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DayDreamer

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Everything posted by DayDreamer

  1. I've posted here elsewhere that all customer support requests are treated as user errors. In that case, after sending multiple sets of diagnostics and save files, they requested a new Bug/Feedback ticket instead: Note this was a detailed report that I'd nailed down to the function code offset. All they needed to do was fix the code. Never got a response to my Bug/Feedback ticket. Nor to any Bug/Feedback ticket I've ever posted. Not even my suggestion last April proposing a "Skyrim 10th-anniversary edition" (Question Reference # 210426-001718, Bug/Feedback 210430-002317). esQuestion Reference # 210426-001718tion Reference # 210426-001718
  2. Did it clean out the navmeshes at 2, 4, 6, and 8? Otherwise, run the Clean navmesh script, save and quit. Then QAC.
  3. Agreed. Cleaning unwanted edits has been part of modding since the beginning. There's also a known problem with CK navmesh Finalize. It saves the navmesh for all adjacent cells. As other plugins are loaded for those cells, they will override the relevant changes. That is, for your plugin M, the CK will save the navmesh for 2, 4, 6, and 8: 2 4 M 6 8 If you load any plugin after M that is in cell 2, 4, 6, or 8, it will wipe out the navmesh for M. If you load any plugin before M that is in cell 2, 4, 6, or 8, then M will wipe out its navmesh changes. That's why everybody needs to run the xEdit script Skyrim Clean navmesh, then save and quit. That will ensure navmesh changes at 2, 4. 6. or 8 become Identical To Master. Then run xEdit autoclean to remove them. You need to do it for any mods that aren't already properly cleaned, particularly those that add a building with a door.
  4. Back in 2012, that was me! US*P 1.0 was buggy, poorly documented, the original authors had left, their web site had been taken over by child pornographers and malware. Skyrim itself had several updates since, but US*P 1.0 hadn't been updated. We all agreed (on the old Bethsoft forums) to pool our efforts into one community driven patch. This is it.... While I don't always agree with some decisions (and have a few separate unofficial unofficial patch patches), I'm eternally grateful to Arthmoor and all the others who have so long maintained this effort -- and also have undertaken to revive and maintain the Unofficial Oblivion and Morrowind Patches.
  5. During the early years of the US*P, I'd personally kept a separate copy of every version. We sometimes had problems where a fix wasn't properly integrated, and it was useful to go back and check an older version. Also, to compare with older versions of ever changing scripts, and to ensure that I could test against older savefiles. Eventually, it became obvious that there were too many permutations to handle. Nowadays, I rarely keep a copy of the previous version. AFAIK, there's no reason that this most recent version won't work on pre-AE or VR (with updated files). If somebody finds something specific, that would be worth documenting.
  6. Hi. AFAIK, I'm the last editor of those scripts. Even a few weeks ago, I'd not had this problem on vanilla racks. For example, the racks in Breezehome and Lakeview Manor. This is fairy tricky code, because there are 2 setup scripts running simultaneously (the visible rack and the invisible activator). I'd spent a lot of time running a mental model of them line by line. (What happens if one starts first or the other starts first. What happens when one script pauses in the middle, then completes later. Usual real time issues.) With the recompiled game engine, it could be that scripts are timed differently. If you tell me a specific rack, I'll do a test run to take a look.
  7. Some folks are working together to fix engine issues. Halleluia! I've start another topic under SE Knowledge Base:
  8. The AE recompile means that all the decompiled hooks need to be found again. Some willing developers want to know which ones are highest priority. https://www.reddit.com/r/skyrimmods/comments/qt2tsv/which_fixes_from_the_engine_fixes_mod_would_you/ Perhaps some of the known LE and SE bugs have been fixed? This topic is to document bugs that are verifiably not fixed, and note priority to find and fix.
  9. I didn't buy the full AE update. Only did the Steam "Update" button on SE. Presumably that's why it wanted me to run it from Steam instead of SKSE64, and made me Agree to whatever changed in the license. But over time I'd "purchased" various promotionally free CC content (mostly armor variants). Once I'd agreed, it downloaded newer variants of the CC content.
