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NeoH4x0r

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Everything posted by NeoH4x0r

  1. In response to post #43562570. #43562700, #43562890, #43564045, #43564600, #43570665, #43570905, #43571205, #43571390 are all replies on the same post.
  2. In response to post #35720517. #35720677, #35721037 are all replies on the same post. I don't think bittorrent would really work in this context -- it would require everyone to actually seed the file indefinitely, whereas a CDN (which could be multiple servers) would ensure that the file would be available. Also using bittorrent would shift the costs, of bandwidth, from the nexusmods to the end-user and would probably result in certain mods no longer being available or taking a really long time to download -- due to the lack of seeders. (This is why nexusmods has premium/pay service to help alleviate those costs)
  3. In response to post #35731136. That error sounds like you need elevated permissions for the call to CreateProcess to succeed. Try running it as an Administrator.
  4. In response to post #35629412. #35629487, #35629997 are all replies on the same post. There are no advertisments for http://forums.nexusmods.com he said forum reply text box (but I don't know if they actually mean on a forum thread).
  5. It does not seems that Forbes.com is enforcing their policy on AdBlock -- yes you get a welcome landing page asking you to turn off AdBlock -- however, if you go back to the page (by copying the original url / re-opening the link from Google, etc) it will bypass the welcome landing page and go straight to the article. So, I'm not sure, exactly, what Forbes.com is using to trigger this landing page sometimes, but not everytime.
  6. I don't know what steam_boot was for (I guess it what something internal to th dev team to they forgot to remove it from the project). You could just remove it from the project list -- as far as i know it is not required to build skse or a plugin. Also I'm not sure what you are asking in regards to dinput.h... If you are getting errors related to dinput.h (it might possible that you do not have the proper includes setup for Direct X) You would at must need to install the DirectX SDK (https://www.microsoft.com/en-us/download/details.aspx?id=6812). You may even need to add the include paths/library paths to point to the installed include/lib folders,
  7. I was watching TheTech Guy on Twit.tv with Leo Laporte He suggested using Mail Chimp for sending out mass emails to users (http://mailchimp.com/). The problem -- that the caller had -- Was how do they send out newsletters to multiple users (without getting flagged as a spammer)? He was using Gmail to do it. -- this might be something to take a look at if you have to email a lot of people on the site. PS: they have a free service: Up to 2,000 subscribers and 12,000 emails per month If you wanted to send more than that -- you could look at their pricing. However, for the purpose of emailing users to recommend a password reset -- you might be able to try the free service for emailing every once in a while
  8. I just checked my email and I got a hit... Adobe: The big one. In October 2013, 153 million Adobe accounts were breached with each containing an internal ID, username, email, encrypted password and a password hint in plain text.-- I guess I could change that password as well -- 64 chars (and one should not enter a 'password hint') @Dark0ne -- since both the database dump and the Above breach was from 2013. The abobe breach might be related to this (that user data might might -- at least -- intersect with nexusmods.com users data). If that is the case, then, it's probably not a security issue/vulnerability with nexusmods.com -- just bad user practice for re-using the same username/password for more than one site (as well insecure, and easily guessable, passwords).
  9. When placing dlls in the game folder (ones that the game loads -- dsound.dll, xinput3_1.dll, d3d3.dll, etc, etc) will load as along as they are in the folder.
  10. That password is more complex .... but it still contains dictionary words. Better to use a password like this: (64 characters, total random, and non-sense) ,sZa(t9iIIFX_G?Cy^Mq8YA9hB;f]w67z[7/X$&?{qX(wHI8A{%9jk9Yy(AN96wB
  11. That mod is for the Witcher 3 whereas the mods mentioned were for Fallout 4. My guess is that they have no connection -- it's just a dll that gets loaded by the game in order to inject or modify game code.
