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  1. Today
  2. Hi there , I'm Rin. I just want to say I'm happy to joing this community. I read many post here and it was helpful. โหลดแอพ ufa365 Thanks in advance

  4. For my SSE mod I'm attempting to make a custom shield nif out of the WRJovaskrBanner02. I have made weapon mashups before in nifskope before but not with something as complex as a banner. So I tried the normal way of opening an existing shield, copying the banner into the shield file, saving it out, and placing it in game. Through this method the item shows up fine in my inventory and when dropped on the floor, but in my hand the banner/shield does not appear. I imagine there are more steps to take in nifskope, but I have no idea what. Can anyone please please help?
  5. Yes, it just brings QTPIII's parallax mapping and textures to the changes made by the UOP. If you want both changes, install it, otherwise just overwrite with QTPIII R.
  6. Yesterday
  7. In the nexus site for UOP there is a file named QTP3 UOP350 Compatibility Patch. Since I always download my mods from afkmods and not nexus, is that compatibility patch still needed for the latest version of the mod? I use the QTP3 Redimized and I always install it after installing UOP first. Would that mess up my meshes/textures if QTP3R overwrites the UOP meshes/textures fixes? Is that patch needed after all? TIA
  8. 307.201903240730 Experimental Sharlikran released this a day ago Works Great! Worked Great! Skyrim SE; 255+ plugins Well Done and Thank You!
  9. So, stupid question but I looked at the changelog and I wasn't quite sure - does the PS4 patch fix the bug of Lonely-Gale not becoming Windhelm's imperial steward?
  10. Last week
  11. Hmm... Interesting. If I understand you correctly, both BOSS and LOOT does not detect mods that can be merged. Well, my little testing doesn't show any signficant differences aside from the mods with identical timestamp, of course mods are sorted slightly different in BOSS vs LOOT. Other than that nothing that stands out too much.
  12. Unless it's something that's been added since I stopped working on it, BOSS doesn't detect plugins that can be merged into the Bashed Patch either.
  13. I didn't know that, so that means that BOSS are superior than LOOT when sorting a loadorder in Oblivion at least for detecting mods that can be merged into the bashed patch. I assume that LOOT doesn't need the merged feature when sorting a loadorder in Skyrim, because the records in Skyrim are different in comparison to Oblivion aside for both games using the FormID.
  14. LOOT doesn't detect levelled lists or plugins that can be merged. I can't replicate this, if I set more than one plugin to have the same timestamp with Wrye Bash then sort and apply a load order in LOOT, it ensures that there are no duplicate timestamps for me.
  15. Yes, that would be expected if you haven't registered yet.
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  17. Crossposting from TAL I've had done little testing and I know LOOT needs to be fixed, otherwise having two or more mods with the same timestamps will not be corrected in LOOT while BOSS is correcting the timestamp for a mod just fine. I installed Oblivion and 7 DLC, not Mehrunes Razor and Vile Lair, then I sorted the loadorder in LOOT. The result I got was that there were two DLC with the same timestamp then I sorted the loadorder in BOSS without having two DLC with the same timestamp. Which means that LOOT does not correct the timestamp for two or more mods properly. Although, I had manually move one of those mods then the timestamps was unique for the installed DLC I had in my setup. Also, I wonder if it would be possible to use LOOT for both Oblivion (Retail) and Oblivion (Steam) at the same time, because as it is today that's not possible and I think modders would appreciate that when one wants to do some mod testing before releasing a mod. That would also affect Morrowind, should the Morrowind commuity switch from mlox to LOOT that is.
  18. Thanks! I loked at the BAT file page. Thtat;s just explaining to newbies where to put text files so they can run them with from the game console with "bat filename". What I want to do is run a cygwin bash shell with all the Unix command line tools at my disposal. I mean I can do most of it anyway, but it would be usefil to, say, grep against all the source files in one place rather than running find and exec all the time The plugin one looks interesting. Haven't had a chance to do more than just glance through it. Then again, the weekend is almost here
  19. Hey @docclox, Is a way to run a bat file through the console any good to you? https://www.nexusmods.com/fallout4/mods/33149/ Or maybe there's a way of doing it through a plugin perhaps inimoinfo.h?: https://github.com/Modorganizer2/modorganizer/wiki/Writing-Mod-Organizer-Plugins
  20. I'm an old *nix type, with the beard to prove it. I like to work from bash shells. That's Bourn Again, not Wrye So I tried running ConEmu through MO2. I got a command line prompt with a virtualized data directory, whch is good. But it I create a new file there, it gets created in the game folder and not in MO's override directory. Anyone else tried this? Any better luck? It's not a big thing since I can do everything I need by including MO2 mod folders in my compile script. But it would be useful sometimes to have command line access to the virtualised data folder.
