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brazenvoid

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    Fallout 4
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    Witcher 3

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  1. Will nexus do something about it or will this continue till a more impactful problem surfaces? After all a feature on your site is being compromised without any language informing the user such.
  2. Well that is not the correct way to test as one fail locks me up for the whole day. I do not want to lose the right to post.
  3. Yeah you did, on my mod, not the subject mod... How does this work, I mean how is this going to be fixed, or not fixed.
  4. Since I crafted a tutorial with colours and nicer formatting, and tried updating my previous plain text comment, Cloudflare has been blocking my attempts to comment or edit comments on Nexus mods and telling me to contact you guys. Ray ID 8f2bf2c37f8f4122. I can't even attach the content here. I have tried switching browsers to no avail. The subject mod is for Cyberpunk 2077, though it does not matter I think. But for no reason I am being punished for crafting a nicer tutorial! The only thing that stands out is that I was in the BBCode view when I saved it.
  5. Frankly I hate all of their designs, only Nasty looks ok in some angles. ELEX 1 was much better so even if someone can restore Nasty to what she was before would also be good enough. The current nasty is not how a femme fatal should look like. Not to mention the other two old ladies. Thanks!
  6. I have completed a limited soluton for this problem using both size and tag constraints. I opted for a tighter scheme with tendency to not detect large ba2 loader plugins but at least it has near zero risk of false positives.Constraints: Plugin size less than 500 bytes No keys other than CNAM, DATA, INTV, MAST, HEDR
  7. I get what you're trying to do. DieFeM's idea about record counts isn't bad, but it's not complete. Is there a consistency with respect to the file sizes for these blank loaders? If they have the same file size, then that may be your solution. You could simply treat any ESP/ESL as empty if its file size fits into the range that empty files occupy. They have "similar" size but it varies depending on what the author has included in the plugin. For example, description and number of masters can make the size vary wildly. Example: TES4K ƒ HEDR €? ™ CNAM DEFAULT MAST Fallout4.esm DATA INTV That's why I may be able to get a general clamp on them but this will have a tendency for false positives as well. I can compromise on coverage but not false positives. So I studied plugin structure and found that it has these keys for groups of data, like HEDR CNAM MAST INTV etc. Through these I can know whether there is description, masters etc. Thus with certain constraints on number and existence of certain keys I can get a more complete solution. Like I can ignore MAST HEDR keys, limit CNAM and INTV to 1 while check non-existence of all other keys, My question was whether this approach can be used to achieve this or whether the complexity is too risky?
  8. I have already found the limitation to using xedit utilities for this use. The ingrained problem with them is that they load all the masters and can't display records of the plugin without them. My mod may have need to analyse 50 or more mods per session. This alone coiuld take a considerable amount of time on top of the hours it already takes in its process. And frankly I don't need to know what is in the records, I only need to know the number and type of top level records present, no need for deep analysis. Follow up topic: Idenitfying A BA2 Loader Plugin - Fallout 4 Creation Kit and Modders - The Nexus Forums
  9. Done that homework. There are tags for each record type. The above theory is about counting the tags to get number/presence of records. I just wanted to have some confirmation from someone who knows plugin structure to move forward with it.
  10. That's why I am inclined to make my own solution. It may not be able to perfectly identify at first but at least it must not have false positives.
  11. This all happens in scripts, meaning there is no user to click on menus. xEdit or xDump, load masters as well which slows down my scripts tremendously. The game may not be on the computer as well, my scripts make a cache out of the source BA2s for reuse so its not needed. There can be from 50s to 100s of mods users would like to merge. I merge nearly 80. At least 50% of them will carry a plugin as BA2s are common. That's what I referred to in the first post. The tools exist but do not provide options to tailor their behaviour for my use.
  12. An empty BA2 loader plugin is an ESP/ESL which only serves to load BA2s and does nothing else much. Some have master(s) set and some have some description, nothing else. For example, the following is a simple loader plugin content: TES4* ƒ HEDR €? CNAM DEFAULT INTV
  13. My mod merges mods into source BA2s. Source Merge Scripts at Fallout 4 Nexus - Mods and community If a mod contains a BA2, it is extracted for merger. Plugin files get separated and archived for loading through a mod manager. So in this way, an empty BA2 loader plugin will only serve to hold space in the load order after the merge for nothing. By identifying such files I can auto remove them while merging. Right now, this process is being handled manually by the users.
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