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xxt65xx

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  1. Interesting work around, might try something similar. Some people report crashing without mashing sprint which made me think it might be a quirky memory error with SKSE. Still, will experiment with that -thanks!
  2. Don't install them together. Skyrim has a hardcoded 4 light source limit per mesh, which causes flickering if there's too many light sources. See here: https://bethesda.net/community/topic/15283/request-that-light-limits-on-meshes-be-improved-for-sse
  3. I have a script which I have attached as a .txt It's a Special Edition SKSE64 script that taps the sprint key on release only if the player is sprinting. https://www.nexusmods.com/skyrimspecialedition/mods/12220 I'd like someone more experienced to tell me if there's anything I could do better in my script. I've gotten a few complaints about CTDs, I only CTD if I mash sprint after spawning a large number of NPCs. I'm not sure why this causes CTDs, I know that on my end setting iMaxAllocatedMemoryBytes=153600 under [Papyrus] makers me rock solid stable even when stress testing. Apparently that doesn't help some people. Have I done something wrong, is this a problem with SKSE or something else entirely?
  4. Make a simple plugin with one unique form, duplicate it 253 times and then load all 254 mods. You will have all the forms available whether they come from the first plugin or the 253rd. So no there isn't a so called 1xx limit in FNV. I definitively remember prideslayer doing that test years ago Give me a link. And sure you can load into the game from my experience, but objects will fail to load and the game will break because of memory corruption. My understanding is Obsidian uses the space that stores plugins to also store objects like buildings and scenery.
  5. Not sure what you mean, but FNVSE does exist. http://nvse.silverlock.org/ New Vegas is limited to 130 plugins, unlike Skyrim. No it is not. There were working example of people getting to the theorical mod limit of 254 plugins loaded. This is getting off topic, but I experience missing objects if I go over 120 plugins. Show me these examples.
  6. Not sure what you mean, but FNVSE does exist. http://nvse.silverlock.org/ New Vegas is limited to 130 plugins, unlike Skyrim.
  7. Reviewing mods and making money isn't immoral, our broken copyright laws are. In the meantime I'm pretty sure most mod makers could open up a patreon if they really wanted to, or at least they should be able.
  8. Maby they have real jobs and lives to live? Pay them, and maby they will focus entirely on getting a free software out ,to a complaining and toxic community. :smile: We can't legally pay them, and they created an expectation of a March release so it's not unusual that people are disappointed. The complete radio silence on what's going on doesn't help either. Except they did post an update apologizing for missing the March estimated date and saying there is no new estimation for now. EDIT: And you can technically give them money. Just has to be as a donation. No clue if any of them even set up a Paypal account for donations or anything. They haven't set up a way to donate and it's not the same as paying directly. Three weeks ago they tell us there's now no ETA, what's your point? We still don't know if they're actively working on it, and if we'll be waiting weeks or months. I appreciate what they're doing and I'm willing to pay, but the lack of communication tells me they've probably lost interest more than anything.
  9. Maby they have real jobs and lives to live? Pay them, and maby they will focus entirely on getting a free software out ,to a complaining and toxic community. :smile: We can't legally pay them, and they created an expectation of a March release so it's not unusual that people are disappointed. The complete radio silence on what's going on doesn't help either.
  10. I wouldn't expect to implement all the functionality obviously, but I have been rooting around inside the executable with a hex editor and I think I understand a small part of it. It would be much easier with an auto decompile tool and I really just want to be able to call console commands from papyrus for a start.
  11. Maybe I should start working on my own extender? I know some C++ and assembly, auto decompile tools cost money though.
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