the program works with Wrye Bash/Flash/Smash etc. I just don't think all the changes will be to everyone's liking. A Morrowind discord channel had some odd reactions to the changes even if things work better. I was surprised that the changes weren't well received. One other thing I am confused with is that someone said it doesn't delete projects. I looked in the documentation but a project was just a folder. The folders, or I guess projects delete for me just fine. I know what I want to get done so I think I just need to do it. However, I'm now even thinking of looking at Delphi and how I can make it do what i want even though that would be quite the project. I have to think about things.
  10. [WIPz] Wrye Mash

    Nope don't need it.
  11. [WIPz] Wrye Mash

    It's not to indicate supported files, but the type of files you might find there. I wouldn't want to have a complete list of possible files. I'll see if I can make it a tooltip instead. Do you have a "l10n" folder in your Mopy folder, and inside that do you have a Swedish.pkl file?
  12. [WIPz] Wrye Mash

    Leonardo how dos this EXE work for you? Check the (?) from the menu bar, I added some basic notes for the three different files between Melchor's WMSA and this version. I also added information on the old and new locations of the installers folders. See if the Swedish text appears when moving a file when they are not sorted by modified.
  13. Wrye Bash - All Games

    the .ccc files are in the same folder as the games EXE, not the Data folder.
  14. [WIP] FO4LODGen now included in xEdit

    We can help with LOD options but Zilav and myself don't use MO2 and normally it's simply not possible to support it since we don't use it. I don't know if Sheson does. For now it's Beta so share, but you may also want to see what people do for MO2 on the STEP forums. You can't really ask us is that okay do I need to configure this or add this because we have no idea what setup options to suggest for MO2.
  15. Wrye Bash - All Games

    I don't have to build two patches in a row. As I am testing this I am closing Wrye Bash each time. Then I am altering one record at a time trying to find this one edit that causes the error. I would like to know what he did for xEdit because we need to prevent whatever it is he did.

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