Jump to content

oldbastard42

Premium Member
  • Posts

    71
  • Joined

  • Last visited

Everything posted by oldbastard42

  1. I cleaned the compiled files and rebuilt the debug version - the filesize is exactly the same size as the official version! Still doesn't work though. Just a thought - but should I be compiling a 32bit version instead of the 64bit version?
  2. Hi Wolfmark. Yes, you were right - I missed that bit!! I only found one instance of 0x05907F18 in main.ccp, changed it to 0x058CEE98, recompiled as debug and repackaged - exactly the same result :sad:. Here's my files if you want to check them. The only difference at my end is the source folder - I changed it to C:\Users\Kev\Downloads\build\src\f4se just to make things easier for me to understand. Having that long clipboard version folder name was driving me nuts. I hope that doesn't mess anything up!
  3. OK, it compiled perfectly - http://repo.duckdns.org/pub/junk/clipboard/Capture08.PNG I built the "release" version, which came out at a filesize of 293kb. Renamed it to ClipboardExtension and repackaged Clipboard using the new .dll file - sadly it didn't work :sad:. No complaints about version or other error messages though. The clipboard tool goes straight to "selection area size" when I place the tool and it finds no objects in the entire settlement to scan and nothing can be selected. Here's the repackaged version if anyone else want to try it. Any new thoughts, suggestions or ideas are welcome :smile:.
  4. Yes, I did have "Debug" selected at the time - I just didn't want to post the entire screen but here it is again showing that "Debug" was actually selected: http://repo.duckdns.org/pub/junk/clipboard/Capture06.PNG I also got the same options when I selected "Release": http://repo.duckdns.org/pub/junk/clipboard/Capture07.PNG ....so the options are - /MT or /MD for release, or /MTd or /MDd for debug, I'm not sure which option is correct. EDIT - OK, I just looked closer at the screenshots you gave me and saw that I need /MT and /MTd
  5. OK, next hurdle: http://repo.duckdns.org/pub/junk/clipboard/Capture05.PNG It gives me several options but I don't know which one is correct: http://repo.duckdns.org/pub/junk/clipboard/Capture04.PNG
  6. OK, I deleted all the rubbish I did and started again from scratch using your files Wolfmark. I did the test compile of F4SE and it succeeded. I then went through your instructions and got stuck at this point here: http://repo.duckdns.org/pub/junk/clipboard/Capture.PNG The only options I see that contain "library", "windows" and "C++" are the following: http://repo.duckdns.org/pub/junk/clipboard/Capture01.PNG http://repo.duckdns.org/pub/junk/clipboard/Capture02.PNG http://repo.duckdns.org/pub/junk/clipboard/Capture03.PNG Which one do I choose?
  7. Good news - I managed to track down Struckur and he gave me permission to share his reply: It seems the poor lad has been going through a really hard time, that's why he suddenly vanished last year. I hope this info is useful. Regards :).
  8. ...hmm, so - if we could hexedit the v2.7.6 .dll file and search for 05907F18 (I found 187f9005 at location 37DD6) and replace it with 058CEE98, then do Regren's patch (https://www.nexusmods.com/fallout4/mods/37856/) to trick it into using the latest F4SE version - that might do the trick? I can't figure out how Rengren converts 1.10.98 to 1.10.120 or even 1.10.130. The bytes 0780 and 0620 don't convert to anything relevant! I don't get it. 0620 = 1568 0780 = 1920
  9. Good and bad news - new information received: The mod can't just be recompiled for newer F4SE versions, it is using several native functions that F4SE does not make available so the local addresses need to be extracted from the Fallout 4 executable itself, doing so is what made the mod's speed possible but the address often changed with each new Fallout 4 version. Neanka and Expired know how to do this.So even if the .dll can be recompiled it looks like it won't work because it needs some memory addresses changing, as Wolfmark alluded to, & Maybesomeone said on the Clipboard comments page. That is way beyond my capabilities, so if anyone can offer any further help/info, it would be greatly appreciated. Even better would be if some super skilled programmer/hacker was able to pick up the ball here and perform their magic ;). My (uneducated) guess is that we would need a tool that scans every new fallout4.exe version to search for these new addresses, copy them to a new header file that can be included in each new build? ....but I guess that's like saying we just need a magic wand and our lives would be so much easier :D. My next thought is that maybe offering a financial incentive might be the way to go. If I can get enough interest, maybe setting up a Patreon or suchlike fund to pay someone to do this? There has to be someone with the required talents/time/patience out there who can do such things? Dunno, just grasping at straws & thinking out loud here. Regards. PS - oh look, here's the latest FO4.exe version ;).
