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brazenvoid

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Everything posted by brazenvoid

  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.
  14. After trying to find a utility to explore an ESP (xedit, xdump), I found that the current such can't be purposed for my use. So after studying ESP structure a little, I have a theory that I would like someone to verify. I have taken the tags ESP data uses for identification from xedit source: https://github.com/TES5Edit/TES5Edit/blob/dev-4.1.4/Core/wbDefinitionsFO4.pas Using them I am thinking of making an identification script with the following constraints: CNAM, HEDR, INTV tags are no more than 1. All other tags except MAST are not present.Will this be able to reliably identify "most" BA2 loader plugins?
  15. Thanks for the suggestion. Though it is a GUI Utility, I need a CLI to query this information from a script. I couldn't find any information in lieu of that. There are manuals but they all concern the GUI.
  16. Is there an utility available which can tell me the types of records inside an esp or esl? I only need to know whether the esp or esl is just being used for ba2 loading.
  17. Thanks! I panicked, perhaps, I did something wrong or sent some bad request...
  18. I have removed the executable for now, but please tell me how I can get approval for its inclusion? (I have the mod author's permission for the inclusion)
  19. Hi, I recently published a utility mod with scripts and a compression executable, BSArch. I think its due to the very executable that my mod is marked as suspicious. BSArch is a utility mod already published on nexus. How can I lift this status? I have emailed support but they haven't responded.
  20. Why do you play with mods? Well I have different motivations with different games and largely dependent on how far the mods can go with them. Like Divinity Original Sin 1/2 and Witcher 3, I was more inclined towards bugfixes and annoyance relief. For S.T.A.L.K.E.R. series, it was bug fixes and new lands. For Fallout 3, it was prolonging my stay in the game which well couldn't last long with the available mods at that time. For Oblivion and Skyrim, I wanted to experience the game with better visuals, a bit more sexiness and quests. For Fallout 4, I was bored out of my mind with the base game, a first for a Bethesda game. Believe me, I have never finished it and even having Nuka World, I have never played it. Far Harbor I forced myself to play after couple of years, it was well worth my time though. It doesn't help that it is inherently unstable with mods more so than previous games. But I simply fell in love with the settlement system. The city builder in me pounced on this opportunity with fervent rigor, only to fall flat on the desktop, time and time again. Only this aspect of the game has made me never delete it. The stream of ideas I have are endless. from grandly ambitious projects to oddities which can never be realized in any city builder to date. How do you define the quality of a mod? Well I first read at least the first page of comments on the mod and see the bugs section. I usually avoid mods with 5 or more active bugs. I also take caution in using mods more than 2-3 years old. What have mods done for your experience of the game? The content added for building is really so much that I haven't seen everything nor have I ever utilized them to the fullest, courtesy of the weak FO4 engine. So instead I get to use a subset at one place and another some other place. Things do not just stop at building though. From performance boosting to performance killing in favor of visual greatness and simply amazing never before seen or thought possible mechanics. Though as stated, I am not interested in shooting, killing and the more traditional aspects of fallout 4 franchise. Consider that nowadays I am working on turning spectacle island into a caldera with catwalks scaling the walls to the settlement on the inner side on top of a lake in the middle. While my sanctuary currently has been turned into a water purification plant with a pipe jungle and industrial frames everywhere. I envision that it will take me over a month each for both settlements.
  21. Danse got stuck in the room with the rocket when I first attempted the quest... It has been more than 4 months since! Today I thought, why not complete the Curie questline and make her a human, otherwise I like to build settlements. Strangely she started to go somewhere north west without listening to my orders. So I followed her from Muckwater to the ArcJet Facility like a stalking jealous husband... (Nearing her, breaks the follow script momentarily) The Go/Stay work but follow gets her to continue her voyage to rekindle her apparent crush on Danse, leaving our playboy warlord in the dust... I have tried this with Hancock too and to my dismay, he also started to run for him... Jokes aside, is there anything that can be done, or starting anew is the only plausible option? Because, I haven't done the main quest yet, I would need at least Piper to do it.
  22. Islamabad, Pakistan. Before CDN, I enjoyed full speed of my connections (4Mb and 2Mb). Now I search the web for alternate download links... CDN doesn't even allow multiple download links and resume which saved my downloads every now and then (blackouts are part of life here). In a fit of rage I wiped NMM when last it labeled a series of 1GB+ mods corrupt at completion (took more than a week) which I added trusting its resume functionality. Below you'll see a partial test run of the 64MB file, it ran for more than 5 minutes. I sincerely hope the devs will be able to figure something out. If you need any assistance on my part to resolve it, I'll be happy to oblige. http://www.speedtest.net/result/4032621880.png -------------------------------------------------------------------------------- Proxy detected: none -------------------------------------------------------------------------------- -------------------------------------------------------------------------------- Diagnosing http://filedelivery.nexusmods.com/1/1/64MB-1-0-1.rar?ttl=2147483647&setec=3412c34bd8d5afd889ac01f35694c8fc -------------------------------------------------------------------------------- Keep-Alive: timeout=10, max=100 Connection: Keep-Alive X-HW: 1420377163.dop013.am4.t,1420377163.cds043.am4.c Content-Disposition: attachment; filename="64MB-1-0-1.rar" Accept-Ranges: bytes Content-Length: 67108864 Cache-Control: max-age=26372759 Content-Type: application/octet-stream; charset=binary Date: Sun, 04 Jan 2015 13:12:43 GMT ETag: "1413035614" Last-Modified: Sat, 11 Oct 2014 13:53:34 GMT Status Description: OK. -------------------------------------------------------------------------------- Average speed: 36.9 KB/s for 221.2 KB. Total: 221.2 KB. Average speed: 19.6 KB/s for 7.1 KB. Total: 228.3 KB. Average speed: 16.2 KB/s for 38.3 KB. Total: 266.6 KB. Average speed: 21.1 KB/s for 78.0 KB. Total: 344.6 KB. Average speed: 30.9 KB/s for 121.9 KB. Total: 466.5 KB. Average speed: 31.0 KB/s for 93.6 KB. Total: 560.1 KB. Average speed: 23.1 KB/s for 45.4 KB. Total: 605.5 KB. Average speed: 19.8 KB/s for 49.6 KB. Total: 655.1 KB. Average speed: 25.7 KB/s for 95.0 KB. Total: 750.1 KB. Average speed: 20.2 KB/s for 44.0 KB. Total: 794.1 KB. Average speed: 24.0 KB/s for 83.7 KB. Total: 877.7 KB. Average speed: 30.7 KB/s for 112.0 KB. Total: 989.7 KB. Average speed: 18.7 KB/s for 19.9 KB. Total: 1,009.6 KB. Average speed: 32.0 KB/s for 136.1 KB. Total: 1.1 MB. Average speed: 28.3 KB/s for 73.7 KB. Total: 1.2 MB. Average speed: 34.2 KB/s for 120.5 KB. Total: 1.3 MB. Average speed: 25.2 KB/s for 48.2 KB. Total: 1.4 MB. Average speed: 29.6 KB/s for 102.1 KB. Total: 1.5 MB. Average speed: 24.0 KB/s for 55.3 KB. 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Average speed: 637.0 B/s for 1.8 KB. Total: 3.7 MB. Average speed: 726.0 B/s for 2.4 KB. Total: 3.7 MB. -------------------------------------------------------------------------------- Expected size was: 64.0 MB. Downloaded 3.7 MB in 578 seconds. Calculated speed: 6.5 KB/s. Maximum instant speed reached: 73.7 KB/s --------------------------------------------------------------------------------
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