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Arthmoor

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About Arthmoor

  • Rank
    Horkerborn
  • Birthday 04/06/1971

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  • Website URL
    https://www.iguanadons.net/

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  • Gender
    Male
  • Location
    United Socialist States of America
  • Interests
    Programming, Modding, Gaming, Forums, XHTML/CSS, Astronomy, Movies, Politics, Conservative Values, US Sovereignty

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  1. 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.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. 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?
  7. Yeah, gonna put back the idle file for 4.1.4 whenever we get enough together for an update.
  8. Done. Only one left now. While you're here, I was going to look at the wolf howl thing but can't find the posts it was discussed in. Which file was it that we need to put back to solve the remaining problem for idling wolves?
  9. Arthmoor

    [WIPz] TES5Edit

    Partial forms remain a bit of a mystery in how they work. I think someone would have to examine it at the hex level to see exactly what's going on.
  10. Arthmoor

    Wrye Bash - All Games

    That topic may need to be updated slightly at some point with information people have uncovered since then, but it should provide most of what's needed.
  11. Arthmoor

    Cleaning Masters in Fallout New Vegas

    ITMs and UDRs basically. You can't get rid of either of those with a patch of any sort. YUP might have changed some of the edits to fix bugs, but that's no different than USSEP doing the same for Skyrim SE. You'd sill need to clean the masters to remove the rest that aren't overridden and YUP would still need to be careful not to edit a deleted record.
  12. Arthmoor

    [RELz] Ivarstead

    Version 2.0.3 Moved Golldir into an alias controlled by the mod so that other mods don't usurp his AI and cause him to remain stuck at the tomb. Removed edits to his NPC record and added dependency on USSEP in order to maintain the necessary unique flag required for the alias to work. This should result in less compatibility issues.
  13. Arthmoor

    Cleaning Masters in Fallout New Vegas

    I have YUP installed and it would have no bearing on cleaning the masters. They still have faults to address regardless. Those kinds of things can't be patched away. I forget if I cleaned YUP itself, but it probably does have a few ITMs or something as well. Most mods for the older games do.
  14. Leo, no, the tracker and the forum are two separate programs. They do not share the same login system and never have except way back in ancient times when we still used Tracdown. Anyone having issues with getting in to the tracker needs to read the post I made on the subject and go from there.
  15. Arthmoor

    [RELz] Castle Volkihar Rebuilt

    Version 2.0.2 The wrong set of leveled vampires were being used in the exterior tower when it was rebuilt. Facegen files for 3 of the new Dawnguard members in the castle were missing. The wick texture for Serana's candle was missing from the archive.

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