  21. Well, I decided to try the 307.201903192049 Experimental again tonight and it launched both the .exe and .pyw without a problem. I don't know why I was getting this error previously, but I'm very happy it's working now. EDIT AGAIN: Got the error again. Here's the full debug log. Wrye Bash starting Using Wrye Bash Version 307.201903192049 (Standalone) OS info: Windows-10-10.0.17134 Python version: 2.7.14 wxPython version: (msw-unicode) input encoding: None; output encoding: None; locale: ('en_NZ', 'cp1252') filesystem encoding: mbcs command line: ['C:\\Games\\Oblivion [GOG]\\Mopy\\Wrye Bash.exe', '-d'] Using scandir 1.9.0 bash.pyo 389 _import_bush_and_set_game: Searching for game to manage: bush.pyo 86 _supportedGames: Detected the following supported games via Windows Registry: bush.pyo 88 _supportedGames: Oblivion: c:\games\oblivion [gog] bush.pyo 146 _detectGames: Detecting games via the -o argument, bash.ini and relative path: bush.pyo 152 _detectGames: Set game mode to Oblivion found in parent directory of Mopy: C:\Games\Oblivion [GOG] bush.pyo 167 __setGame: Using Oblivion game: C:\Games\Oblivion [GOG] mods_metadata.pyo 231 __init__: Using LOOT API version: 0.13.2 testing UAC __init__.pyo 3460 __init__: Fatal error constructing 'Mods' panel. Wrye Bash encountered an error. Please post the information below to the official thread at: https://afkmods.iguanadons.net/index.php?/topic/4966-wrye-bash-all-games/& or https://bethesda.net/community/topic/38798/relz-wrye-bash-oblivion-skyrim-skyrim-se-fallout-4/ Traceback (most recent call last): File "bash\bash.pyo", line 184, in main File "bash\bash.pyo", line 361, in _main File "bash\basher\__init__.pyo", line 4023, in Init File "bash\basher\__init__.pyo", line 3683, in __init__ File "bash\basher\__init__.pyo", line 3455, in __init__ File "bash\basher\__init__.pyo", line 1760, in __init__ File "bash\basher\__init__.pyo", line 251, in __init__ File "bash\basher\__init__.pyo", line 212, in __init__ File "bash\balt.pyo", line 1702, in __init__ File "bash\balt.pyo", line 1815, in PopulateItems File "bash\balt.pyo", line 1760, in PopulateItem File "bash\basher\__init__.pyo", line 773, in <lambda> File "bash\bolt.pyo", line 189, in formatDate ValueError: (22, 'Invalid argument')
  22. I tried a couple of times to find those notes and the chest, but could I hell no I couldn't. I also installed mods exactly the same way in Steam as I did in retail.
  23. 307.201903192049 Experimental Sharlikran released this 2 days ago · 5 commits to dev-wip-rebase since this release Standalone EXE (Archive) From Mod Organizer Beta Wrye Bash encountered an error. Please post the information below to the official thread at: https://afkmods.iguanadons.net/index.php?/topic/4966-wrye-bash-all-games/& or https://bethesda.net/community/topic/38798/relz-wrye-bash-oblivion-skyrim-skyrim-se-fallout-4/ Traceback (most recent call last): File "bash\bash.pyo", line 184, in main File "bash\bash.pyo", line 361, in _main File "bash\basher\__init__.pyo", line 4018, in Init File "bash\basher\__init__.pyo", line 4058, in InitData File "bash\bosh\__init__.pyo", line 2684, in refresh File "bash\bosh\__init__.pyo", line 1316, in refresh File "bash\bosh\__init__.pyo", line 1292, in new_info File "bash\bosh\__init__.pyo", line 1211, in new_info File "bash\bosh\__init__.pyo", line 272, in __init__ File "bash\bosh\__init__.pyo", line 152, in __init__ File "bash\bosh\__init__.pyo", line 284, in _reset_cache File "bash\bosh\__init__.pyo", line 1014, in readHeader File "bash\bosh\__init__.pyo", line 276, in _reset_masters File "bash\bosh\__init__.pyo", line 1101, in get_masters File "bash\bosh\__init__.pyo", line 1068, in get_xse_cosave File "bash\bosh\cosaves.pyo", line 1206, in __init__ File "bash\bosh\cosaves.pyo", line 1217, in _read_cosave File "bash\bosh\cosaves.pyo", line 1302, in _read_cosave_body File "bash\bosh\cosaves.pyo", line 690, in __init__ File "bash\bosh\cosaves.pyo", line 239, in __init__ MemoryError New SKSE cosave support for Skyrim SE only! Shows plugins in save header as they were loaded at runtime. Requires SKSE 2.0.15 (runtime 1.5.73) or higher All cosaves prior to SKSE 2.0.15 will be inaccurate and unsorted Of Course I am on: SKSE 2.0.15 (runtime 1.5.73) or higher 307.201903172227 Experimental Sharlikran released this 4 days ago Works Great! Worked Great!
  24. Because you did something wrong with your Steam setup. There's no difference between that, retail, GoG, or any of the other digital distribution method it used to use back in the day. And it's also unreasonable to just demand that someone go buy another copy of the game from a different platform just to deal with something like this.
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