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turulo

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Everything posted by turulo

  1. Unless you can create an exact copy of the game and the mod manager as it was when the backup was made, the virtualization mode is inferior to a regular naked file copy system because you cannot store the game state when you need to remove the game from the system. I know it's easier for you to develop a virtualized solution but it does not solve the problem.
  2. In response to post #43232045. #43232355, #43233385, #43233940, #43234660 are all replies on the same post. 1) all fine until: a) there is a bug in NMO (nexus mod organizer) and all that strategy goes to the floor because you cannot backup/move the game to another place, as you don't have idea what the hell is inside the game directory. b) you need to reinstall the NMO or use another version of NMO (like a personal compiled version because you cannot wait to get some bugs fixed) and the other NMO doesn't have the internal database of mods installed for that game. c) use a program that is not programmed to handle the virtual file system such as bodyslide and breaks all the NMO assumptions that the file in the virtualinstall is the original. The virtual install should be optional, because bugs happen and people that don't want to deal with that extra layer of complexity should be allowed to exist. Another option is to have the virtual install and an option to convert a virtual install to a hard install (I mean, something to convert those links to the real file).
  3. In response to post #43223435. #43223890, #43223975 are all replies on the same post. Seems that MO uses Qt, I hope that the new NMM will not use Qt. That damn Qt5 SDK broke my Win10.
  4. In response to post #43209145. #43209380, #43211385, #43217790, #43224430 are all replies on the same post. These are a few I fixed them myself: In DownloadMonitorControl_KeyUp lvwTasks.FocusedItem can be null so it needs a check in the if The CategoryId infered from downloaded mods is often wrong. It would be better to add them all to "uncategorized" category. The SizeColumnsToFit() in CategoryListView is really annoying when you want to resize the columns. There is no need to prevent the horizontal scrollbar. I added (for myself) F2 (rename), Ctrl-X, Ctrl+C, Ctrl+V, etc to the grid editors in the CategoryListView because they don't work.
  5. In response to post #43223435. #43223890 is also a reply to the same post. Exactly, it's less code and better code. And it forces you to think in model-view-controller, which keeps everything at bay when a project grows.
  6. I use a customized version of the NMM (previous version) because I needed some UI related bugs that annoyed me. So I have a little knowledge of the internals and I can tell you (although you probably miss this post) that the UI programming has way too many hands involved. Things are done multiple times differently because I bet that different people wanted something and didn't know that others had already implemented the same in another place. All the UI code in NMM got too complex for what it is really (a few docking panes with grids and toolbars). So in my opinion, what you need is to switch to something more declarative like WPF to simplify your UI. Please take that into consideration since WPF will allow to reuse the mod/omod/fomod related code that you already have (all that is not UI related) and also will be more simple to maintain. And should you feel the UI needs to be changed afterwards, well with WPF you can change it without changing the code most of the time.
  7. In response to post #41055575. #41057105, #41057950, #41063575 are all replies on the same post. I use Keepass (opensource in sourceforge) to manage all my passwords, every site has a random password with numbers, digits and symbols. That is the most secure and simple way I know to keep passwords.
  8. In response to post #41058105. #41063005, #41063875 are all replies on the same post. Algorithms for encrypting passwords are well known and their strength comes from the algorithm itself and the quality of the password and not from keeping them a secret.
  9. In response to post #40434230. Right click over any category and in the popup menu under "Category" use "Expand All" or "Collapse All". It's the closest I can give you.
  10. In response to post #40227615. #40285145 is also a reply to the same post. Another one: - When performing a long task (such as uninstalling a huge mod) it should show a progress bar indicating that it's doing something and that you should wait. I would put such progress bar in the status bar and would try to put something like " Deleted 122 of 20000 files..." - Pressing Ctrl+C in the DownloadMonitorControl will crash NMM if there are no items focused in the list.
  11. Ok! Simple UI Feature List That Should Be Easy To Add: - Disable Full Width Column Auto Size (also know as enable the horizontal scrollbar) - Filter Mod Entries by Column Values (not the current filter that is not useful) - My favorite would be filter-out mods that are not activated. - Allow hiding columns - F2: Should rename an entry - Ctrl+C, Ctrl+V, Ctr+X, Shift-Insert, Shift-Delete while editing an entry name should paste/cut/copy in the entry name and not paste garbage. - When adding a mod downloaded from the site it should go always to the same category (chosen by user and not to a random category) - Repeated names like this are not useful: "Singing Settler - Singing Settler". (The mod is mandatory thou :) )
  12. In response to post #39998665. #39998910, #40008525 are all replies on the same post. Should other people's software be aware of a feature that NMM has ? I think not. Also I wouldn't know how to solve this particular issue so the only solution to me is that it should be optional. In the end it forces us to use a single profile which was what the virtual file thing was trying to solve. And you just can't backup the whole Data folder because it would break the internal Db that NMM has about what is active and what not. So yeah I think I'll try to get an older version instead of using the last.
