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BlightBingo

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    Morrowind

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  1. I've been lurking in the modding scene for a long time. Over a decade. Rarely do I engage beyond an endorsement and even more rarely, a comment. When I started modding heavily I used Wrye Bash as my mod management program. Wrye bash is amazing, and the development of MO2 has brought us a software that does what the Installers tab of Wrye always dreamed it could be. Wrye B/Mash brought with it the BAIN file structure that MO2 can read and utilizes masterfully. However, I have found in my last year of heavily playing with my morrowind mod list in MO2 that hardly anybody uses BAIN formats correctly. BAINs were developed as a simple and convenient way to partition off optional parts of mods (i.e. Alternate textures, meshes, anims, patches, stat rebalances) and allow the user to easily select what the want and what they dont. Many, if not most, BAINs I've seen in the past year on the MW Nexus do not do this well. There is no obvious delineation in the file naming conventions, theyre just numbered. The numbering system of the BAIN formatting is where the strength of it lies. We generally see two types of BAIN Structures: Example 1 (Correct BAIN format): 00 Core 00 Core (for BCOM) 00 Core (Rebirth) 01 Textures 1024 01 Textures 512 02 misc patch 03 misc patch The above shows us an example of a BAIN that has two options for the 00 Core package. They share the same number so they should not be activated together. We have two misc patches ( misc can be any mod in existence for the purposes of the example) being numbered 02 and 03 tells us that they are not mutually exclusive with each other Ex 2: (UI Mod) 01 Silver 02 Gold 03 Copper This mod is packaged in some horrific manner that only BTB can adequately flagellate. Ostensibly, in a UI mod, I should only pick one trim color. So why does the numbering scheme communicate to the user that all these options are referring themselves as usable alongside each other? Personally, I dont believe theres a reason to not package the vast majority of mods as a BAIN Archive. I used to repackage all the mods i downloaded manually to be more legible in their file structures so i wouldn't have to refer to the readmes every time I checked the mod out. However with the rate of updates in the modern era of the MW modding community, this is a fools errand. Speaking of readmes, docs can all be put in their own optional folder so you dont overload your game folder with misc documentation. Anyway, I know this post may come across as largely whinging, but it is my hope that as a community we can move to packaging more mods in a BAIN format, and within that structure we package them in a more uniform way, and roll more mod options into the main file to genrrally reduce file and download bloat and make the end user experience more streamlined and silky smooth across the community. Now that I've gotten this off my chest, what are your opinions on the BAIN formatting? Would you like it to be more or less unversal?
  2. Ok, so I've searched the forums a little and haven't found an answer to this, maybe I didn't look hard enough, if that's the case and someone can send me a link to a solution, I'd very much appreciate it. So what's happening is I am running a bunch of mods, everything is completely fine until I go to the area between Helgen and Riverwood, nowhere else is messed up, I'm thinking because those are the only cells I had been in with the Birds and Flocks mod for Hearthfire (cleaned). Papyrus tells me that the "FXBirdfleeScript" is attached to the cell and cannot load, and that's because I uninstalled the mod since it caused crashing, well, now I go to play a game with only Skyrim.esm and Update.esm loaded and I still crash because the script is attached to the cell in even a New Game. My question is, how do I remove the script attachment? I uninstalled the mod, do I have to use TES5Edit? Do I have to reinstall the game? Wouldn't be "Too" big a deal to have to do that. The above attachment is the Papyrus log from the crash with just Skyrim.em and Update.esm loaded. The below attachment is with my "in progress" load order, sorted with BOSS, using Bashed Patch, works perfectly well everywhere but the attached cells. Neither crash occurred while BirdsandFlocks was loaded. I will not post my load order because it is irrelevant to the problem, and I'm not asking what the problem is. Again, how do I remove the script attachment to those cells? I appreciate any help with this, thank you.
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