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Inverness posted:
As for the change, the script was poorly implemented, but USKP is a community effort and no one person can ever be blamed for any fuckup. The person who wrote it should have done it differently, but it also wasn't reviewed before going in, which IMO is the bigger issue.
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# ? Feb 15, 2014 04:08 |
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# ? Jun 4, 2024 12:42 |
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Inverness posted:Does the new SKSE alpha version, with the memory fix, require any additional configuration to get that to kick in? code:
quote:Arthmoor's response is pretty Arthmoor. quote:Or if you took your anger out on the actual culprits here (hint: it's not the USKP) maybe something productive could come of all this.
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# ? Feb 15, 2014 06:33 |
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Isn't this the goddamn reason that they decided to use false ESMs for USKP 2.0???
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# ? Feb 15, 2014 06:39 |
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LtSmash posted:Arthmoor's response is pretty Arthmoor. Holy poo poo Arthmoor, half of every mod on the nexus uses USKP and forwards fixes. I'd say that to his face but I like not being banned. Can I just...not use the newest patch with those changes? Or is that an older change people just now figured out?
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# ? Feb 15, 2014 07:09 |
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Burns posted:I wish there was a mod that converted the hearthfire homes into your own inn. I mean dovKiin isnt expected to slay dragons forever right? Not exactly an inn, but it's a farm that becomes fully operational with generated income. The mod author is thinking of expanding the greenhouse and adding in an alchemy shop to generate more ingredients. I think I'll try this out for myself now.
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# ? Feb 15, 2014 08:03 |
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Mortimer posted:Holy poo poo Arthmoor, half of every mod on the nexus uses USKP and forwards fixes. I'd say that to his face but I like not being banned. Yeah that's shaping up to be one hell of a slapfight for no goddamn reason. The gently caress good is an unofficial "patch" for a Bethesda game that includes code that can can irrevocably brake save games if subjected to "3rd party influences" (re: mods that reference said code)? At least it seems to be something from the 2.0.1a patch, not the 2.0.1 patch? Ernie Muppari fucked around with this message at 08:35 on Feb 15, 2014 |
# ? Feb 15, 2014 08:22 |
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Ernie Muppari posted:At least it seems to be something from the 2.0.1a patch, not the 2.0.1 patch? I don't think Arthmoor quite gets how bad it is yet. He's right that USKP can't account for every mod, but if there's a conflict it needs to fail as gracefully as possible, and never wreck saves. A bit of defensive coding here would have made a huge difference. But, the sort of defensive coding you need to do in Papyrus is not something you normally need to do with e.g. the Java VM or .Net or something. Papyrus is tricky.
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# ? Feb 15, 2014 08:48 |
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Inverness posted:Does the new SKSE alpha version, with the memory fix, require any additional configuration to get that to kick in? This can help you find the right values to put in SKSE's ini for your setup.
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# ? Feb 15, 2014 09:58 |
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Kilroy posted:No, it's in both. They need to release a 2.0.1b which removes all this completely, and try again with 2.0.2. I have suggested this, and I suspect that's what they'll do. Well farts. I guess I'm lucky that I'm not playing with any mods that conflict with this. Ernie Muppari fucked around with this message at 10:32 on Feb 15, 2014 |
# ? Feb 15, 2014 10:28 |
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Is there anyway for SPERG to actually tell me which auto perk I've gained?
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# ? Feb 15, 2014 11:08 |
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Inverness posted:Does the new SKSE alpha version, with the memory fix, require any additional configuration to get that to kick in? Make a new txt file in your SKSE folder in Data, then add [memory] DefaultHeapInitialAllocMB=768 ScrapHeadSizeMB=256 save the file as SKSE.ini That should do it. Burns fucked around with this message at 14:35 on Feb 15, 2014 |
# ? Feb 15, 2014 14:33 |
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So what exactly is this USKP issue? I know I've updated and had some mods need to explicitly update themselves but I never looked at the USKP changes.
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# ? Feb 15, 2014 17:24 |
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Mr. Crow posted:So what exactly is this USKP issue? I know I've updated and had some mods need to explicitly update themselves but I never looked at the USKP changes. The result is that if you use a mod that touches the Soul Trap MGEF entries and/or use a mod that references that script, then - unless those mods have been updated with the properties the USKP added to the script - your save file will be somewhat screwed. More details here. Raygereio fucked around with this message at 17:47 on Feb 15, 2014 |
# ? Feb 15, 2014 17:31 |
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What's considered an 'artifact' as far as SPERG is concerned? Unique, magical weapons?
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# ? Feb 15, 2014 17:31 |
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poptart_fairy posted:What's considered an 'artifact' as far as SPERG is concerned? Unique, magical weapons? Anything on this page
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# ? Feb 15, 2014 17:45 |
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Scyantific posted:Anything on this page Awesome, thanks. Makes planning my weapon choice a lot easier.
