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hlp

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About hlp

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  1. Plugin Files And You (ESM/ESL/ESP)

    I uploaded a SKSE64 plugin that provides the DumpModInfoList console command. Results go into My Documents\my games\Fallout4\SKSE\skse64_ModInfoDump_plugin.log This will dump the order the plugins were loaded into memory and then the two arrays present into the save. The plugin is here : https://github.com/TES5Edit/TES5Edit/tree/sharlikran-fo4dump/skse64_modInfoDump Note: I am not going to comment the results at the moment (It definitively wasn't what I expected on my very first try).
  2. [WIPz] TES5Edit

    Due to the formula used to calculate the in memory formID in the plugins loader, reference to "ESL forms" whose ID is greater than 4096 should be rounded down to a value below 4096 (unless this changed since F4 1.10.20). But in F4SE there is also another array (tArray<UInt32> formMapping;) I haven't tried to dump yet. And that array is not present in SKSE64.
  3. [WIPz] TES5Edit

    I uploaded a F4SE plugin that provides the DumpModInfoList console command. Results go into My Documents\my games\Fallout4\F4SE\f4se_ModInfoDump_plugin.log This will dump the order the plugins were loaded into memory and then the two arrays present into the save. The plugin is here : https://github.com/TES5Edit/TES5Edit/tree/sharlikran-fo4dump/plugin_modInfoDump
  4. Plugin Files And You (ESM/ESL/ESP)

    The reason for the esl ? Allowing people to buy more that 200 things from the store.
  5. [WIPz] TES5Edit

    More likely directory order or timestamp order but anything is possible. Someone will eventually test it
  6. [WIPz] TES5Edit

    We could place the CC elements list in the settingsfile or another external text file. That way it could be updated without the need to recompile the program.
  7. Wrye Bash - All Games

    @Utumno I expected the question . I need to come with better names for those version fields in xEdit. So no, it is not the version seen in the header but the one appearing in the compressed content of the SSE saves prior to the list of plugin names.
  8. There's an update to the Creation kit (1.5.3 also). It should contain the updated script sources. (I forgot to check yesterday).
  9. Wrye Bash - All Games

    So yes, if the save contains form version 78 (or greater) data then the runtime expects an array of light master names (2 bytes counter).
  10. Wrye Bash - All Games

    @Arthmoor The saves do contain the same light plugin information after the standard plugin information just like for FO4. Unfortunately the save header version is not changed (still 12) but the form version at the beginning of the compressed saved data did (now 78 instead of 77). I'll try to verify that is how the runtime is detecting them also.
  11. And here we go again with the conspiration theories! Why is the "internet" so hell bent on destroying everything ?
  12. [Fallout 4] Stray files in Saves folder

    I've been having subdirectories there for ages so those do not matter also. As well as the text desktop.ini that windows placed here a long time ago.
  13. UOF4P and ESL's

    By the way the ESL distributed by Beth have the master flag set in addition to the ESL flag which explains why they would load before the normal ESP. I don't know if anyone checked where a "normal" ESL without the master flag would load.
  14. Wrye Bash - All Games

    No offsets, no but you have to keep the plugin and the main header size field correct.
  15. Wrye Bash - All Games

    @Sharlikran Only the first plugin (the extender itself) saves the save's masters. Other plugins only save whatever they need to keep track off. For Wrye Bash you only need to decode the first plugin.

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