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tomtheclone

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Everything posted by tomtheclone

  1. Thanks for the reply, and yeah, security holes are bad.
  2. No, Tannin has the right of it. Thanks for the reply. Would .Net Core work? Of all the version I believe that has the best compatibility with Wine.
  3. I'm trying to troubleshoot some Linux installation issues. I know it's not officially supported, but there has been mixed success in the community, and a good starting point for me would be a complete official list of what Vortex needs to run. I've tried searching for this myself, but all I can find is that it requires .Net. I don't know what version, nor what else it might requires (surely VC is needed too). To be clear, I'm trying to install the Windows version.
  4. How well does hard linking work with Vortex on Linux. I know that is how it is done on Windows, but that seems like the sort of thing that Wine isn't meant to handle.
  5. I want to tweak a perk in Path of Sorcery. This requires a small change in a script. So I do that and run Papyrus\ Compiler/PapyrusCompiler.exe Data/Scripts/Source/IMP_DES__Frost.psc -op -o="Data/Scripts/"This produces the output: Starting 1 compile threads for 1 files... Compiling "IMP_DES__Frost"... <unknown>(0,0): unable to locate script IMP_DES__Frost No output generated for Data/Scripts/Source/IMP_DES__Frost.psc, compilation failed. Batch compile of 1 files finished. 0 succeeded, 1 failed. Failed on Data/Scripts/Source/IMP_DES__Frost.pscLooking this up on Google, I found a lot of "unable to locate flag" posts which were resolved by unpacking the magic .rar into scripts/source. I have already done this, and have edited and compiled other scripts before... just not in command line. For whatever reason Windows Command line hates me. Probably because I hate it. Git Bash is okay, but its a poor substitute for a proper terminal emulator. But that's beside the point. I'm not sure if this is related to my other question or not. https://forums.nexusmods.com/index.php?/topic/7576045-edit-source-greyed-out;-source-files-in-scriptsource/ SOLUTION: Nope. It just needed to be run in the directory with the script.
  6. First off, I've read: https://forums.nexusmods.com/index.php?/topic/4632770-bros-trying-to-look-at-a-script-in-the-ck-edit-source-greyed-out/ That said, I'm having the same problem. I want to open the source file in CK, but the option to do so is greyed out. I checked to make sure the source (not just the .pex, but the .psc) is present in Data/scripts/source. I am aware that I can just open the source file up in something like Vim, however I cannot seem to get the compiler to work (a separate issue, I know, and one that I'll work on one day). I actually do my editing with Vim.
  7. I'm flying to Winterhold in Dev Avera (this isn't related to the airship as you'll see) to ask about the Elder Scroll so I can get Dragonrend, and suddenly I get my first CTD. My first thought is that it had to do with the installation of a new spell (Psijic Teleportation). I check to make sure my load order didn't change (aside from adding the spell's master file to the end), disable the esp, and try again. CTD at the same location (around Lund's Hut). I then disable the mod (not just the plugin) and it still crashes. I don't think it has to do the with Airship. I've been using it as an alternative to fast travel for a while, but just in case I land and try walking. Same thing, the only difference is that I have a better idea as to where the crash is (before this I only had a general idea). I was standing on top of the roof, and walking across it. The next thing I tried was to go around that location, and this time it didn't crash (so it isn't some on cell change thing). I then loaded my oldest save (the one automatically generated when you start a new game with LAL), choose to simply escape the prison, and then coc'ed to lundshut01. I then exited the door the came CTD'ed. The last thing I could think to check was to make an entire new game, coc to the hut and exit. Still CTD'ing. Active Mod Files: I'm also uploading my Papyrus log. Note that the last entry in the log is time stamped two minutes BEFORE the actual crash. I let the game idle for a while to get through all the start up crap. There is no indication this is script related, so I'm guessing it has to do with the load order. edit: I thought of something else to try. I cow'ed to "tamriel -23 4" which is the world cell and got a CTD. I then coc'ed to RoriksteadExterior01 and walked to the hunt. NO CTD. I have no clue why.
  8. The problem is that two are enabled. I've been using variants, but this is the first time I've ended up with both enabled at the same time. Normally when I create a new variant, the current one remains enabled and there is an orange box with a drop down menu. So Vortex (from what I can tell) recognizes the two staged mods as two different versions (variants) of the same mod. I then select the new variant from the drop down box, and Vortex switches from one variant to the next. Again, I've never had two enabled at the same time. edit: This time was not different. When I added the new variant, there was a drop down menu, and only one was enabled. The problem arose when I went to replace the variant with a new variant. At that time all variants got enabled. For what its worth, the solution I came to was to uninstall both and start over.
  9. Uh, yeah, actually, it is supposed it. When you reinstall a mod, and choose "replace" instead of creating a new variant it does exactly that: It replaces it. It uses the same staging directory when installing.
  10. How this happened, I don't know. But I installed a few more quests mods which link with Legacy of the Dragonborn and I thought it might be a good idea to reinstall it as well as the patch pack mod. I gave them the name "Moar Mods!". However, since there is some kind of autodetect for LotD and I don't know exactly how that works, I thought it might be a good idea to have all the new mods deployed and plugins enabled. I forgot to do this, so I did it again, this time choose to replace the new variant. I noticed something was wrong because I was presented with a notice that LotD .bsa and .esp were redundant. So I checked and lo and behold, it was duped. See screenshot.
  11. With the exception of Skyrim, I do all my gaming on Linux. I love to see a port.
  12. I'm talking about merging records. This is indeed a form of conflict resolution. Its the annoying part of it. For items its usually just keywords, but for perks, magic effects, and spells there is usually a list of conditions and its often times more than just merging the records.
