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Posts posted by hlp
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None. That is inside the game binary. Use F4SE to make modifications.
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It is a log not an ERROR LOG.
When XSE reports an error you will see it.
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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.
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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. -
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.
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The changelog is inside the zip, and it is a bug fix to skse64 mostly. No reason NOT to update from
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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.
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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.
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And thank you for the update to 0.6.20 for runtime 1.10.163
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Actually this is quite trivial for Vortex, LOOT is doing the important work here.
LOOT has a function to tell us if all the records in a plugin have ids below the threshold and thus could be converted without re-arranging the records.
We (Vortex) just set a flag in the header of the plugin when you convert.
The more involved/problematic case where records are "compactified" to stay below the threshold isn't support, that still requires xedit.
I would say using the CK should be the preferred method :)
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Thank you for the update to 0.6.18 for runtime 1.10.162
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Over the years I have sometimes cleaned game masters and sometimes not. I was never able to trace any particular gaming problem to a dirty master, nor was I ever able to trace the resolution of a particular problem to cleaning the masters. Apart from anecdotal evidence pro and con, is there any substantive research that either confirms or refutes the need to clean game masters?
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.
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On the contrary clean ALL beth esm except the game esm.
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Tried clicking ? :smile:
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And let's continue with the stupid advices!
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They don't "mess" anything, they just remove any modification so they are sure of the state the game is in after update. Running the launcher once after update has been a requirement for decades.
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Yes, because one random poster on the internet opinion is more important than decades of practice by the community!
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They update the exe because they add native script functions; There is no way to add native script functions without modifying the EXE.
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Thank you for the update to 0.6.17 for runtime 1.10.138
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Those are tools to extract information from plugin into text form. Primary use is for decoding new game info when it is published or updated.
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Thank you for 0.6.16
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Thank you for v06.0.14 and v0.6.15
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Probably not all of the maintainers can generate the installer or it takes time that is not available at the moment.
It usually shows up a few days later.
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Thank you for the update :smile:
Why is the "128 array element limit" even a thing in the 21st century?
in Creation Kit and Modders
Posted
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. :)