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  1. Today
  2. when i try to install i get error "Download Failed: the system cannot find the file specified"
  3. Yesterday
  4. Thanks, Leo, but that's not quite what I was looking for. I'll just use the UOP fix for that problem.
  5. Version 3.20 Release (400261) - 2020-06-02 https://forum.egosoft.com/viewtopic.php?f=192&t=405397
  6. Last week
  7. wait so if i respond i can make bug reports
  8. zilav strikes again! Great tips, I will implement them.
  9. Updating HEDR is not necessary. You can skip overrides and process only the new records in a plugin using if IsMaster(e) then ... instead of checking the load order byte. By the way + ($00 shl 24) part does nothing (you shift zero to the left 24 times producing the same zero and adding it, and as we all know adding zero doesn't change the result). Also FormIDs should start from $800, below that are reserved.
  10. Okay. I got out of the holding pattern, updated and fixed the script, and it is confirmed working. Here it is for anyone interested: {Designed to change dialog formIDs unique to a plugin to free master file formIDs and then rename the associated MP3 and Lip files accordingly. This script is written for merging from ONE plugin (load order index '01') to a master (load order index '00'). It does not take into account multiple plugins.} unit UserScript; var voice_files: TStringDynArray; formidstart: Cardinal; function Initialize: integer; var TDirectory: TDirectory; voices_root: string; begin formidstart := $00000001; //Path to sound files to be renamed voices_root := 'C:\Users\MaLonn\Downloads\Sound\Voice\Unofficial Oblivion Patch.esp\'; //Create array of sound files and path voice_files := TDirectory.GetFiles(voices_root, '*.*', soAllDirectories); end; function Process(e: IInterface): integer; var oldid, newid: cardinal; j: integer; s, x, old_name, new_name: string; begin oldid := GetLoadOrderFormID(e); //Ensure the load order index (8 bits) of formID are '01', i.e. not the master. if (oldid shr 24) and $FF = $01 then begin //Zero out load order index 8 bits and replace with '00' newid := (oldid and $00FFFFFF) + ($00 shl 24); //Check for free formID in master to assign while Assigned(RecordByFormID(FileByLoadOrder(0), formidstart, True)) do Inc(formidstart); //Begin loop through sound files array for j := 0 to Length(voice_files) - 1 do begin s := voice_files[j]; //If the formID is present, proceed if Pos(IntToHex64(newid, 8), s) > 0 then begin //Replace old formID with new/free formID x := StringReplace(s, IntToHex64(newid, 8), IntToHex64(formidstart, 8), [rfReplaceAll, rfIgnoreCase]); //For message printing... old_name := StringReplace(s, ExtractFilePath(s), '', [rfReplaceAll, rfIgnoreCase]); new_name := StringReplace(x, ExtractFilePath(s), '', [rfReplaceAll, rfIgnoreCase]); AddMessage(Format('Replacing "%s" with "%s"', [for_print, new_name])); //Delphi function to rename a file RenameFile(s, x) end; end; //Change referenced records to the new/free formID while ReferencedByCount(e) > 0 do CompareExchangeFormID(ReferencedByIndex(e, 0), oldid, formidstart); SetLoadOrderFormID(e, formidstart); Inc(formidstart); end; end; end. If anyone wants to use it, make note of the opening comment. This is written for specific use. Also, the script posted in this post is the working one. Earlier posts were WIP. Another question for you, zilav: in the header (HEDR) section of a plugin there is "NextObjectID". Is that necessary to be updated in the mod I'm merging into? xEdit changes it when manually changing formIDs, but I couldn't find a function that seemed to deal with it. Finally, I'll close by saying thank you, zilav! I'm continuing to write more scripts to aid in tasks with xEdit.
  11. 4.2.12 released, a few fixes .. https://forums.getpaint.net/topic/116513-paintnet-4212-is-now-available/
  12. You can't move settlers around with console commands. There's a ton of extra stuff that needs to be done to make this work, and there are dedicated functions on WorkshopParentScript to handle that. If you don't do it properly, the affected NPCs may glitch out in various ways. That's nothing new.
  13. Excellent, thanks. I didn't know req worked as after. I'll have to keep reminding folks to update their master list. The Description already tells them to sort with LOOT, but using Vortex they don't see the master list update reminder as it runs automatically. (There's a separate UI element.) I'm fairly sure they don't see the LOOT warnings either.
