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lmstearn

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  1. Haha
    lmstearn got a reaction from alt3rn1ty in No Mans Sky - Update   
    Of all the ongoing games this one is continually going off! 
  2. Like
    lmstearn reacted to alt3rn1ty in No Mans Sky - Update   
    Best Ongoing Game Award 2020 .. Sean Murray was having a drink or two, and looked completely unprepared for the result 
     
  3. Thanks
    lmstearn got a reaction from AL|EN in The functionality of LOOT 'tags', ELI5   
    They're actually tags for mods which might be merged into some kind of merged patch. Mods are merged to save slots if you have many mods. Wrye Bash (with a link in this thread group) used to handle those for BOSS in Oblivion, Fallout3 & NV, LOOT has a newer (but not backward compatible) mod masterlist for mods which might have tags as seen above. Wrye Bash only manges level list tags for Later Fallout Games and Skyrim, TESEdit can alsomerge mods and has plenty of documentation on it, as does Mator's Merge Plugins.
    There's a much better explanation (with links) of tags & merging at Nexus. Even I found it easy to read, which is just amazing.
    Those dots are remnants of whatever spooked the BBCode here- there's after:, inc:, and msg: categories- @cptmcsplody may wish to help you with those.
  4. Haha
    lmstearn reacted to DayDreamer in XB1 Can’t download USSEP   
    It sounds vaguely like the ISP or XBox or something is caching old HTTP 1.0 Cache-Control lines. So we can assume that bulk data transfer is using HTTP instead of TCP itself. (A braindead inefficient technique.) HTTP wasn't designed for this.
    A lot of caching was fixed in HTTP 1.1 (1997), but perhaps XBox or Spectrum isn't using even 1.1. Yet should have been updated to RFC-7234 (2014). We really expect that products update at least in 3 years, so this should have updated at least twice since then. Very sad.
    My guess is the modem & router & WiFi resets have nothing to do with it.
     
  5. Thanks
    lmstearn reacted to Infernio in Wrye Bash - All Games   
    @Arthmoor I'll have a look, seems like the RACE definition for Oblivion broke.
    @lmstearn Should already be fixed in nightly.
  6. Thanks
    lmstearn reacted to Arthmoor in Cheap or Free Games   
    That's a good question. This is obviously the right thread but somehow the topic ID and title got changed.
    And if I had known Epic was gonna give KCD away for free I'd have held off on buying it on GoG a few months back
  7. Thanks
    lmstearn got a reaction from alt3rn1ty in Paint.NET now supports all DDS formats (including BC7 Linear etc)   
    Could it be he ran afoul of an assembly of rambunctious multiloquent minions of the Dark One?
    Alt, done. 
     
  8. Haha
    lmstearn reacted to BlackPete in Cheap or Free Games   
    Sid Meier's Civilization IV is also on sale at 75% off on GoG. https://www.gog.com/game/sid_meiers_civilization_iv_the_complete_edition
    No Man's Sky is on sale at 50% off on GoG. https://www.gog.com/game/no_mans_sky
    I've not played either of these, but apparently they're popular among Lizards and Rabbits.
  9. Thanks
    lmstearn reacted to RabidGears in Successors to Mapzone?   
    I don't know if it's a direct replacement for Substance, but recently Epic bought out Quixel and are now releasing it for free, so you could try that.
  10. Thanks
    lmstearn reacted to Hana in Successors to Mapzone?   
    Hi,
    Sorry, I dont follow any of the fallout games, so I have no idea what mapzone is or was. If you're just looking for texture tool options besides Substance there's always GIMP and Paint.net, free to use options. Of course, there's Photoshop if you have access to that.
    Or was there something specific those other programs did?
    Edit: Someone else mentioned to me this program - http://www.boundingboxsoftware.com/materialize/index.php
  11. Thanks
    lmstearn reacted to alt3rn1ty in Paint.NET now supports all DDS formats (including BC7 Linear etc)   
    Well, glad you got it sorted, I just usually grab the free version from here https://www.getpaint.net/index.html
    I have donated before, but never bought it from the MS Store so was not aware of any possible different installation locations.
    I do know that if you want to try out a newer version of any Bundled plugins, you should not install them in the Bundled folder but in the usual Filetypes folder.
    If there is a newer version of the DDS plugins in filetypes\, then Paint.NET ignores its own Bundled variety and loads up the newest plugin in Filetypes.
    Similarly, if you update Paint.NET and it comes with a newer version of the DDS plugin than the one you last manually installed .. It will load the Bundled one instead = Whichever is newest in either Bundled or Filetypes gets loaded.
    See also the release notes where the DDS plugin was initially bundled here https://forums.getpaint.net/topic/115144-paintnet-422-is-now-available/