  10. USSEP 4.2.6 dropped earlier today, no beta period. skse64_1_6_318 for AE dropped yesterday, but without support for plugin manager. Sadly, the essential SSE Engine Fixes (skse64 plugin) developers (aers - Nukem - Ryan) have announced there will be no AE update. Since this is very difficult reverse engineering, it may be awhile before somebody steps up. Meanwhile, Scrambled Bugs is being re-written. If we are very very lucky, meh321 and KernalsEgg can be persuaded to incorporate the Engine Fixes.
  11. Ran SE again from the Steam prompt, had to click the Agree button, and got an update message box. All those I'd "purchased" previously have now successfully updated. Plus there are 2 free horse armors. Presumably the license has changed (needing the new Agree), but no way to discern the differences.
  12. Seeing this message, I'd waited a day. But updated versions of CC that were previously "purchased" for free are not yet appearing. So it isn't quite up to snuff yet. Thankfully, the SKSE64 folks were given early access to AE (although less than 2 weeks), so that landed earlier today without the plugin manager. Enough to test things with SkyUI.
  13. I do, and it gave me a notification about a version change. It had no problems downloading the latest USSEP.
  14. My plan is to wait until SKSE is released for AE, just as I'd done for SE. That's when it was clear things were stable. But it took years....
  15. Being primarily Skyrim, I'd only seen his posts here. Do we have any idea who will take over coordinating the UMP here? It has been a deadly year. I've lost both parents and 3 extended family so far.
  16. Admittedly, we PC users are spoiled, because we can fix the bugs. I've no idea why anybody plays this on a console. But I'd found the game incredibly tedious until SkyUI. SSE Engine Fixes and lately Scrambled Bugs are fairly essential.
  17. Glad that you are checking. I've gotten rather far behind. When I was doing Standards for Red Hat, we were talking to Valve about putting more effort into integrating this stuff into Linux. But their take (3+ years ago) was it was more cost effective to concentrate on making this Windows gaming/graphics shim work. Once upon a time (Feb 2012), I'd bought my first Windows machine in almost 20 years to run Skyrim, spending $1,200 for an i5 + gtx 570 to play a $50 game. Then hardly ever played the game, because we spent so much time fixing bugs. Entertaining in its own way.... On a conference call with former colleagues, realized that I've no Linux systems here at home anymore. My main machine is a MacBook Pro, plus a late 2017-era (i7 + 1080) Windows upgrade machine in the TV room for mostly weekend gaming. (Many Linux developers actually use Macs for our client/desktop development machines, talking to Linux CI/CD backend servers.) In 2018, nVidia dropped support for the 4xx-5xx (Fermi) cards, and last week dropped 6xx-7xx (Kepler). So it's probably time to turn that old machine into a Linux development system, and contribute to OpenMW-CS.
  18. Interesting. Same as Apple, they are tying users tighter and tighter to their cloud. In my case, I'm not likely to be running W11 anytime soon. Not only no TPM 2.0, but also my i7-6850K isn't a supported CPU. At the time, that was considered the best for gaming. A lot of machines of that era will be out of luck. Since I'm mostly running Skyrim, a 2011 era game that really doesn't handle many threads, there's no good reason to upgrade. With a nVidia 1080 and Valve Index, it runs No Man's Sky VR reasonably well.
  19. Of course, I'm not anonymous. Neither is Arthmoor. We just use a sobriquet and a pseudonym (respectively) as a handle. Your (rather old) quotation was not relevant to this discussion. As to the former, that may be the Roman view. However the British view seems to be that none of EU law was incorporated in the agreement that was not explicitly specified in the agreement. Notably leading to recent arguments about sausage. Yeah, I'm not sure infinite was the best legal term (as opposed to the more usual perpetual and irrevocable). Presumably they have consulted legal counsel. In either case, that seems to me it obviates the parlor model, as there is no possibility of taking their toys home. Arthmoor seems to be (correctly) splitting the difference, keeping the community-based mods at Nexusmods, and retaining his personal mods here. Although personally I'd have preferred he had left Bring Out Your Dead, as one of the folks who searched for missing burials. I'd always thought of that as a community effort.
