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Dienes

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  1. I just followed a link to this thread from the bethesda SKSE thread and haven't yet read everything but this is very interesting and not something I had heard of before. I am hardly an expert at the skyrim.exe internals but I think I know more than the average mod user or author so I'm going to throw in my $0.02 about my understanding of what's going on. Maybe someone will be able to use it towards a real solution. First string count is almost certainly stored as a 32 bit int (either signed or unsiged) inside the exe. I haven't verified this but I do know that a) skyrim is a 32 bit program so doing otherwise would give them more work, b) a number of other variables are 8 or 16 bits in data or save files but can the exe is just fine if you force them over (such as papyrus arrays being able to go over 256 entries thanks to skse or leveled lists being limited to 256 entries in an esp). c) If it were a 16 bit int overflowing it during gameplay would make new strings not work which should be pretty obvious and overflowing the int would put the extra 1 into the next memory address which would also probably be pretty bad and obvious. So that probably doesn't need to be worried about. Second modifying the save file itself is a bad idea. It would render any save made with a patched version of skyrim invalid if the patch were removed but also make them unreadable in any 3rd party tools that didn't account for it. It would be far better to write normally to save if its less than 0xFFFF and otherwise write 0xFFFF and then write the real string count to the skse cosave or similar. That way if you removed the fix any save that would normally work would still work for both skyrim and any 3rd party tools. Third my approach to actually solve this would be to locate the function that reads the string count from the save and then trampoline it to a custom loading function that handles reading from the cosave. This is the tricky part but should be doable with an skse dll plugin. A dll plugins is free to patch skyrim.exe's code at runtime (the example plugin does this) and is loaded before the game tries to load a save. It would also need to write to the cosave when saving but that should be no harder than the loading part. I sadly don't have the experience to write this quickly and don't have the time to do it slowly but I'd be happy to lend what knowledge I have of both skyrim and dll plugins to someone who wanted to work on it. Even without serious debugging tools something like CheatEngine should be able to help locate the loading and saving functions.
  2. Using SUM to run the patchers is fine. Its just the feature to combine them into a single esp that is the problem. And its not just 3dnpcs, its the new version of skyproc in asis (and other patchers) will mess up SUM and cause junk to be written when it tries to merge the patches. In theory tesedit should be able to combine all the patches into a single file but I'm not willing to go on record as saying its a good idea or give support in doing it. I've never done it so at best I'd be shooting in the dark. The good news is NPC enchant fix should hopefully be getting bundled into ASIS when I get a free moment to do it so that's one less esp to worry about. The error windows from ASIS about factions are just informing you that there are entries in the Inis that were not resolved to actual factions in your game files. That's perfectly fine if you used Inis from someone else since they probably had different mods but if you put those ones in yourself then you probably misspelled them or something.
  3. Okay. First is That means The Staff Machine.esp has a bad entry before anything happens. That's probably not a good thing. I've never heard of the mod but make sure its up to date and check if anyone else has had problems with it or let the author know tesedit reports an error. Second ASIS.esp has no errors reported. Its fine. However there are lots of errors from NPC enchant fix. Those 'Could not be resolved' errors mean the FormID listed doesn't match one loaded. Usually this happens if a master has been added or removed incorrectly. Try deleting npc enchant fix and rerunning it. Lastly Reproccer has an error where it has a non-resolvable FormID as well. You've have to contact the author about that as well. As for SUM: SUM was made with an old version of the SkyProc library that has known issues with parts of the NPC records that 3dNPCs uses, that's why its all out of order. Fixes to skyproc have made SUM mangle some stuff when it tries to merge more recent versions together which is where all the other ones come from. So long as you don't merge them it will be fine. Blocked mods still showing up is intended. ASIS actually has two types of blocklists. The preferred ones are in the various Ini files. Mods in these are still read and processed but ASIS will ignore everything in them. That way you could have Dragonborn in the blocklist but a mod that uses dragonborn as a master not blocked and ASIS would be able to properly read the second (since it would need data from dragonborn). The second type of blocklist is in /data/skyproc patchers/asis/files/blocklist.txt any plugins listed here will not be read at all. As far as ASIS is concerned they will basically not exist so if another mod needs them ASIS will quit as thought they weren't installed. Generally only put a mod in blocklist.txt if ASIS reading it causes a crash.
  4. A tes5edit merged patch will include leveled lists automatically, please don't spread the misinformation that it doesn't. Wrye Bash will give you more control over the leveled lists using bash tags, but I find for most load orders ted5edit is just fine. If you do use both you have to manually delete the leveled lists from the merged patch. So long as you do that it doesn't matter which is first in your load order. Both bashed patches and merged patches must come before any skyproc patches. Do not try and include skyproc patches in a merged patch. And remember any time you change your load order you need to rebuild the bashed/ merged patch first and then rebuild your skyproc patches.
  5. No the skill trees seem to be hard coded. You can change what's in them but not add new ones.
  6. Papyrus logs almost never show what causes a ctd. In fact I'm not sure I've ever seen one that did. Post your full load order and someone might see an incompatibility. Other than that there isn't much we can do unless you can find a way to reliably reproduce the crash. If you can do that you can try disabling your mods one at a time until you find the one(s) responsible.
  7. <p>edit: actually I'm not sure.</p>
  8. This script will do what you want. Attach it to the placeholder item. You will need to set the property to point to an enchanting table somewhere. I would recommend making your own special cell and sticking a table in it so you know no other mod will interfere with it. Scriptname portable_enchant extends ObjectReference ObjectReference Property theTable Auto Event OnEquipped(Actor akActor) Game.DisablePlayerControls(False, False, False, False, False, True) Utility.Wait(0.01) Game.EnablePlayerControls(False, False, False, False, False, True) theTable.Activate(akActor) EndEvent
  9. Did you merge the SKSE Data folder into the one in your skyrim directory? And are you launching Skyrim using the SKSE launcher?
  10. Why not just use the console to add the materials or modded items directly?
  11. I personally don't use path of shadows but I think I've read that simply loading sperg after it will mostly make them work well together.
  12. SkyTweak does many of the things you want. There are a number of mods that address stealth, I think Path of Shadows is the generally recommended one. For general perks I use SPERG since its amazing in every way and doesn't also change a million other things. For the armor system being a mess Improved Armor Formula fixes that in a way that is head and shoulders better than any other mod I've seen. (and if you like it I made a version for NPCs)
  13. There is currently no way to manipulate the stats of a particular weapon or armor (an object reference), all the tools we have modify the base form so the changes are universal, ie you use your item on an iron axe and every iron axe gets the benefit. The only work around I know of would be to create duplicates of each weapon and armor in the ck with the desired stats and replace the player's base item with your new one, but of course that won't work for mod added items since you haven't made copies of them.
  14. Did you merge the Data folder in the SKSE download with your skyrim Data folder? If not none of the skse scripts are installed and that's why SkyUI is complaining. Alternatly if you recently installed or updated the creation kit it may have overwritten the SKSE scripts and you will have to reinstall them.
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