  12. Haha
    lmstearn got a reaction from alt3rn1ty in Paint.NET now supports all DDS formats (including BC7 Linear etc)   
    Dug deep for the $10 purchase of Paint.Net. Word to the wise- the Windows and Free versions go in separate locations, as I had learned by not reading the docs.
    Signing up to their forums is something else- although once the visual captcha solvers popped up on the page it was better.
    Then, again without reading the docs, the wrong folder for plugins was cleverly located. 
  13. Thanks
    lmstearn reacted to alt3rn1ty in Paint.NET now supports all DDS formats (including BC7 Linear etc)   
    SPREAD THE WORD PEOPLE
     
    If you know a Mod Author working on textures, who needs a solution to load and save in the newer Intel Texture Works dds formats like BC7, but they dont / cant afford to own Photoshop ..
     
    .. Tell them to grab the latest Paint.NET
     
    Even if they prefer working in something else like Affinity Photo or GIMP, but lack the ability to easily save out a dds file with mipmaps in the newer dds formats (GIMP has started supporting dds natively, but does not currently have all the newer formats) - Just save resulting work from your preferred graphics software to a lossless format like PNG. Load it up in Paint.NET, and then save it out in the desired dds format.
     
     
    PDN now bundles a plugin made by null54, it used to be necessary to rename any dds file to work with to have a .dds2 extension name which was a bit of chore if you had many files to work with - Now it is officially bundled with PDN, .dds files are loaded and saved without any renaming of extensions
     
     
    See the release notes here for PDN 4.2.2
    https://forums.getpaint.net/topic/115144-paintnet-422-is-now-available/
     
    PDN is now at version 4.2.5 and includes the latest dds plugin (further updated work since 4.2.2)
    https://forums.getpaint.net/topic/115242-paintnet-425-is-now-available/?_fromLogin=1
     
    Source for the plugin (where any issues found need to be reported) on Github
    https://github.com/0xC0000054/pdn-ddsfiletype-plus
     
    Paint.NET forum topic for the plugin
    https://forums.getpaint.net/topic/111731-dds-filetype-plus-2019-09-20/
     
     
    Edit : Please feel free to copy this post on the various official CK forums (I am no longer a member)
     
     
    Paint.NET also now supports WebP https://developers.google.com/speed/webp/
     
    (Another plugin bundled which was also programmed by null54)
     
    Lossless and lossy, I havent used it yet but it sounds like its better than PNG and JPG for website performance.
     
    ---------------------------
     
    To save a file in DDS formats :
    Choose File / Save As
    And use the drop down menu to select the DDS filetype
     

     
    Then click Save
     
    You will then be presented with the Save Configuration
    Use the drop down menu to select the DDS format 
     

     
     
    And dont forget to tick the box for Generate MipMaps
    PS - When choosing the compression mode in PDN, Slow = Fine (More accurate) (Fine as in Intel Texture Works definition of the compression mode)
     

     
     
    And have a read of this topic - Its a bit old now, but still relevant I think.
    https://www.afkmods.com/index.php?/topic/4283-all-about-textures/
     
  14. Like
    lmstearn reacted to alt3rn1ty in My View on Mod Packs   
    Here we go again, how many times have we seen someone trying to find holes in someones posts just to try and win an argument to make what they want happen disregarding mod authors concerns. "I want my easy install mod pack waaah!, I dont care about the wall of text or peoples copyrights / artistic content / intellectual property / agreements and collaboration complications between mod authors contributing to any particular mods development, or the amount of extra support from original authors a mod pack always generates .. just let this happen".
     