  14. I'm just wondering if anyone knows of a fix outside of the UOP for the Trespasses stat being broken. I noticed it's optional in the Patch, and hoped maybe there was an OBSE plugin that fixed it? I checked MenuQue and EngineBugFixes, but neither of those seem (document) to have fixed it.
  15. New update coming out next month, coincides with release on XBox One, and Windows 10 Store https://www.nomanssky.com/2020/05/beyond-development-update-11/
  16. Removing the way BGS is handling it would be an even larger task than simply trying to follow the maze that already exists, because obviously you'd need to know what to disable so the replacement system you're designing can take over. So nobody has ever bothered to try doing that because it would be too much effort to put forth and likely wouldn't arrive at a fully working replacement for years. Part of the reason the existing CW is such a mess is because there's a lot of disabled content already associated with it and that confuses people who start looking into things.
  17. Quests are a bit different in that the record changes take effect if you haven't made it to that point in the quest before, so the retro scripts in those cases are meant to fix the bugs if your save has already hit the broken part. We use a much more sophisticated version of this kind of thing in the patches for Skyrim and Fallout 4. Regarding audio files, yes, there are some DIAL/INFO records that are new in the patch, with their corresponding files under Data\Sound\Voice\Unofficial Oblivion Patch.esp A lot of those will be older work that was done before we took over maintenance of the project.
  18. Well I answered my question through investigation. It was a stupid question (again--there'll be more), but "UOPRetroactive354" and "UOPRetroactive355" do have the script changes made via direct record edit. I've found that 90% (or more maybe--exact numbers are not known) of the new quests with the UOP have direct record edits. Would you say I'm not thorough enough, Arthmoor? That all quests have direct record edits? I know that almost all of them run once and then call "stopquest" as the last line. I thought I had found several that did of have the edits. But maybe I just didn't look in the right place. Also, Arthmoor: I'm going to investigate this, but I like asking (stupid) questions. Is there new DIAL/INFO records in the patch with corresponding audio? I don't know if the patch team found audio that wasn't used and they restored it? That's more an "uncut" type job, but I like asking questions. Now, will Arthmoor respond... or do I just have to find out for myself...
  19. It's possible with a lot of modifications. What about an uncivil war?
  20. Then you need to remove those mods, except for the USSEP of course and start a new game. Because until you have done that no one here can help you.
  21. First off, there is no bug in that quest and when I did that quest I didn't noitce anything wrong and back then I use a lot of mods. Still I was able to finish the quest. Are you using mods? If you do then post your loadorder, otherwise we cannot help you. Using the console just to finish a quest are not recommended, unless you are testing a mod that has a quest or two.
  22. Version 1.0.0

    1 download

    "Spare a coin for a poor old woman?" Description; --------------------- Silda always claims to be a poor old woman, so I turned her into one. This mod changes her appearance to look older. I've also always been curious how she hasn't frozen to death while she walks around the cold, snowy city of Windhelm in that threadbare begger outfit, so I made her a long-sleeved shirt to go under it. "Please, have pity." Ok. No other changes to her dialogue or her pickpocket trainer ability have been made. Installation; -------------------- Install with your mod manager of choice or extract into your game Data folder. Now go give her a coin.
  23. The masterlist already covers these with requirements. - name: 'TouringCarriages-ICAIO.esp' url: [ 'https://www.nexusmods.com/skyrimspecialedition/mods/15948/' ] after: [ 'Immersive Citizens - TC patch.esp' ] req: - 'Immersive Citizens - AI Overhaul.esp' - 'TouringCarriages.esp' `req:` key entries are used in cases where master files are missing or left out. It has the same effect as an after, plus it shows an error if the file is missing. So the above rules will place the patch after all 3 plugins, if they sort after installing. And that's also assuming they're using the latest masterlist version. Of course there's nothing to stop anyone installing the files in the incorrect order, and then not sorting with LOOT. Or manually moving the files if they think they know better.
  24. After getting the first three cubes from the workshop, Neloth leads you into an area where you have to use control boards and a cube to get all three bridges down, opening the path forward. Once you reach the top of the staircase, Neloth tells you to place the cube in the receptacle to lower the water level. When I reached the other side of the room I was unable to use the control board to unlock the door, which would allow me to continue the quest. Are there any console commands or mods I can add in addition to the patch to fix this? I just need to find a way to make the object interactive.
  25. usually, when I see a mod that alters the civil war, the description almost always says something about how the civil war is really hard to mod due to the way Bethesda created it, but has anyone ever just tried removing it entirely to make a better civil war? (if that's even possible, I don't know for sure, its just a thought that came to mind)
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