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ShinraStrife

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About ShinraStrife

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    http://shinrastrife.tk
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    United States
  • Currently Playing
    Fallout 4, League of Legends, Final Fantasy, Obscure japanese PS2 RPGs
  • Favourite Game
    I love all games except for Dayz SA

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  1. If he doesn't get back to you, I'd just open his mod up in the CK or xEdit and see what he did. There's nothing illegal with that as long as you don't copy and paste anything from his plugin/meshes/textures files and use them in yours. That's how a lot of people learn many things. I learned programming languages by downloading source code and trying to repeat what the source code did in my own projects and it's a good hands on way to learn. Although it is more 'well mannered' to ask permission first, you don't have to unless you are using copyrighted material as is (or just copy pasting) in your own projects.
  2. The 8 digit hexadecimal values you are referring to are called FormIDs and the method used by chesko's wrye bash script in his Frostfall mod (the method I mentioned earlier) doesn't merge the actual plugins together, it creates a patch that overwrites the records using a new plugin based on what weather mod's the user has installed so that his temperature and exposure system can register any new climate records that the user may have installed. Overwriting records can be made in the Creation Kit and in xEdit as well and won't do any harm if you know what you're doing. All true. It sounded like damanding wanted to automate something like making a merged patch though. Not overriding records. I might have misunderstood though. I believe wrye bash could be scripted to make merged patches of new content, but then all the stuff I mentioned comes into play. If you're only ever dealing with overrides then making a merged override patch isn't really an issue since you intentionally want to overwrite the same form id's. If I'm understanding what he posted correctly, I think he wants to merge his own plugins together so he should be able to do it quite easily since he knows what records are inside them.
  3. The 8 digit hexadecimal values you are referring to are called FormIDs. FormIDs can only have their last 6 digits changed by editing, the load order digits are automatically generated by the launcher at game start. When 2 records have the same FormID the game assumes the record lower in the load order is an overwrite record. the method used by chesko's wrye bash script in his Frostfall mod (the method I mentioned earlier) doesn't merge the actual plugins together, it creates a new plugin that overwrites the records based on what weather mod's the user has installed so that his temperature and exposure system can register any new climate records that the user may have installed. Overwriting records can be made in the Creation Kit and in xEdit as well and won't do any harm if you follow the original record type (COBJ overwrites COBJ, TXST overwrites TXST and so on) Save game corruption usually only happens when mods have been uninstalled mid-playthrough, or if the record structures in a plugin are corrupt. Record corruption is a known problem with mods made by the xSnip tools. Any reputable mod author will caution you to avoid using that tool.
  4. I have never tried to do this myself, but I know it can be done using a wrye bash script. I remember a skyrim weather mod that used a script to automate combining weather mod's esp plugins in wrye bash. I think it was Frostfall. You might try to reverse engineer that mod and see what he did to make it work.
  5. The simplest way to prevent a mod from being ported to console is to write all your scripts to be dependent on F4SE. I guess someone could decompile and rewrite the script to not use F4SE, but the people copying these mods are most likely way to lazy to even attempt it.
  6. NMM looks for 2 XML files in the FOMod folder of your mod's archive. info.xml contains information about your mod and moduleconfig.xml contains the installer. So basically you make those 2 files using the tutorial on the first page and put them in a folder called FOMod inside your mod's folder. When you go to install the mod through NMM it will realize you have info.xml and moduleconfig.xml in the FOMod folder and initialize the script. If you want me to check your XML code for errors, post the code somewhere like pastebin and I'll give it a look over.
  7. Finally a console mod thread without vulgarity.
  8. If we cant see the file you upload why would it matter what we think? Out of sight out of mind. Go for it as long as its set to private.
  9. The first one would be very easy to bypass using a debugger and a disassembler. Just put a breakpoint in when NMM starts the PC game check and then open NMM up in a disassembler and NOP out the code block. (this is the same way crackers bypass DRM and create pirated software and there is no way to stop it since the code being manipulated is client side) The second one would also be very easy to get around unless the encryption is done server side after uploading the files to the Nexus. But this method would put an immense workload on the Nexus servers. The third option is essentially paid mods which many mod authors are explicitly against.
  10. I don't understand your question. Are you asking how NMM uses the XML files to display an installer, or have you made a script and are having trouble getting it to work?
  11. As long as its for personal use and you aren't publicly distributing it claiming you are the author then I'd have no problem with it.
  12. http://66.media.tumblr.com/tumblr_m43fmnEFfl1rqfhi2o1_400.gif Yep. It's far too easy to fabricate a screenshot and say "yeah this user gave me permission, here's the screencap" or some BS. The internet is too easy a place to fabricate lies on because of the wall of anonymity you have.
  13. Sorry that this reply is a few days late but to answer your question; Yes, this tutorial works with any game that NMM can manage mods for (Fallout 3, Fallout New Vegas, Skyrim, Fallout 4, ect.) It's all good in the hood, and thanks! I just wanted to be sure I wasn't going to assassinate anyone's computer. I forgot to answer your other question *facepalm* NMM can't edit/combine plugins on the fly. There was a mod for skyrim that went about this a different way but it required users to download FO4Edit and run a script that automated the combining of plugins. Thanks! Also, old post but I did find a solution to an older question asked and I'm posting this so if anyone needs to know how to pack INI edits with their mod, they can. That tutorial was written when FOMM was still popular. NMM, as far as I know, does not allow automated executables or automated INI edits. This is probably for security measures. It would be far too easy for a troll to pack a malicious exe or an INI edit that ruins the users installation. You have to add an INI file inside the Data folder with the same name as your .esp file and the INI settings you want added/changed. This page on the CK wiki covers it: http://www.creationkit.com/index.php?title=INI_files#Mod_Defined EDIT: Updated tutorial with a link to the CK wiki explaining INI edit packaging.
  14. Sorry that this reply is a few days late but to answer your question; Yes, this tutorial works with any game that NMM can manage mods for (Fallout 3, Fallout New Vegas, Skyrim, Fallout 4, ect.)
  15. Are you using mods from the built in mod menu(bethesda.net or whatever that abomination is called) along side Nexus mods?
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