    I cant be arsed answering each of your points, anyone who has been a long term member of the various TES communities know the truth of what Arthmoor has said. Responses to your points have been proved many times during the years of modding all Bethesda games including Morrowind / Oblivion / Skyrim LE / Skyrim SE / Fallout. Nearly all the community arguments on the same subjects are now lost since the old official Bethesda Community Forums are dead, so proving some of it is not possible. Arthmoor during his very experienced and technical prowess during 15 years modding this series, and the many talented people who have contributed to the UnOfficial Patch Projects, have all seen instances on Bethesda forums and Nexus forums (and many more community forums which have been lost in time) to prove everything Arthmoor has said.
    I personally have contributed a bit of graphical work and lots of beta testing / bug hunting to disprove claims that issues people experience with the UnOfficial Patches were a fault of the patches, more often than not the problems were due to other mods and incorrect installation not following procedures laid down by the mod authors, or just plain old bad mods with complicated hidden issues due to the mod author using incompatible tools to make their mods ..
    .. I contributed because it is a community project to help everyone. I would not like to think a Mod Pack creator behind a pay wall was profiting from all of our years of hard work, or that all that work was being undermined with bad research / inexperience by the mod pack creator. My contributions were freely given to the UnOfficial Patch Project team to use, who I respect for their outstanding dedicated community support, not anyone else.
  15. Like
    lmstearn got a reaction from alt3rn1ty in My View on Mod Packs   
    Compatibility, and Stability
    All Mod packs should be unit tested, and then tested with other packs. This consumes time and labour. And there should be test reports and stats and graphs- pages of them.
    A mod author should be able to vote for inclusion or exclusion of other mods in the modpack that bundles his mod. That probably means that if his 5 star job gets stuffed in with a bunch of 2 star jobs, the ctds will be blamed on his mod just as much as the others. Will he enjoy providing Support for the Bug Reports?
    Mod Packs will then want to be rated on test results as well. A extra burden on those Nexus staff and devotees who want to give it any credibility.
    Demands for Modpack Compatibility
    This is the worst thing- that a mod should be altered without permission so it functions in some mod pack.
    Mod Authors have every right to determine how their work is distributed!
  16. Like
    lmstearn got a reaction from BlackPete in My View on Mod Packs   
    Compatibility, and Stability
    All Mod packs should be unit tested, and then tested with other packs. This consumes time and labour. And there should be test reports and stats and graphs- pages of them.
    A mod author should be able to vote for inclusion or exclusion of other mods in the modpack that bundles his mod. That probably means that if his 5 star job gets stuffed in with a bunch of 2 star jobs, the ctds will be blamed on his mod just as much as the others. Will he enjoy providing Support for the Bug Reports?
    Mod Packs will then want to be rated on test results as well. A extra burden on those Nexus staff and devotees who want to give it any credibility.
    Demands for Modpack Compatibility
    This is the worst thing- that a mod should be altered without permission so it functions in some mod pack.
    Mod Authors have every right to determine how their work is distributed!
  17. Thanks
    lmstearn reacted to Infernio in Wrye Bash - All Games   
    That wasn't a fix, the build just unconditionally disabled CBash
    We still have no idea why that crash happens, so the only thing we can recommend is to launch Wrye Bash with the -P argument to disable CBash completely.
  18. Thanks
    lmstearn reacted to Hana in [Skyrim LE/SSE] Skin Partitions - Nif to CK   
    Skyrim armor or clothing meshes use Skin Partitions to divide up the mesh into related body parts. This information can be found under the BSDismemberSkinInstance node of the NiTriShape (BSTriShape for SSE) in NifSkope and in the Armor and ArmorAddon records in the CK.
    A Skin Partition is where a mesh is partitioned into submeshes such that each vertex of a submesh is influenced only by a limited and fixed number of bones. Huh? Ok, a skin partition is a collection of vertices ruled by certain bones.
    These partitions are further defined by "Body Parts". Biped slots, Body slots, Armor slots, body part, partition, all mean the same thing. In Skyrim they are a virtual representation of any skinned/rigged mesh.
    The Body Parts represent all the biped slots that can be used in the making of armor/clothing/jewelry, etc. A full list of all the body parts (or biped slots or nodes) can be found here;  http://www.creationkit.com/Biped_Object. (I don't guarantee it's complete). There's also a list that can be seen in NifSkope if you hover over BSDismemberBodyPartType.
     
