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Everything posted by Beermotor

  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.
  16. I think what happened was the dump mentioned the nif was loaded or modified by "bee hives.esp". so that explains the derp. I'm actually using it to troubleshoot a LAL->Own hold property -> Tundra Homestead CTD I've kind of been able to reproduce. Nothing but generic stack dumps so far, but I'm hoping coming in the front door or loading in from a save at the LAL load-in spot will let me reproduce it.
  17. I've played with it a little bit and that pretty much summarizes my experience with it for the most part when it comes to weird script and record clobbering issues. It has saved my bacon in a few really stupid "filthy unclean mesh" CTDs I've had though. For example it seemingly found a conflict between the roof meshes in Bee Hives and the late-2020 ENB Particle patch I was using. Since I trust your BSA-packed stuff that has never caused an issue for me in almost a decade, I excised the offending nif from the particle patch. Magically the crashes stopped. Later it found a buggy headpart in a 3DNPC update with similar results. Correlation isn't causation, but those two examples gave me some faith in its utility.
  18. Very sorry you're having a problem with your mod manager, but most of the regulars around here are unfamiliar with how to resolve MO Classic issues. It might be possible to remove the Wrye Bash profile from MO and rebuild it to point to the 32-bit version of Wrye Bash you have. Please note that a version of Wrye Bash that old will not have the dramatically improved patcher present in v308 or later so it might be compelling enough of a reason to migrate your installation to MO2 if you prefer that kind of mod manager.
  19. This is going to be a really good game once it is finished.. I'm kind of holding off for now until completion because my last roll got nuked when an update rendered my save games incompatible.
  20. Keep us updated on this because I'm curious if this improves things for you and it might help others.
  21. Yes that's almost exactly the same as my machine aside from mine is a Ryzen 5800x and a few other trivial differences so you should be getting dramatically better performance. A few more quick questions: Are you possibly launching Wrye Bash out of Vortex or MO2? Have you tried disabling Windows Defender or other real-time antivirus during your testing? Do you have a large number of save games? Are you opposed to trying out a development built of WB for testing? (see second post in this thread for the Dropbox link) I'm sure others might have more questions but those might be the first few to take a look at.
  22. I can't really explain the slowness in launching but it is possible to turn off the splash screen in the bash.ini. by setting bEnableSplashScreen=False If you don't already have a bash.ini just copy or rename bash_default.ini to bash.ini. Regarding the speed, I hate it when people say "it works for me" but both Wrye Bash and the CK should be launching in under 3 seconds on any recent computer with a decent CPU and SSD storage. There has to be something amiss that is causing this kind of slowness for you. Could you give us some more info on your setup?
  23. This is a new one from LazyMods2020 that fixes a couple of the occlusion plane/culling glitches in Windhelm. Windhelm Disappearing Objects Glitch Fix There are probably hundreds of these culling glitches across the exterior cells of the game so every little bit helps.
  24. Thanks for testing it. That's something I never thought of but I'll check it out. I'm one of those folks that uses the Wizard installer to make sure all of the package selections are correct then packs everything into a BSA and installs that instead. :)
  25. CBBE has a pretty standard structure but I'm not familiar enough with the FOMOD parser code to know how it would handle it. Here's a Wizard for CBBE 1.54 I whipped up this afternoon as I was resurrecting my SSE install from the dead. I only had to make minor modifications to get it working so it should be fine, however let me know if you see any weirdness. As usual unpack to project, place this file into the root of the package, then rename it to 'wizard.txt'. CBBE-SSE-1.54-Wizard.txt
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