  13. Yeah, I know that. What I'm saying is merge them with a program specifically designed to do that and then go back with XEdit to make sure it was done correctly. And yeah, XEdit warns you NOT to use it for merging SSE plugins. At least not automatically. I've never used an automatic merger. I've always dragged and dropped, but in cases like Weapons, Armor, Clothing, and Clutter Fixes, its just too much to make patches for everything by hand. I'm inclined to remove WACCF, but that's another thread.
  14. I thought that too, but when I see a lot of keyword changes, I worry about some of those changes filtering through the other mods and others get blocked. Those filtering through might expect those keywords resulting in breakage. That is why I would consider leaving it out.
  15. Weapons, Armor, Clothing, & Clutter Fixes (WACCF) seems like a pretty nice mod. It fixes things, makes them more consistent, and, in general does what a TESV mod does best: Bethesda's job. That said, it is the single largest cause for patching for me. A lot of patches already exist, but there are more that need to exist than already exist, and its really annoying when you have a long list of records to merge. I don't really want to do it, and while they say that its probably okay to just overwrite the entries, that seems like a bad idea. Am I being paranoid? Should I use it? Or should I just disable WACCF and save myself some aggravation?
  16. If it does most of the work, and all the user has to do is go back to tweak it here and there, I call that a win. I'm assuming GamerPoets uses XEdit?
  17. Botox for Skyrim is available for SSE as well. I prefer using Aesthetic Elves for my elven characters. The Bijin mods are pretty good for female NPCs. For good looking male characters, I prefer Skysight Skins. I am trying to use Botox, but the result is...unpleasant. Two pictures are below. The pointy one is from SSE (with Botox) and the more rounded face is from SLE (also with Botox). Other than hair and eyes, Botox is the only beautifier I use. As for the Aesthetic Elves, I think that's a keeper! As for Bijin, I actually looked into that, but rejected it for some reason... edit: The more I look at the AE mod, the more I like that result better. The elves still look elven. Definitely using that one. Thanks.
  18. Which is what I said before. This is a pathological example, but those are interesting for their own reasons. Sure, there is no reason to spend time fixing a bug which only effects idiots, but (and forgive me for sounding presumptuous) sufficiently robust code should be able to handle this. Perhaps this bug might manifest itself later, and this example might be useful. In the meantime, it certainly isn't worth developer time. I wasn't referring to the problem stated in the title, but rather that the entire sorting algorithm falls apart. Yes, treating an .esl as a master is the proper behavior. The entire sorting algorithm falling apart is not. Its also not worth anyones times.
  19. You seem to still be insisting that I'm talking about plugins. That screenshot is about plugin rules. Also, I'm not talking about built in rules. I'm talking about the rules Vortex generates in response to other rules. In the conflicts resolution selector, if setting one override implies another, you get a lock next to that rule. I set a rule involving CBBE and Botox. Vortex then made a made for Botox and CBBE which was in conflict with the rule I set. I did not set two rules. I couldn't have set two rules since the drop down would have been greyed out. If I COULD have set two contradictory rules, that itself would have been a bug.
  20. PLUGINS vs MODS. The First Rules screenshot you posted are PLUGIN rules. That you set yourself, because if Vortex set them or they were built in, they'd be in italics and would also be unchangeable The ESP for Botox is Blank, it's only there for BSA loading, since Vortex can handle what order the BSAs load This is what I have Nope. Both of those are mod rules. Note that in both pictures you'll find Botox (CBBE). That's a texture pack. There is no plugin associate with that. Also, I only set one rule for plugins and that was for SkyHair. I'll take a screen shot of that sometime later. I don't have access to that right now.
  21. Maybe I'm mis-reading something, but at least to me it seems the two first pictures are the same, so I can't see anything wrong here. As for the last picture, I just tested it, if you re-open "Manage Rules" and do any changes to the rules that aren't currently locked, these changes does not have any effect on the locked rules until you Save your changes. So at least you can call this a visual bug and you should report it through Vortex. Now if where's actually a rule conflict or if it's just you changing something without saving I can't tell from your pictures. In the first photo, you'll see that CBBE is suppose to load before Botox. In the second, Botox is suppose to load before CBBE. You tested it? As in you had contradictory rules as well? Look more closely at the pictures.
  22. Which is what I said before. This is a pathological example, but those are interesting for their own reasons. Sure, there is no reason to spend time fixing a bug which only effects idiots, but (and forgive me for sounding presumptuous) sufficiently robust code should be able to handle this. Perhaps this bug might manifest itself later, and this example might be useful. In the meantime, it certainly isn't worth developer time.
  23. Nothing. That's how I fixed it. But that doesn't mean I shouldn't submit a bug report. It's not a bug. There's no issue to report to the developers. You simply make a "load after" or "load before" rule where needed in order to resolve the file conflict in the way you want it resolved. Yes, there is a bug. Two, if you ask me (no one is). First, there are two rules which contradict each other. This should throw up cyclic mod warnings like with plug ins. Second, note that one of those rules was generated automatically. So Vortex auto-generated a rule that contradicted one that I created.
  24. Nothing. That's how I fixed it. But that doesn't mean I shouldn't submit a bug report.
  25. Vortex version: 0.17.8 Game: Skyrim SE Number of mods installed: 52 plugins (not counting the official ones) OS: Windows 7 Pro Problem: I was trying to figure out why faces and heads are ugly despite using roughly the same method for SSE as I did for Oldrim. So I reduced my my list to a minimum. For now, that exact list probably isn't important so I'm omitting it. What is important is that I seem to have two rules that are opposed to each other. CBBE is suppose to be before Botox (Vanilla) and Botox Vanilla is suppose to load before CBBE. Since Botox is the mod I was using to make faces look like appealing, I feel I might have found the issue. Either way, I figured I should share this. Also, screenshots below.
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