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# ? Feb 15, 2014 17:51 |
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This just makes me wonder why Bethesda didn't use an existing script engine like Lua, as opposed to Yet Another In-House Language which would inevitably be worse. There is no way they can match the sheer amount of man hours that has gone into a project like Lua. Inverness fucked around with this message at 18:51 on Feb 15, 2014 |
# ? Feb 15, 2014 18:49 |
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So what does "saves being screwed" actually convey?
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# ? Feb 15, 2014 19:14 |
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Inverness posted:This just makes me wonder why Bethesda didn't use an existing script engine like Lua, as opposed to Yet Another In-House Language which would inevitably be worse. Edit: Bholder posted:So what does "saves being screwed" actually convey? Raygereio fucked around with this message at 19:38 on Feb 15, 2014 |
# ? Feb 15, 2014 19:17 |
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Bholder posted:So what does "saves being screwed" actually convey? It usually means that eventually, one day, you'll starting having bugs. They might be noticeable, or they might not. They might gently caress up your game, or they might not. If and when they do, you won't know what caused it anyway. There should be a graphic for hosed Skyrim saves in the same way that we have one for X-Com and Dark Souls.
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# ? Feb 15, 2014 19:25 |
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How do workshop files interact with NMM? Will it show up on the mod list? I plan on using http://steamcommunity.com/workshop/filedetails/?id=143840115 and I have no other workshop files since I grabbed everything else from Nexus.
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# ? Feb 15, 2014 20:22 |
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Alright folks, Ive Lootified version 7 of Immersive Armors! To get this to work, you'll need to delete the old Lootification of IA in Lootification.xml and replace it with this. (I couldn't get it to work without doing that.) Also, as I know Hoth reads this thread, and I say this with the utmost respect and gratitude for this awesome mod, gently caress each and every one of your 400+ shields. (I had to remember Turbo Pascal eventually to alter a script to export EDID as opposed to Names, so I could speed that process along. Seriously, gently caress those shields. If I never read the word "Triskele" again I will be a happy man.) Fake Edit: it was at IAShieldOvalSplintHeavyBlueGreenYellowTriquetra where I realized Hoth hated me, personally.
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# ? Feb 15, 2014 20:22 |
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So if I'm still using USKP 2.0.0a I should be ok? All these hours I've been plugging into Skyrim lately have been the longest, almost entirely crash/big bug free stretch of playing any Bethesda game ever and I've basically been afraid to update anything or add too many more mods to my list because I'm afraid of sending the whole thing crashing down like the proverbial house of cards.
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# ? Feb 15, 2014 20:28 |
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The best thing that could come of this is enough backlash that Arthmoor throws a tantrum and permanently leaves the missing scene. I've never seen a more replaceable and insufferable oval office with their head so far up their own rear end, I would gladly let my save be sacrificed if it means he disappears, the community would be so much better off. Edit: on the topic of shields and IA (which is excellent) is there a similar mood for shields? I'm not a fan of the Celtic / Nordic boring wood shields, I want some heavy steel bulky variation in my life. Mr. Crow fucked around with this message at 20:33 on Feb 15, 2014 |
# ? Feb 15, 2014 20:28 |
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a kitten posted:So if I'm still using USKP 2.0.0a I should be ok? Alternatively; If you do use such mods, but you haven't used Soul Trap or the custom spell that utilises magicSoulTrapFXScript, you're fine as well. If you want to be sure, you can temporarily enable Papyrus' logging and see if your log is a mess or not.
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# ? Feb 15, 2014 20:33 |
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"Noo! Don't make a patch to fix something our patch broke! " lol So uh, repeating my question from pages ago: Are there guidelines I can follow to figure out what (if any) bash tags I should add to mods I use that aren't already tagged by BOSS? Because I really suspect that there are some mods that both my BF and I use that alter the same leveled lists but aren't tagged as such.
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# ? Feb 15, 2014 21:09 |
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Mortimer posted:That's very clearly a dirty mod altering things it shouldn't. Run TES5Edit I've cleaned the dirty mods but the problem remains. The door doesn't actually lead to anything either (just swings open) so I'm not sure what the building is even supposed to be (it's across from the blacksmith). Again for reference: Load Order
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# ? Feb 15, 2014 21:45 |
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Have you used Open Cities Skyrim at any point in time?
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# ? Feb 15, 2014 21:50 |
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Okay, naturally I solved my problem immediately after posting about it. The culprit is Skyfalls and Skymills, there is supposed to be a windmill in that location. This is probably a load order issue since BOSS doesn't recognize the mod just yet. I'm just going to disable it since I don't really care about windmills, but that was the issue.
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# ? Feb 15, 2014 22:13 |
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Broniki posted:Okay, naturally I solved my problem immediately after posting about it. The culprit is Skyfalls and Skymills, there is supposed to be a windmill in that location. This is probably a load order issue since BOSS doesn't recognize the mod just yet. I'm just going to disable it since I don't really care about windmills, but that was the issue. I don't see Skyfalls' .esp in the load order you posted, did you try to merge it or something?