    NifSkope;
    Every NiTriShape (BSTriShape for SSE), or object, in a skinned mesh requires a Partition. The number of partitions is dependent on how the mesh is set up but must have at least 1 Skin Partition.
    Some pictures will help. Looking at the malebody_1.nif in NifSkope we can see the Skin Partitions defined under BSDismemberSkinInstance of it's NiTriShape.
    The human body in Skyrim uses 3 partitions, and any armor/clothing made for it will require at least 1 of these partitions to match.
    Let's look at these partitions more closely. You can see them in NifSkope by looking at the NiSkinPartion block (does not work for SSE nifs).
    Another example, the Hide armor, to show the differences in each part of the overall mesh. Not all pieces of one mesh require the same partition, it depends on the mesh itself and what part of the body it covers.
    General rules to follow regarding BSDismemberSkinPartition - Partitions;
    - determines parts where the armor covers - (mainly 32 body, 34 forearms, 38 calves for armor/clothing pieces, 33 hands for gloves, 37 feet for boots)
    - can be misc slots that aren't used by others when main slots are expected to be used
    - partitions are made in either blender/3dsmax or Outfit Studio
    - the partition is mirrored in the armoraddon in the CK
    A mesh can also have a NiSkinInstance instead of a BSDismemberSkinPartition. This works in a similar fashion. It is still a partition except it doesn't identify a partition slot in the nif, it is identified in the armoraddon/armor records. In general practice a mesh should not use both of these types, use one or the other.
     
    Creation Kit;
    There are two types of records in the CK that are important and related to partitions;
    ArmorAddon record - identifies parts where the armor covers
    Armor record - identifies the slot that will be blocked from anything else trying to use it
     
    ArmorAddon record;
    In the CK, the partitions (or Body Parts) identified in the nif are called Biped Slots. All the slots used in the nif should also be used when creating the ArmorAddon record or the end result won't turn out like expected (see 2nd post).
    Taking the same example as above, looking at the Hide ArmorAddon record shows all 3 biped slots match the skin partitions of the mesh.
    These partition slots are not absolute and multiple pieces of equipment with the same partition slot can override each other. The piece with the higher priority will render the underlying area invisible, to prevent clipping.
    For example, armor with 38-calves partition and a pair of boots with 37-feet and 38-calves (because boots cover the calves), the boots will override the armor underneath. If the boots only used 37 feet but still had geometry over the calves, clipping might occur because it is not taking precedence over the calves (and in fact, I've fixed issues like this in USLEEP). See 2nd post for more on this.
    Hoods and helmets are a good example of this.
     
    Armor record;
    All the slots used in the nif do not all have to be used in the Armor record, and shouldn't, because slots identified here are absolute, meaning two pieces with the same Armor slot cannot be used together because the armor slot is blocked. Only the slot that should be blocked should be identified here (body, hands, feet, head). At least one slot is required and it must match a slot used by the armoraddon.
    Taking the same example as above, looking at the Hide Armor record shows it is using slot 32-body and equiping any other mesh that also uses this slot will be blocked.
    However, more than one slot can be used if you want to intentionally block more than one slot (for example, block the ring slot in a gauntlets armor record).
     
    In Summary;
    - The mesh and the ArmorAddon record identify parts that it covers.
    - The Armor record identifies slots that will be blocked.
    - Every NiTriShape (BSTriShape in SSE) of a skinned mesh requires a BSDismemberSkinInstance and Skin Partitions, or a NiSkinInstance.
    - A mesh must have at least 1 Skin Partition.
    - Any partition defined in a mesh should be mirrored in the ArmorAddon record.
    - At least 1 slot must be identified in the Armor record and that slot will be blocked.
     
  19. Thanks
    lmstearn reacted to DayDreamer in NavMesh issue in cell 30,-14   
    Issue #25775
    Here's how it looks. The double pink lines are probably jump both ways, while the blue/pink is one way.
     