  12. I joined Sep 24 2007, just changed my password from 8 chars to some random 64 char pass. I have been doings this for all my service accounts (ie online purchases, bank, etc). Now I am doing it for less-critical accounts. FYI: this site is great for generateing random passwords anywhere from 6 to 2048 characters. http://passwordsgenerator.net/
  13. Now I don't like resurrecting old threads (but in this case I do have some insight on why it might be happening). Brehanin2: Have you assigned all the keys using the MCM config menu (or have you assigned some keycode other than 211/Delete)? I ask because in the script: PlayerVampireQuestScript.psc Function RegisterHotkeys() -- calls RegisterForKey(BVNightVampireVisionHotkey) , etc BUT after doing that you call UnRegisterForKey(211) -- if you have not set another keycode other than 211 for each of those hotkeys -- it will not work. Furthermore, in Event OnKeyDown(Int BVKeyPressed) -- you again re-assign the hotkeys (basically duplicating the functionally of RegisterHotkeys() ) rather that using the value already stored. Paricularly you might want to look at these hotkeys: BVVampiresServantHotkey BVCorpseCurseHotkey BVSummonGargoyleHotkey BVMortalsMaskHotkey BVIceFleshHotkey BVBloodWardHotkey BVFrostCloudHotkey BVDrainHotkey BVTollereSanguinareHotkeyif any of these hotkeys are set to 211 -- you will never see an OnKeyDown event fire for them. I recommend assigning unique keycodes to them by default and remove the call to UnRegisterForKey(211) in RegisterHotkeys()
  14. I got those errors as well ... when I was creating a plugin my self. The problem is that you do not have .lib file to link against. Right click on the skse project in visual studio (and choose Properties) to open the project properties. Under 'Configuration Properties' -- click 'General'. You should see 'Configuration Type' ... change it from 'Dynamic Library (.dll)' to 'Static Library (.lib)' Now when that is done...open the project properties for your plugin's project file (again right-click on it in solution explorer). When it is open click on 'Common Propeties' in the tree, then 'Framework and References' If you do not see a refense to skse then cick 'add new reference' ..... simply select the skse project and click ok. Re-compile/Re-build the project, a .lib file will be built and you should not get anymore link errors. --------------------------------------------- Honestly, the skse team should release an export definition file (or decorated the classes/types as __declspec(dllexport)). If they did that then a .lib file would be generated when the project was built -- and you would not have to create a static library. Althought, I can see why they don't ... they expect you to do everything through the plugin api.
  15. The latest version of RaceMenu 3.4.4 -- includes chargen.dll and nioverride.dll (so you do not need to install seperate mods anymore). I suspect that another mod (you have installed) has installed it's own version of chargen.dll to the skse/plugins folder and chargen.pex to data/scripts. All of the scripts are included in RaceMenu.bsa -- having a left over loose chargen.pex file will cause Error Code 10. (just delete chargen.pex from the scripts folder) and ensure that chargen.dll is only installed by RaceMenu 3.4.4 (and has not been overwritten by another mod).
  16. It seems the issue has been resolved....logins are working now
  17. Yeah you manually download them, as you have done....that should work until they fix the issue. And as far as I am aware...only NMM's API server is down -- everything else should be business as usual.
  18. In the issue thread I I linked to....the earliest post was Saturday Aug 22, 2015 11:10PM DST (Sun Aug 23 3:10AM UTC) Its now Sunday Aug 23, 2015 8:20AM (12:20PM UTC). That's been an issue for at least 9 hours (possibly more -- that was from the first reported issue) I suspect the server has died and I would give it at least 24 hours...I think in sooner than that will just be a waste of time and resources.
  19. There is an open issue for this: http://forums.nexusmods.com/index.php?app=tracker&showissue=42284 Several other people are having the same problem... nmm.nexusmods.com is reachable, but the server is send HTTP:500 Internal Server error. I would suggesting tracking issue 42284 (above) and just keep re-trying... It will eventually be fixed, or we will hear something about it at some point (if it's dead...dead) This means that NMM will be unavailable (for login related stuff such as managed downloads, etc) or any tool, etc that communicates with nmm.nexusmods.com.
  20. I am install it using the SKSE installer today,also doing an clean reinstall,but SKSE still demand update, steam reinstall also give me the 1.9.32.0 version not the 1.9.32.0.8,doesn't know what i do wrong Edit: installed it again but this time using the zip,and i notice there some missing file which doesn't added by the installer, SKSE working fine right now thanks you For the benefit of the community: What file is missing?
