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hlp

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  1. The writer of the papyrus language explicitly stated on the old Bethesda forum that the reason for the small limit is so that mod author would not create huge loops through their arrays in their mods that could affect performances. :)
  2. None. That is inside the game binary. Use F4SE to make modifications.
  3. It is a log not an ERROR LOG. When XSE reports an error you will see it.
  4. The problem is the same for Oblivion and Skyrim original edition. Because there is no external distinction between Editor and game plugin as a plugin can be both an editor and a game plugin or an editor plugin or a game plugin. Once again, please do not report things that are not error. That is all you have to do.
  5. FNV: There are two editions , one with no gore. If your plugin supports both editions it is ten time easier to have both DLL in the same archive than trying to get the end user to select the proper edition. The exact same issue exists with Skyrim and Skyrim VR, though I never tested SKVR plugins. Another case, if all a patched version of the game changes are memory offsets in the plugin, there is no reason not to offer compatibility with older versions of the game with a plugin updates. Last and not the least, FNV and older games supports Editor plugins. So some plugins can only be loaded with the Editor and will always show up as incompatible in the log when launching the game. Honestly just do not deal with those messages when starting the game, you are only propagating false positives.
  6. Those are warnings and not errors. Distributing plugins for different edition of a game and/or for different versions of a game in a single distribution is valid. This apply to all xSE extenders.
  7. The changelog is inside the zip, and it is a bug fix to skse64 mostly. No reason NOT to update from
  8. Microsoft announced support for modding if the editor are ok with it. It should be mentioned on the game page if it is modable officially.
  9. There is no simple answer to this. It is entirely dependent on the DLL itself and which changes were made to both the game engine and the script extender. Last update was "easy" as "nothing important" in the game was changed. But that is definitively not the norm.
  10. And thank you for the update to 0.6.20 for runtime 1.10.163
  11. I would say using the CK should be the preferred method :)
  12. Thank you for the update to 0.6.18 for runtime 1.10.162
  13. I've done the same, I've cleaned, and have also NOT cleaned, and I'm talking the SAME GAMES. I've never noticed any difference whether it helps or not. From what I've read, the people who support cleaning, do so because of errors in the ESMs The people who DON'T support cleaning, bring up the fact that some mods reference those things that get removed if you clean the ESMs I can't say either way which is 'correct' It could all be a placebo effect, who knows, I haven't seen any official word NOTHING gets remove if you clean. The records that are deleted still exists in the original plugin they were in, otherwise they would not be "Identical to Master". Removing ITM is the only way to be sure that and edit to a form done by a mod will actually applied by the last mod that modified that form and not be hidden by an unnecessary copy of the original form in a later mod.
  14. On the contrary clean ALL beth esm except the game esm.
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