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SilentSpike69

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Posts posted by SilentSpike69

  1. The unofficial patches are all false flagged esm files. This means they are actually esms regardless of the .esp file extension.

     

    As for your error, I suggest trying to run LOOT through Mod Organizer as a shortcut, rather than using the built in button. Not sure why, but we've had weird reports of the build in option producing incorrect results.

  2. I believe wrinkly took it down as it was a pain to manage.

     

    Out of interest, do people see a need for a BOSS nexus page? Is it easier to track the program here on the nexus or is there a benefit to having a page here?

     

    edit: also is this the right subforum?

  3. This idea came to me while helping a new user in chat the other day.

     

    He was having trouble with loose files left in his Skyrim data folder - from manual installations - affecting his mod setup. Rather than going out of his way to track down specific files I had him use Wrye Bash's option to remove all files from the data folder that aren't tied to an installed archive or the vanilla game. Then I figured this is a handy feature the NMM could use as I'm sure it could help resolve problems with unmaintained data folders nice and quickly.

     

    My forethought on such a features implementation:

     

    • Ideally the feature would work using file names since things like checksums are influenced by the cleaning of plugins and other processes.
    • Perhaps it'd be easiest to just spare the vanilla game files rather than also figuring out which files have came from an installed archive on top of that. Obviously this system would need to change the state of any currently installed archives to uninstalled.
    • Such a button should probably use an "Are you sure?" type message since it presumably wouldn't be used often enough to become obnoxious, but could be accidently clicked and cause undesired results.
    • I have no idea how helpful this would be for the games the NMM supports besides: Skyrim, Fallout 3, Fallout New Vegas and Oblivion. So perhaps it's not worth the time implementing it.
    • Such a button would probably fit best in the "Mods" tab of the program or the "Tools" menu at the top.

    Anyway, that's the basis of my suggestion. Thanks for creating and maintaining such a helpful program :)

  4. I'm not familiar enough with the bashed patch coding to answer the second part of that question. The first bit is right though :)

     

    I don't think it would go to 50% though, it'd probably go to the average or the last loaded.

  5. I'm not the best at explaining new concepts to people since I grasp things so abstractly, but here goes:

     

    Imagine you have a list of items, just item names. This list is the items that have a chance of appearing on bandits (I'm using this as an example).

    Now within the list, next to each item is a percentage and a whole number. The whole number is the amount of this item that has a chance to spawn and the percentage is the spawn chance it has.

     

    Okay, so that's a basic leveled list. Now when a mod alters an existing list, the changes it makes will overwrite the last list. Which is why when you have multiple mods things can get broken due to lists being edited by more than one mod - causing the latest loading mod to have its changes overwrite all the others.

     

    What a bashed patch does is merge the changes from each mod into one list that will overwrite them all. So if one mod changes the percentage next to an item in a list and another changes the percentage next to a different item, those two percentage changes will both be added into the final list. (This is the function of the Relev bashed tag, by the way). If a mod removes an item from a list so that it no longer has any chance of spawning, that removal will be added into the list (Delev tag). If a mod adds new items to a list, those will all be merged into the final list and will all have a chance of appearing on said bandits.

     

    So in short, you should always make a bashed patch if you want changes from each mod to apply to your games lists. :)

     

    No idea about the bandolier stuff, sorry! Hopefully someone else can answer that.

  6. Hi there! :biggrin:

     

    If you navigate to your bash install folder, then go to Mopy > Apps. Stick a shortcut to BOSS (or any other program for that matter) inside of that folder and it should be there the next time you start bash.

     

    EDIT: It should technically find it automatically, but this is another way to go about it if it doesn't for whatever reason.

  7. I did send you a PM JJC, but I suspect it will be lost in a sea of others so I'll post it here:

     

     

    First off, I want to make clear that I come with good intentions. I hope my informing the Nexus users of what the data was telling me has not put me into a bad light, it's just part of my role in the community.

    As for the actual issue at hand (I'm sure you most likely know most of this): The version number v0.85 is not a Skyrim one, which is what indicates TESVSnip has been used. And Snip should not be used at this time or in the foreseeable future (even to simply set the esm flag, that is enough to corrupt the plugin and start causing issues).

    Anyway, I'm sorry you've had to come back and deal with this. I was torn as to whether I should point the issue out or not, but I suppose it's better you finish off coming back to save the day rather than leave everyone helpless :smile: I appreciate your commitment to your work and want to say thanks for being a respectful member of the community and good luck with the future!

     

    Seem you're handling things well, so good luck with all that. The community is a fickle beast :P

  8. Has "Dragon Bone Weapons Complete" been removed from the nexus? If so, does anyone know why?

     

    I just noticed earlier that the link to it's file was gone from my mod manager and couldn't find it on the site. Hope the author hasn't removed it due to the community or something as those weapons were really well modelled and textured (and quite frankly should have been in the game anyway). Whatever the situation, it sucks to see a mod of that quality gone...but nonetheless, I appreciate the author making it in the first place. Anyway I'm just curious to see if it's gone completely or temporarily or what.

     

    (Oh and the first to answer gets free pie!) :teehee:

     

    Edit: Also if this is a repost sorry, I did search but I couldn't see a topic about this.

  9. So, before WiS completely disappeared (Although I've heard it will be making a return) I used to use it for its main purpose along with the function that let choose how long it would take for cells to "refresh" - I can't remember the correct term, but you should know what I mean. So anyway, if anyone could point me in the direction of a mod which allows me to set this value to my liking it would be greatly appreciated. :biggrin:
  10. Heh, just noticed the same esp in my BOSS log and was wondering the same thing. Seems to have appeared after installing the Realistic Ragdolls and Force mod, however I know that the FlameAtronachArmor.esp is part of this mod. If you have the ragdolls mod installed then I would guess it's that, if not, well the only other possible source is the black tower mod.

     

    Edit: Well, I may have posted too quickly but I am sure I saw flame atronach armour somewhere on that black tower page...so unless the ctrl+f function is lying to me then I'm wrong. Guess we have to wait and see if anyone else knows where these mystery files are from. :turned:

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