  21. NOTE: For me I used SKSE and ENB/ENB Boost ... which caused a crash on startup (and had nothing to do with load order, etc) Your load order for this will not make any difference... (the game does not even need this information or load it ... until you load a gamesave) I had problems with skse and enb (or other incompatible loaders) not wanting to work nicely together (with eariler verson(s)). if you have d3d9.dll in the same folder as skse_loader.exe, try removing d3d9.dll from that folder (rename the dll, etc).. Then try loading skse_loader again ... see if the problem persists. If to works with d3d9.dll renamed or removed ... you have a conflict with ENB (if your are using it) or whatever installed the d3d9.dll file. For me: the conflict was with skse's memory fix and ENB Boost's memory fix ... the two were fighting each other. If this is your setup do this: 1) In enblocal.ini (if you can't find this you will need to look into help from the ENB site or search google for: 'ENB Boost') 2) find these lines (these are what you should enter) -- if you can't find them in enblocal.ini [MEMORY] ExpandSystemMemoryX64=true ReduceSystemMemoryUsage=true DisableDriverMemoryManager=false DisablePreloadToVRAM=false EnableUnsafeMemoryHacks=true ReservedMemorySizeMb=256 VideoMemorySizeMb=0 EnableCompression=false AutodetectVideoMemorySize=true 3) Change the values to the above (or add them to the file) ** It also would not hurt to update SKSE and ENB to their lastest version(s) some issues (like this) have been corrected, or detection improved
  22. I beg to differ with that statement.... brentmontana has mentioned they were running SKSE / Skyrim on Windows 8 and may or may not be having issue(s). SKSE is up to date. The last version of Skyrim is 1.8.151.0.7 ---------> http://www.uesp.net/wiki/Skyrim:Patch I am pretty sure you have some mod conflicts because I have all DLCs and they work fine with SKSE. Thanks, I think you're right. Either than or a recent Win 8 upgrade is also involved. After upgrading to Win 8, I need to launch SKSE as "administrator" instead of just launching the skselauncher normally. Nothing definitive, but snooping around on the net found others experiencing similar issues, and of course, others not. I'm actually able to play the game fine without SKSE launching the game (via steam)...SKYUI still works as far as a front-facing UI (the repositioning and toggle keys are disabled,) Wet & Cold says most features are disabled, The in-game Mod Manager is disabled, and others I haven't seen any noticeable changes...yet. And it plays stable-as-can-be. So at least I know it's SKSE and/or a mod...so the hunt begins. I really love all the added functionality that SKSE brings with some of these killer mods, so it'll be worth it to investigate. Thanks again for the replies.
  23. Windows 8 has been notorious for not playing well with various games ... so apart from issues people maybe having with SKSE itself, given whatever configuration, it may have some additional issue(s) that are directly related to running on Windows 8 versus Windows 7/Xp, etc PS: Stream may have deleted files (namely TES.*exe) and restored the shipped version of TESV.exe To make things easier: just directly launch skse_loader.exe (forget trying to launch via SkyrimLauncher.exe/TESV.exe, unless you want to update your workshop subscribed files) Moreover: * SKSE has an ini option that you can put in Data\SKSE\skse.ini [Loader] RuntimeName="TES_.exe" Again, it is recommended not to do this (and load skse_loader.exe directly)
  24. NOTE: all SkyUI mod files are now embeded in SkyUI.bsa (there should be no loose data files) Look in: Data\Interface * remove any swf file that belongs to SkyUI * also check skyui.cfg (you may need to replace this file, with a default one) Look in: Data\Scripts\*.pex and Data\Scripts\Source * remove all scripts related to SkyUI (the .pex and/or .psc files) ** ski_activeeffectswidget.pex/.psc ** ski_configbase.pex/.psc ** ski_configmanager.pex/.psc ** ski_configmenu.pex/.psc ** ski_main.pex/.psc ** ski_playerloadgamealias.pex/.psc ** ski_qf_configmanagerinstance.pex/.psc ** ski_questbase.pex/.psc ** ski_settingsmanager.pex/.psc ** ski_widgetbase.pex/.psc ** ski_widgetmanager.pex/.psc * note: SkyUI is currently at v3.4 on the skyrim workshop (http://steamcommunity.com/sharedfiles/filedetails/?id=8122) EDIT: Error Code 1: The Skyrim Script Extender (SKSE) is not running... (see solution here: https://github.com/schlangster/skyui/wiki/SkyUI-Errors) There is a solution listed on the page I linked to; however, you said you installed it (properly?). Thus, the error is probably a direct of: 1) Not running skse_loader.exe (and/or running it as an administrator)
  25. Have your tried to launch skse_loader.exe, directly, and not through Mod Organizer? (I don't use any mod manager to launch the game; I do however use NMM to install mods from the nexsus) Also, have you looked at the SKSE log files -- these will report errors, from launching skse, if any.
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