  13. In response to post #39998665. I think I should explain a little more why. When you bodyslide stuff you modify the source mod files (and not the link) so if you screw up or want to revert to the original, you have to reinstall (completely) the mod which affects all profiles.
  14. The feature I really REALLY want to see is a way to disable virtual file thing. Just to be optional.
  15. Need help debugging this issue, I've tested thousands of mod combinations all week and I cannot grasp which mod causes this (I'm not even sure if it's a mod at all). The issue is that Mirelurks and Bloodstings (all variations) cause a CTD when they poison the PC, it's pretty random, but quite often. So what I'm trying to find in FO4Edit is which reference is used when the npc casts a poison or something like that to check if there is an invalid reference of some sort that makes the game CTD. Which types of references should I look for? Thank you.
  16. I just don't get it. Why can't the ad providers show simple ads with images and links to their clients sites without all this scripting nightmare. They surely know that this is the reason why people are so zealous about running browsers without script protection. Another typical cheat they use is to fake the host-site buttons to bait click their ads.
  17. It's time for an ad provider company to implement a safe and sound & epilepsy free framework that can be used by ad-driven websites. Websites would select that providers because their clients would only open ABP to those websites. Everybody wins.
  18. A collaborative project seems a good idea, I can help with some scripts and add my current scripts if someone wants them. As you guessed I was thinking more in a sort of API than a toolkit, I found that the most annoying part of scripting in TES5Edit is that there is simple stuff that is overly complicated and thus I created some functions that deal with that stuff only once. I also made a notepad++ autocomplete file (like the MS IntelliSense) for the TES5Edit exported functions in case you use that editor. I find it useful because it reminds me the parameters of the methods.
  19. I have quite a lot of things I want to make for TES5Edit unfortunately I rarely have time to spend implementing them. And I'm still learning so I'll share my ideas: 1) - A script that fixes all the selected ARMO records according to the keywords assigned to them, for instance: Suppose a mod armor defines that it has 100 armor and the ARMO record defines this: - ArmorLight [KYWD:0006BBD3] - ArmorMaterialGlass [KYWD:0006BBDC] - ArmorHelmet [KYWD:0006C0EE] The script should fix the armor value to something more reasonable. This one I will probably finish, unless someone wants to do it or has already done it. 2) - A script that creates leveled list records from the armor items selected. This is to help distributing custom armors that otherwise will never see the Skyrim world. I'm not sure how to implement this script but I have a few ideas from what I've seen in the Omega99 armor distribution package. 3) - A script that will change the selected NPC appearance using custom hair, eye, etc mods. I've already done this script, but is quite unpolished and needs manual work because you need to define the hair, eye selection chances for each race and class (bandit, vampire, magic) in a ,csv file and that depends in you currently installed mods so you have to do it yourselves. Also once the script is done its job you have to go to the CK and rebuild the nifs and keep the tintmasks in a separate folder so its not something for the faint hearted. 4) - A script that exports and imports back from excel (as .csv) weapons and armors. This is useful because you can sort the stuff in excel, fix them fast and import the fixes back to TES5Edit. I have something working but needs polishing and more features. 5) - A scripting toolkit: A set of useful pascal functions to speed up boring and repetitive tasks when scripting for TES5Edit. Note that these scripts can be stored in a separate .pas and called using: uses 'ScriptingTools'; // ScriptingTools.pas must be in the same path as the script. 6) - A script that appends to the start of the EDID a prefix to find the records fast in the CK, then the same script can be run back to remove the EDID prefix. This one is already done and could be part of the toolkit. --------------- Finally, I've updated the WIKI with information of TES5Edit scripting. I hope it helps and also please contribute by adding the things you know and better examples. http://www.creationkit.com/TES5Edit_Scripting_Functions
  20. Check the "Is Chargen Face Preset" flag is deactivated before using the Ctrl+F4. You can activate it again after generating the .nif and .dds. This may have some more info: http://forums.nexusmods.com/index.php?/topic/587550-creation-kit-npc-facial-textures-help/page-2
  21. Hi, I want to merge several mods that change the race record and of course they all are in conflict with each other. I suppose that there is no way to create a merged patch of other records other than the leveled list right ? A while ago I created a pascal script for TES5Edit that would reset the "Opposite Gender Anims" flags of a list of NPCs. That script was simple but one that would merge race records is quite complicated, maybe someone has seen some script similar I can modify to do it ? Edit: TES5Edit continues to surprise me, although it didn't pick the races record it did create a merge patch using Other >> Create Merged Patch. So close...
  22. In response to post #7641419. #7641473, #7641564, #7641618, #7641634, #7641653, #7641728 are all replies on the same post. Hah! Now I see why Salt Lake 2 never worked for me latelly (crashed with some php-ish error report). The whole week I couldn't get anything downloaded from that server, but then I was fortunate since I never downloaded that Nexus_Downloader.exe. Good luck everyone, but I think that reformating the PC is kinda too drastic, before that try to use a previous system restore point.
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