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Posts posted by brazenvoid
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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
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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
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?
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Not out of the box, but zEdit uses a JavaScript wrapper for xEdit's library.
It is 'standalone' and should be import-able in a node js cli application
xelib
https://github.com/z-edit/xelib
I think there are wrappers for other technologies out there too
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
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I guess you'll need to load a populated plugin and find out a pattern in the records that you can match using regex and thus know if it contains records.
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.
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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.
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So you are trying to figure out a way to identify plugins with no records, which its only purpose is loading ba2 archives.
In xEdit, in the header of the plugin, there's a "Number of records" entry, what I ignore is if that info is actually stored in the plugin or calculated at runtime by xEdit.
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.
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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
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What do you mean by BA2 loader plugins?
If you mean plugins that are flagged to load ba2 archives, I'm pretty sure that any plugin will load ba2 archives by the file name ("pluginFileName - Data.ba2" and "pluginFileName - Textures.ba2") if they simply exist.
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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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?
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xDump, you'll have to compile it yourself or ask someone in xEdit discord
Thanks, I'll check it out!
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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.
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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.
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There's pretty much only moderators around on the weekend. You might have to wait until Monday to get a response from admin.
Thanks! I panicked, perhaps, I did something wrong or sent some bad request...
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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)
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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.
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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.
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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.
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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
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Proxy detected: none
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Diagnosing http://filedelivery.nexusmods.com/1/1/64MB-1-0-1.rar?ttl=2147483647&setec=3412c34bd8d5afd889ac01f35694c8fc
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X-HW: 1420377163.dop013.am4.t,1420377163.cds043.am4.c
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Date: Sun, 04 Jan 2015 13:12:43 GMT
ETag: "1413035614"
Last-Modified: Sat, 11 Oct 2014 13:53:34 GMT
Status Description: OK.
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The file integrity says everything is ok and redownloading the packages, installing them did the same again.
I use Project ENB files - realistic preset, enb binary v0.221.
Well anyways I have decided to wait it out, buy a better GFX and then try again. Thanks for the responses.
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Thanks for the response.
Reinstalled the game and by installing every mod one by one and then checking, I have located the damn thing, astonishingly its enb!!!
I don't see the connection but it still does the texture thing... I have uninstallled and reinstalled it to confirm.
Can anyone make a connection or should I post it on enb dev?
Right now its happening with the following load order:
[Load Order]
Skyrim.esm
Update.esm
Dragonborn.esm
Falskaar.esm
ClimatesOfTamriel.esm
SPIKE.esm
FixedEyeAdaption.esp
EpisodeParallax.esp
Real Clouds.esp
hothtrooper44_ArmorCompilation.esp
Riften Bigger Trees.esp
SkyFalls - Distant Waterfall Overhaul.esp
SkyFalls - Dragonborn Edition.esp
SkyFalls - Falskaar Edition.esp
SkyMills - Animated Distant Mills.esp
SkyMills - Falskaar Edition.esp
Skyrim bigger trees.esp
ClimatesOfTamriel-Dragonborn-Patch.esp
ClimatesOfTamriel-Interiors-Warm.esp
Alternate Start - Live Another Life.espTexture Replacers:
Skyrim HD 2K
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http://i821.photobucket.com/albums/zz138/Stalker123123/ScreenShot2_zps8363ecf0.jpg
reinstalled with no dawnguard, but no gain. There are no incompatibilities with plugins, at least on the surface of things... Can somebody help?