  20. Like
    lmstearn reacted to Tanker1985 in Wrye Bash - All Games   
    My take from all this is that the files are working as they are supposed to. WB isn't going to display the save's masters in the way that I want (no more purple), but this is not actually a problem for the game. It's only a problem if I accidentally mess up my load order, because I won't be able to use the color coding of the save files to spot issues. Well, I should be more careful anyway. 
    It is surprisingly easy to convert .esl files back to regular plugins (CK help files tell how), and I did that with the two that I have. But that defeats the purpose of .esl's, of course. I'm certainly not going to give up Bash for SSE at this point, just because I can't have purple save files. It still shows all the masters as they were loaded by the game, which is what no other manager does (except the old Morrowind launcher). 
    I want to thank everyone for the continued work on Bash (and Mash -- I use Sharlikran's version). As far as I'm concerned, it is the only usable mod manager for SSE. I can't do all the "weird" things you guys do to test it for bugs. I just use it to install and manage mods, and it's just about flawless at that level.
  21. Thanks
    lmstearn reacted to Sharlikran in Wrye Bash - All Games   
    It is the correct logic to look at plugins.txt though alt3rnaty for the order of files. With the exception of the CCC and DLC. So to be honest I might be able to deal with the esl files in the save header, if we all cross our fingers. I'll make an attempt.
  22. Thanks
    lmstearn got a reaction from Dragonblood in [WIPz] TES5Edit   
    @Dragonblood: There's this old thread which kind of explains stuff. It recommends the CK. Any good to you?
  23. Thanks
    lmstearn reacted to Jebbalon in Hanged Man Example   
    First here is link to My Stuff page - Jebbalon's Stuff
    That is where I uploaded an example of how to Hang NPCs in Skyrim. (there's other stuff on the page - or - will be)
    Here I'd like to discuss it more, maybe answer questions and offer other uses for the technique used.
    Vanilla Skyrim comes with an attempt to provide a method of Hanging NPCs. However, it is not used - because it doesn't work.
    Following objects and scripts are involved...
    hangedManRopeTRIG [ACTI:00035328]
    rigidBodyDummy [MSTT:000D19BA]
    fakeForceBallNudge [EXPL:000C800D]
    HangedManScript.psc

    DefaultWerewolfAttachPointSCRIPT.psc
     
    That last script is what I used to combine with the HangedManScript to make my example mod. It is used on a Werewolf in Gallows Rock - he is hanging by one hand. This works and it was not hard to figure out how to combine the two.
    Here is my final script to use on corpses you want to send to the gallows!!
     
    You'll notice I made comments in some places. The OnHit and OnItemRemoved events are optional - if you just want the hanging you can comment them out. 
    OnHit event currently just drops the body but you could add the ApplyHavokImpulse to hit the corpse and make it move instead.
    The OnItemRemoved is setup to have a letter placed in inventory and when removed the body drops. You can easily change that to any item, use OnItemAdded instead, or have some other action take place instead of dropping corpse.
    Original setup used the activator hangedManRopeTRIG - I think they wanted the cool effect of Robin Hood shooting the rope and saving his friends! But this doesn't work. One reason is that the rope mesh has collision on it. This makes the NPCs head sit all weird and causes it to flip out. In my example mod I used a rope that doesn't have collison DockColStrSignRope01 [STAT:00093480]
    As seen in the Werewolf example - it's script is attached to the corpse, not the rope. This works much better. If you still want the Robin Hood effect you could add small collision box around rope and attach an OnHit() script to that.
    Now for the other script I included in my example mod.....
     
    This is attached to the rigidBodyDummy and will translate the node back and forth slightly to simulate the body swaying while hung.
    Okay, that's all I have for now. Any questions or comments ?
    Thanks all,
    -Jebbalon
  24. Thanks
    lmstearn reacted to Arthmoor in Feedback thread   
    Was that an avatar upload or something else? We did a server update and for reasons unknown the IPB software is now upset at anyone trying to upload an avatar to the system.
    Actually nevermind, ran a gallery submission through, got an error back, and realized the GD module for PHP had been removed instead of upgraded for some reason. Image submissions should be working again.
  25. Haha
    lmstearn reacted to DayDreamer in AFKTrack Update - Timezones   
    I see your Wikipedia edit. The community thanks you. Although somebody will probably come along and munge it some more.
    I'd always thought the first letter in your name here was an 'I' (verbalized in my head as "I'm stern"), but on Wikipedia it's "L".
    I've gotten out of the habit of fixing Wikipedia, where I'm "DayDreamer", "Day dreamer", and "Day Dreamer" (pre-dating single-sign-on) -- but moved my main "Daydreamer" edits to camelcase "WilliamAllenSimpson" and then "William Allen Simpson" back in 2005 (or 2006?) as the software was updated over time. Some years later somebody else came along and made a lot of edits under the Daydreamer user on the Greek version (where it was supposed to be in greek letters), then claimed the global Daydreamer single-sign-on. Sneaky and annoying.
    Anyway, Latin vulgar originally meant common. As in those non-religious elitists who claimed the Earth circled the Sun, rather than the true believers who knew otherwise!
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