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# ? Feb 15, 2014 22:19 |
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Ernie Muppari posted:I don't see Skyfalls' .esp in the load order you posted, did you try to merge it or something? I copied my load order list from the recognized plugins tab, and forgot to include the unrecognized tab as well there's Skyfalls and Vivid Landscapes on there, which end up at the bottom of my load order.
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# ? Feb 15, 2014 22:26 |
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Inverness posted:This just makes me wonder why Bethesda didn't use an existing script engine like Lua, as opposed to Yet Another In-House Language which would inevitably be worse. Papyrus is actually quite good. However, most mod authors expect the Papyrus VM to work like any other VM, forgetting or not realizing that the Papyrus VM shares memory with Skyrim.exe, which leads to a number of interesting problems that even most experienced programmers won't be familiar with.
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# ? Feb 16, 2014 00:34 |
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So i've decided to bite the bullet and get into Mod Organizer and I think i've got it mostly right, except that I am getting a message saying that there are potential problems with my set up (the red exclamation mark in the triangle in the upper right-hand corner). Checking into that, i'm provided with about seven or eight mods to rearrange (e.g. "Move Unofficial Skyrim Patch before Unofficial Hearthfire Patch"), only all of the mods are in the order that MO suggests already. Does the load order not correspond to the priority in the right hand pane?
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# ? Feb 16, 2014 00:47 |
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TheSpookyDanger posted:So i've decided to bite the bullet and get into Mod Organizer and I think i've got it mostly right, except that I am getting a message saying that there are potential problems with my set up (the red exclamation mark in the triangle in the upper right-hand corner). Checking into that, i'm provided with about seven or eight mods to rearrange (e.g. "Move Unofficial Skyrim Patch before Unofficial Hearthfire Patch"), only all of the mods are in the order that MO suggests already. Does the load order not correspond to the priority in the right hand pane? Corresponds to both. Basically the mods in the left pane get loaded into the virtual data folder in that order so if a texture is replaced by Mod A and Mod B, and Mod A is after Mod B in the left pane, then it's A's texture that the game sees. To simplify it a little more, the right pane is the ESP/ESM load order. The left pane is the load order for every other file type mods can use.
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# ? Feb 16, 2014 00:58 |
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Man, immersive creatures has some interesting stuff, at least, but the balance is hosed. I don't know if it's leveled at all. I'm level 18 and it's dropping in some level 40 riekling chargers that can eat a couple dozen dual-cast lightning bolts and that kill me in one hit. I'm probably going to have to disable it or something, because this is just annoying. edit: 1055 base health. Just, gently caress that. Christ.
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# ? Feb 16, 2014 01:02 |
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Head Hit Keyboard posted:Corresponds to both. Basically the mods in the left pane get loaded into the virtual data folder in that order so if a texture is replaced by Mod A and Mod B, and Mod A is after Mod B in the left pane, then it's A's texture that the game sees. Ah, that makes sense to me; however, the priority matches what MO is telling me I need to do in both panes, but i'm still getting that error message. Did I gently caress up the install of MO or something?
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# ? Feb 16, 2014 01:59 |
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MO doesn't do the ordering on its own, unless you've run BOSS or know what order to put them the order in the "plugin" list is just the order you installed them in. (Unless I'm misunderstanding the problem you're having)
a kitten fucked around with this message at 02:05 on Feb 16, 2014 |
# ? Feb 16, 2014 02:03 |
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TheSpookyDanger posted:So i've decided to bite the bullet and get into Mod Organizer and I think i've got it mostly right, except that I am getting a message saying that there are potential problems with my set up (the red exclamation mark in the triangle in the upper right-hand corner). Checking into that, i'm provided with about seven or eight mods to rearrange (e.g. "Move Unofficial Skyrim Patch before Unofficial Hearthfire Patch"), only all of the mods are in the order that MO suggests already. Does the load order not correspond to the priority in the right hand pane? The general rule when it comes to mods with loose files like scripts is that you want the load order on the left pane to follow the load order on the right pane (once it's been sorted by BOSS, obviously). So basically, the USKP will be the first thing to load on both the right and left panes. Also, you guys do realize that Arthmoor is like, a 30-40 year old dude right? He's pretty much a big manchild when it comes to situations like this. Synthwave Crusader fucked around with this message at 02:36 on Feb 16, 2014 |
# ? Feb 16, 2014 02:33 |
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Quote is not Edit!
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# ? Feb 16, 2014 02:34 |
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# ? Jun 4, 2024 12:42 |
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Is there any ENB preset that doesn't completely destroy your FPS nowadays? I've tried like 3 different presets and they all seem to hit my FPS really hard, usually cutting them in half. I didn't have this problem a year ago when I last played
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# ? Feb 16, 2014 02:35 |