[Load Order]
Skyrim.esm
Update.esm
Dragonborn.esm
Falskaar.esm
ApachiiHair.esm
AP Skyrim.esm
ClimatesOfTamriel.esm
SPIKE.esm
FixedEyeAdaption.esp
Unofficial Skyrim Patch.esp
Unofficial Dragonborn Patch.esp
Unofficial High Resolution Patch.esp
Weapons & Armor Fixes_Remade.esp
Weapons & Armor Fixes_Dragonborn.esp
Better Dynamic Snow.esp
SplashofRain.esp
Remove Interior Fog V2 - Dragonborn.esp
Remove Interior Fog V2 - Skyrim.esp
Further Dark Dungeons for ENB.esp
fantasy music overhaul.esp
StaticMeshImprovementMod.esp
StaticMeshImprovementMod-DragonbornTernFix.esp
StaticMeshImprovementMod-FurnitureChestSnowFix.esp
Dead Body Collision.esp
EpisodeParallax.esp
People Have Torches.esp
Point The Way.esp
Skyrim Flora Overhaul.esp
Smoking Torches.esp
Footprints.esp
WetandCold.esp
SkyUI.esp
daedric_phelm.esp
HBetterBows.esp
HentaiVoidArmor.esp
hothtrooper44_ArmorCompilation.esp
Immersive Weapons.esp
LeftHandRings.esp
Unique Uniques.esp
buildablehouse.esp
Immersive Darkwater crossing.esp
Immersive Dawnstar.esp
Immersive Dragon Bridge.esp
Immersive Falkreath.esp
Immersive Ivarstead.esp
Immersive Karthwasten.esp
Immersive Kynesgrove.esp
Immersive Morthal.esp
Immersive Orc Strongholds.esp
Immersive Riverwood.esp
Immersive Rorikstead.esp
Immersive Shors stone.esp
Immersive Solstheim.esp
Immersive Stonehills.esp
Immersive Whiterun.esp
Inconsequential NPCs.esp
Wyrmstooth.esp
AchieveThat.esp
GrassOnSteroids_NaturalEdition_SFO.esp
Guard Dialogue Overhaul.esp
RichMerchants.esp
SkyTEST-RealisticAnimals&Predators.esp
SkyTEST-RealisticAnimals&Predators-Dragonborn.esp
dD - Enhanced Blood Main.esp
dD-Dragonborn-EBT Patch.esp
The Joy of Perspective.esp
Populated Cities 2.esp
Atlas Map Markers.esp
Open Cities Skyrim.esp
OCS + Dragonborn.esp
SoS - The Dungeons.esp
SoS - The Wilds.esp
SoS - Civilization.esp
ClimatesOfTamriel-Dragonborn-Patch.esp
ClimatesOfTamriel-Interiors-Warm.esp
SoS - The Wilds-PatchCoT.esp
SoS - Civilization-PatchCoT.esp
Brows.esp
TheEyesOfBeauty.esp
TemptressVixen.esp
EMCompViljaSkyrim.esp
EMViljaInSolstheimAddOn.esp
UFO - Ultimate Follower Overhaul.esp
UFO - Dragonborn AddOn - Unofficial.esp
My Home Is Your Home.esp
Amanda.esp
Lyla.esp
Michelle.esp
Misha.esp
Alternate Start - Live Another Life.esp
WATER.esp
WATER Plants.esp
WATER DB Waves.esp
WATER Falskaar.esp
Atlas Blackreach.esp
Atlas Dragonborn.esp
Better distant LOD waterfalls V3.esp
zzLSAR_ArmorH.esp
zzLSAR_ArmorL.esp
zzLSAR_Clothes.esp
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I have recently re-installed skyrim with all the DLCs except Hearthfire and a ton of mods. I use BOSS and NMM for mod positioning in the load order. I have tried without mods with no gains. I know some of my mods do replace textures but this is plain wierd that all the NPCs in the game start sequence are perfectly fine and dandy, only the monsters and I have only, the eyes, facial accessories and hair intact, all else invisible. Also whenever such a creature comes into view or my character in third person, the whole scene becomes mustard green with all other textures getting blanketted by the same color.
As the start sequence gets stuck after the prisooners should get off the carts, I tried the alternate life mod which got me out but to the dilemma described above... The mods are the latest version at the time of writing.