  10. Hi Wolfmark. Thankyou for providing your copies of everything, I'll get to looking at them as soon as I get the time (bit busy at the moment). I saw that post on the Clipboard comments page (I check in there from time to time in the hope that someone has found a fix), and that info might be useful to someone who understands what Maybesomeone's talking about - sadly that's not me :(. But you've given me, and anyone else who might decide to pick up the gauntlet (if it's OK with you for others to use your contributions?) , a lot of help, and for that I'm eternally grateful. It seems that Vortex was thwarting my attempts to use my recompiled dll - I was simply replacing the standard .dll file with the compiled version and it started doing some strange things. When I put the original dll file back in place, the strange behaviour stayed! I then completely removed the Clipboard mod and re-installed it and it (with the original .dll) started working properly again. I'm going to compile your version and then make a complete new package of the clipboard mod and install it through Vortex and see how that goes. Maybe it was actually working all this time - that would be fantastic. I'll report back as soon as I get done. Regards :).
  11. I changed a few of those settings and it actually compiled a clipboard.dll - but the file was really small (72kb when the last version was 5443kb!). I tried it out but it didn't work. Tomorrow I'll delete everything and start again from scratch, but this time I'll stop when I don't understand or can't find something and ask your advice and wait before proceeding instead of trying to figure things out myself (which obviously doesn't work!).
  12. OK, spent the evening going through all your instructions and I managed to get all the way through to the bit about error C4703! If I build with your modified code - if (form && form->formType == ActorValueInfo::kTypeID) generatedPowerInfo = (ActorValueInfo *)form; else return;...it spits out pages of errors (click here for text file), if I leave it as original then I only get the one error C4703. I searched the net for "error C4703", and most answers talked about generatedPowerInfo not being properly initialised (initialising inside an "if") and confusing the compiler, and a solution would be to set generatedPowerInfo to nullptr to trick it. I tried several combinations of setting it to null but still got the 83 errors :smile:. EDIT: Maybe it has something to do with a setting I got wrong somewhere - common_vc11.lib(IDebugLog.obj) : error LNK2038: mismatch detected for 'RuntimeLibrary': value 'MTd_StaticDebug' doesn't match value 'MDd_DynamicDebug' in clipboard-dll.obj common_vc11 is set to 'MTd_StaticDebug', and clipboard-dll is set to 'MDd_DynamicDebug'? I searched but couldn't see where to change that setting.
  13. WOW some fantastic footwork you did for me there Wolfmark, and I really really appreciate the help, many thanks. I can't wait to get to trying it out , but sadly I'll have to wait until later this evening (Berlin time) or even tomorrow as my day is completely full today. Those code changes look Chinese to me, I really don't understand them at all lol. It's like a passenger trying to land a 747 by radio guidance, but I'm certainly willing to try :D. Regards.
  14. Hi Wolfmark, and many thanks for the help. I ran through your instructions to the letter and I believe it worked. I couldn't find PapyrusObjects.h or BSSkin.h, so I just skipped that bit and went straight to BUILD. I got errors about f4se_loader_common.vcxproj and f4se_steam_loader.vcxproj, but you said they don't matter so hopefully that's OK. I ended up with the following files - f4se_1_10_138.dll f4se_1_10_138.exp f4se_1_10_138.iobj f4se_1_10_138.ipdb f4se_1_10_138.lib f4se_1_10_138.pdb f4se_common.lib ...in the folder C:\Users\Kev\Downloads\f4se_0_06_17\src\f4se\x64\Release\ Hopefully that means that it worked?
  15. Hello. I'm trying to revive the fantastic mod "Clipboard" (https://www.nexusmods.com/fallout4/mods/31090?tab=posts), which has sadly been abandoned since July 2018. The author "Struckur" has provided the source code and a header file which hopefully means that it can be recompiled but I have absolutely no idea where to start. I searched on the net and downloaded MS VisualStudio, then MinGW and Codeblocks but have no idea what to do next. I did some ansi C back in the early eighties but this newfangled C++ stuff is way beyond me and even setting up the compiler tools these days is a complete mystery to me. If anyone can give me any help it would be greatly appreciated.
  16. ooooh, if it has settlement building it will be perfect - Fallout 4 with good graphics :D.
