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Beermotor

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  1. My apologies for just now seeing this @mhahn123 Given that the FOMOD format is pretty much the agreed-upon format for mod installers now, I would encourage most people to use that format for compatibility across mod managers for new mods. Just stick to the BAIN folder structure and you'll be good to go. But if you'd like to stay with a BAIN wizard for backwards compatibility with older versions of Bash most of the recommendations in the thread are fantastic. My stuff is all open source so feel free to reuse any of the code I wrote, just leave some kind of nice word in there for me and @alt3rn1ty and @lmstearn since they helped me a lot. Syntax is very well documented on the Bash readme page, but if you want the ultimate be-all, end-all BAIN wizard I've attached Metallicow's ultimate demo wizard which I learned an enormous amount from. I hope this is helpful! Metallicow's Demo Wizard.txt
  2. I think there are some Paypal and Patreon integration plugins for Invision but the last one I saw (a while ago) for the latter was more of a board-wide integration to one single Patreon. With a little digging it might be possible to gin up some alternatives for revenue; for example how is LoversLab handling things?
  3. My recommendation as far as alternatives go for hosting the files themselves? Post here and link to the mods on another mod hosting site. ModDB and Curse Gaming come to mind. Take your mods down, rev them to a higher version number, and post them elsewhere.
  4. I'm pretty sure @fireundubh intentionally made the script process one plugin at a time. Despite this script being fantastic you still need to manually inspect the plugin to confirm the recommendations. I think there are a couple of older scripts floating around on the Internet that will just run directly against the plugin you select, but those don't have provisions for some of the newer Bash tags that Bash uses for new Skyrim LE/SE stuff.
  5. Generally I like to look at the plugin (right click -> Details on the plugin itself) and look at what records it contains. If it is super-simple I'll flag it in Bash. If it is fairly complicated I'll pop it into xEdit and run the ESL checker script on it. This whole process is easiest on mods that don't have any assets.
  6. Yes that is correct. I was using the English ESP. In order to reproduce reproduce my output you will need to update from 4.03 to 4.03g. 4.03g is the recommended version and can be acquired from the xEdit Discord.
  7. Thanks for the peer review on the Tags. Re: LC's Jarl of Ivarstead mod, It looks like Dreifels (SSE port) did a fairly decent job of cleaning it up given the state of the original LE mod. For science, this was the original LE plugin, unaltered by me other a quick trip through the CK: - name: 'LC_BecomeJarlofIvarstead.esp' dirty: - <<: *quickClean crc: 0xAB2C4FD1 util: '[SSEEdit v4.0.3g](https://www.nexusmods.com/skyrimspecialedition/mods/164)' itm: 169 clean: - crc: 0x39A3497F util: 'SSEEdit v4.0.3g'
  8. LC Become Jarl of Ivarstead - English ESP - name: 'LC_BecomeJarlofIvarstead.esp' dirty: - <<: *quickClean crc: 0xBA798A79 util: '[SSEEdit v4.0.3g](https://www.nexusmods.com/skyrimspecialedition/mods/164)' itm: 18 clean: - crc: 0xD13A7C69 util: 'SSEEdit v4.0.3g' Bash Tags: C.Location, Stats
  9. I know we spoke earlier on Github but please feel free. For anyone else I'm all about the Cathedral Concept/Open Source philosophy so anyone is welcome to use these examples to build their own installers or whatever they wish, just mention me or something.
  10. Open World Loot - name: 'Open World Loot.esp' dirty: - <<: *quickClean crc: 0x1270129B util: '[SSEEdit v4.0.3g](https://www.nexusmods.com/skyrimspecialedition/mods/164)' itm: 26 clean: - crc: 0xA10817A2 util: 'SSEEdit v4.0.3g'
  11. JS Armored Circlets SE LOOT Masterlist Entries - name: 'JS Armored Circlets SE.esp' dirty: - <<: *quickClean crc: 0xF94B2A20 util: '[SSEEdit v4.0.3g](https://www.nexusmods.com/skyrimspecialedition/mods/164)' itm: 3 clean: - crc: 0x5FAD2760 util: 'SSEEdit v4.0.3g' Bash Tags: {{BASH:Relev}}
  12. - name: 'Faction Warfare.esp' dirty: - <<: *reqManualFix crc: 0x1A1CEEFF util: '[SSEEdit v4.0.3](https://www.nexusmods.com/skyrimspecialedition/mods/164)' itm: 29 nav: 1 dirty: - <<: *reqManualFix crc: 0xFA3FE113 util: '[SSEEdit v4.0.3](https://www.nexusmods.com/skyrimspecialedition/mods/164)' nav: 1 Faction Warfare (Faction Warfare.esp)
  13. The 309.1 release is out. Sorry for the shameless bump.
  14. Wrye Bash has had all possible Oblivion patcher functionality ported to Skyrim along with some additional Skyrim-specific functionality that either isn't present in Smash or didn't exist in the game the last time Smash was updated outside of the kludgey "ESL support" version.
  15. Looks like an interesting game. Does anyone know what engine it uses by chance? It is hard to tell from the mods on the Nexus since so far all they have are video skippers and ReShade presets.
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