  20. IANAL. However, I've briefed and argued pro se up to the state supreme court, and at the federal district and circuit. My areas of expertise have been FOIA, landlord-tenant, political redistricting, tax law, among others. I've been following US copyright issues for over 40 years, due to personal involvement in the Unix wars as a *BSD and Linux kernel contributor, and served as a subject matter expert in several cases. I'm also the former head of standards for Red Hat, and have spent much of my life discussing intellectual property law. Please re-read my earlier comment about the Parlor model. The transaction was from the modder to the distributor, who has rights to copy. Note that the EU has a contrary decision on the same subject. Now that UK is not part of the EU, we don't know the British status.
  21. This is not correct. See 17 U.S. Code ยง 109. Just "copy". Any "copy". We'd all granted a nonexclusive perpetual license to distribute copies. We knew that the distributor Nexus was paying for its infrastructure by ads and subscriptions. Once we've done that, there's no "recall" provision in the Act. Normally, an artist who wants to retrieve all the copies of their work has to pay to collect them, at the current going rate. There are plenty of extant examples. Nexus was generous enough to give notice of changes in their distribution model, and allow folks to rescind their license to distribute without cost. Again, this doctrine is US, and I'm US, but Nexus is British. If somebody has a good grasp of British copyright law, that might be interesting.
  22. Thanks for posting the link. I'd been awfully confused about usage here of "Cathedral", as I'm a long-time Open Source participant (45+ years, since before the term "Open Source"). We have used Cathedral differently, as in The Cathedral and the Bazaar (see https://en.wikipedia.org/wiki/The_Cathedral_and_the_Bazaar). I've always been a little uncomfortable with Nexus. My early Skyrim hosting was Steamworks (built-in the CK) and Dark Creations. But folks were re-posting my stuff on Nexus with somewhat different names, so it seemed best to use Nexus too and get ahead of the problem. Then Dark Creations went away, and the migration seemed fortuitous. Nexus added Donation Points. Folks have re-posted various things with Donation Points turned on, even though I'd explicitly selected "You are not allowed to earn Donation Points for your mods if they use my assets". The most egregious is where they combined my nif changes with SMIM mesh and texture changes, even though both of us don't allow Donation Points for derivatives. There's no good enforcement mechanism. On the other hand, I'm not sure that the "Parlor" model is even legal under the "first sale doctrine". But that's an Americanism, and Nexus is British-based. I've given my modding contributions to be available to the general public for free. I'm irked when somebody tries to profit from bundles that include my works. But I'm also at end of life, so don't have a lot of fight leftover for this issue.
  23. https://elderscrolls.bethesda.net/en/article/REybYU3Gy2InVlHmus4UC/skyrim-10th-anniversary-fan-celebration https://www.theverge.com/2021/8/19/22633130/skyrim-next-gen-upgrade-update-anniversary-special-edition-bethesda We'll need a new topic section.
  24. I agree that the stories could be moved to their own category. I do like reading them from time to time. It brings back some of the feel of Andalay Bay's sites. Many of us have a story in mind as we progress. It's nice to see some written down. But posting them in General Discussion means they dominate the recents. When I'm looking in on a Sunday evening, I'm just trying to see all the recent topics at a glance.
  25. It is very sad that so many console players are willing to buy a game where the world gradually becomes perpetually bare and desolate, NPCs don't leave their homes, weapon racks and other activities don't work, many quests don't run properly, and the save games bloat so that eventually the game won't play anymore. If I'd known about the vast number of bugs, I'd never have bought the game. Because of the press reported bugs, I'd delayed buying the game until Feb 2012, expecting that the bugs would be fixed by then -- never imagining that Bethesda would actually add more bugs breaking things that already worked.... To be honest, if I'd not invested so much time into US*P, I'd not still be reporting and fixing bugs. At some point, responsibility to the community became more important than the game itself. Someday, I hope to finish a run-through of the game. The last best try died after 500+ hours and 8901 saves. So far, 220 hours and 6326 saves.
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