  17. Just wanted to say that Vortex is working absolutely perfectly for me. It took a few weeks to learn how it all works but now I understand more it is great. Thanks for all your hard work. Regards.
  18. There isn't really a point in disagreeing with the first point and then acting as if Vortex knew you disagreed and then intentionally misinterpreting everything else. Vortex is convinced that files that Vortex deployed were changed by another application. The rest of the dialog has to be interpreted under that assumption. 2) When it says "undo these changes" then it means: the changes the dialog is showing you, right there. You made a screenshot of those changes 3) same. 4) The links that the other application deleted. who or what deleted them Vortex can't know, that's pretty much the whole point. At one point in time vortex deployed files, at the next they were gone. Vortex doesn't know the who or why, only the what, that's why you need to decide what should happen. 5+6) Again, the files listed in that dialog that you made a screenshot of. And as the dialog says, you save the changes. Since the change is a file deletion the files will be removed permanently. That's exactly what it says. This is not hard to understand: You select save, the files listed below go bye bye. You select revert the files are restored. You choose if you want to keep the files. Again, the dialog asks you if you want to irreversably delete mod files - if you actually don't know why they would be deleted the only sane choice is to revert the changes. Isn't that obvious? ...well if it was obvious I obviously wouldn't have asked the question - obviously o_O .
  19. Well that was interesting! Thanks for the link, I downloaded and installed that "blue" Skyrim version (I normally install the green ones for Fallout4). It complained about not having a managed game or something (sorry, forgotten the exact text), so I just clicked OK and it installed the bodyslide.exe in C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\CalienteTools\BodySlide. When I run it it starts but the Presets and Outfit drop boxes are empty and I can't do anything. Also nothing happens when I click on Preview. Very odd. I then reinstalled CBBE (the Fallout 4 green version) and it installed into C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Tools\BodySlide. Bodyslide used to install into the same folder as CBBE, but it's not there. Both of those folders have the file "__folder_managed_by_vortex" in them. I just don't get it, sorry, I'm too old for this complicated sh*t, it does my head in lol. If there's any logs or stuff that might help, just let me know and I'll post them up. Thanks for the help :smile:. *EDIT: Woohoo, it worked!!! I disabled and uninstalled the blue Skyrim version, re-downloaded the green Fallout 4 version, installed, enabled and bingo - all the files are now where they should be in C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Tools. No idea why it worked though, maybe you eggheads do :geek: ? Thanks for all the help chaps. :dance:
  20. Hello and thanks for the super fast replies :). @BigBizKit - Thanks for the link, I looked at it but it only really tells me why the message appears, not what it means. @Grestorn - ok, that makes sense. The .exe files used to be in C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Tools\BodySlide, but they're not there now. I searched the entire harddrive for body*.exe but only found the ones in the backup folder I made prior to uninstalling - C:\Program Files (x86)\Steam\steamapps\common\Fallout 4\Data\Tools\x-BodySlide. I copied the .exe files and a few missing folders over and it now sort of works, but strange that the install didn't re-create them in the new folder. Did I miss something or do something wrong on install? I simply selected "Install", then clicked on "Deploy", then "Enable". Tried it again but still the same result. Strange.
  21. I disabled then uninstalled CBBE through Vortex, then reinstalled it which went well, but when I got to enabling I got the following message. I've read it many times but have absolutely no idea what it's attempting to convey. http://repo.duckdns.org/pub/junk/screenshot-003.jpg 1) "mod files were changed outside Vortex" - erm, no, no they weren't. All those other mods were installed through Vortex. 2) "you can undo these changes now..." - erm, what changes? 3) "...or apply them permanently" - eh? 4) "links were deleted..." - err, which links and who or what deleted them? 5) "..Save will remove the files permanently..." - erm, which files, and what does save want to save? 6) "...revert will restore them" - umm yeah, ok, restore what? Completely vexed here. EDIT - oh yes, and CBBE didn't even install properly, there are no .exe files or anything in the folder :wallbash:
×
×
  • Create New...