[system Specs]
Core i3 3.1GHz
8 GB RAM
HD 6950 2GB
[Load Order]
Update.esm
Dawnguard.esm
Dragonborn.esm
Falskaar.esm
ApachiiHair.esm
RaceCompatibility.esm
Skyrim Project Optimization - Full Version.esm
ClimatesOfTamriel.esm
Evil Lair of Hydra.esm
ETaC - RESOURCES.esm
SPIKE.esm
TERAArmors.esm
Brawl Bugs CE.esp
FixedEyeAdaption.esp
Unofficial Skyrim Patch.esp
Unofficial Dawnguard Patch.esp
Unofficial Dragonborn Patch.esp
Unofficial High Resolution Patch.esp
Weapons & Armor Fixes_Remade.esp
Better Dynamic Snow.esp
RevampedExteriorFog.esp
SplashofRain.esp
Supreme Fog.esp
Supreme Fog - CoT.esp
mintylightningmod.esp
fantasy music overhaul.esp
StaticMeshImprovementMod.esp
StaticMeshImprovementMod-DragonbornTernFix.esp
StaticMeshImprovementMod-FurnitureChestSnowFix.esp
Birdsofskyrim.esp
Dead Body Collision.esp
Point The Way.esp
RealShelter.esp
Smoking Torches.esp
ValsCraftingMeltdownAlpha.esp
Destructible_bottles.esp
Footprints.esp
SkyUI.esp
Enhanced 3rd Person Camera.esp
AsharaPrinceOfTheWoods.esp
HBetterBows.esp
HentaiVoidArmor.esp
hothtrooper44_ArmorCompilation.esp
Immersive Weapons.esp
isilNarsil.esp
R18Pn - Diano Armor.esp
SeraphineHuntedArmor.esp
TERAArmors.esp
Unique Uniques.esp
Witch Elf Armour.esp
Dr_Bandolier.esp
Smithing Perks Overhaul.esp
ERSO 30 - Better Enemy AI Dawnguard&Dragonborn.esp
MIDFollowMeCloser.esp
Beautiful Riften.esp
Beautiful Whiterun.esp
buildablehouse.esp
Castle Strunmah.esp
Elvenwood.esp
Inconsequential NPCs.esp
RayeksEnd.esp
RealisticWhiterun.esp
RiversideLodge.esp
Run For Your Lives.esp
When Vampires Attack.esp
Quest_SeaOfGhosts.esp
SkyrimChimneysRW.esp
Wyrmstooth.esp
SkyrimCoinReplacer.esp
AchieveThat.esp
zzALittleSexyApparelReplacer_noskirtnounderwear.esp
Babette.esp
Headbomb's Better Sorting - Ammo.esp
Headbomb's Better Sorting - Books.esp
Headbomb's Better Sorting - Food (Normal Weight).esp
Headbomb's Better Sorting - Ingredients.esp
Headbomb's Better Sorting - Miscellaneous.esp
Headbomb's Better Sorting - Potions (Normal Weight).esp
Headbomb's Better Sorting - Soul Gems (Ranked).esp
Headbomb's Better Sorting - Spells.esp
FalskaarDawnguard.esp
Guard Dialogue Overhaul.esp
RichMerchants.esp
Skyrim bigger trees.esp
Sneak Tweak.esp
dD - Enhanced Blood Main.esp
dD-Dragonborn-Dawnguard-EBT Patch.esp
ETaC - Villages Complete.esp
Open Cities Skyrim.esp
SoS - The Dungeons.esp
SoS - The Wilds.esp
SoS - Civilization.esp
SoundPropagationOverhaul.esp
ClimatesOfTamriel-Dawnguard-Patch.esp
ClimatesOfTamriel-Dragonborn-Patch.esp
ClimatesOfTamriel-Interiors-Warm.esp
ClimatesOfTamriel-Nights-Level-1.esp
SoS - Civilization-PatchSPO.esp
SoS - Civilization-PatchCoT.esp
FNISspells.esp
Realistic crime report radius.esp
ACE Realistic Fighting.esp
ACE BYOG.esp
ACE Speech.esp
ACE Archery.esp
ACE Armor.esp
ACE Enchanting.esp
ACE Magic.esp
ACE Melee.esp
ACE Smithing.esp
ACE Synergy.esp
vImmersiveBeds.esp
Beards.esp
Brows.esp
TheEyesOfBeauty.esp
dagi_raht_race.esp
Noiral.esp
EMCompViljaSkyrim.esp
Horses for followers.esp
UFO - Ultimate Follower Overhaul.esp
UFO - Dawnguard AddOn.esp
My Home Is Your Home.esp
Alexina.esp
Amanda.esp
Lyla.esp
Michelle.esp
Misha.esp
Stella.esp
khajiit_replacer.esp
getSnowy.esp
WATER.esp
WATER Plants.esp
WATER DB Waves.esp
WATER Falskaar.esp
Waves.esp
BarenziahQuestMarkers.esp
Cartographers Map Markers.esp
WATER DG.esp
Grass On Steroids.esp
KamiTH.esp
KissEmAll.esp
SPOTeraArmorCollectionPatch.espENB v0.215
Serious HD 2K
Better Males
ELFX [Deleted but with left over Textures and Meshes which would have taken an eternity to delete]
Mod Request - Reskin the women
in Mod Ideas
Posted
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!