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elezraita

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  1. Yeah, no matter what I do, I can't get the .bat to work. I refuses to find paths. However the scripts do seem to compile from the CK papyrus manager. I'm really confused as to why my .bat isn't working correctly. I've never had this kind of problem before, and I've been doing this for a while.
  2. That was the first thing I noticed when started setting this up, even before I wrote the batch file. I will try your fix though. The issue is probably the ini setting. I've never had this many problems before getting notepad++ to work with the papyrus compiler.
  3. Never mind. I'm just really tired. Still doesn't work even when I fixed the syntax errors. I'll just see if it compiles in the CK. I hate using the CK for this.
  4. Has anyone had any luck with figuring this out? My sse .bat is the following: set base=H:\Games\steamapps\common\Skyrim Special Edition\Data\Scripts\source set DLC1=H:\Games\steamapps\common\Skyrim Special Edition\Data\Scripts\source\Dawnguard set DLC2=H:\Games\steamapps\common\Skyrim Special Edition\Data\Scripts\source\Hearthfire set DLC3=H:\Games\steamapps\common\Skyrim Special Edition\Data\Scripts\source\Dragonborn set backup=H:\Games\steamapps\common\Skyrim Special Edition\Data\Scripts\source\Backup set AllScripts=%~2;%base%;%DLC1%;%DLC2%;%DLC3%;%backup%;%temp%; "H:\Games\steamapps\common\Skyrim Special Edition\Papyrus Compiler\PapyrusCompiler.exe" %1 -f="TESV_Papyrus_Flags.flg" -i="%AllScripts%" -o="H:\Games\steamapps\common\Skyrim Special Edition\Data\Scripts" pause and I get the error that the bat can't locate the TESV_Papyrus_Flags.flg. It's in the Scripts/source folder. My Fallout 4 .bat is pretty much the same, though I haven't bothered to add all the newest dlc scripts to it: set base=H:\Games\steamapps\common\Fallout 4\Data\Scripts\source\Base set baseFragPack=H:\Games\steamapps\common\Fallout 4\Data\Scripts\source\Base\Fragments\Packages set baseFragPerk=H:\Games\steamapps\common\Fallout 4\Data\Scripts\source\Base\Fragments\Perks set baseFragQst=H:\Games\steamapps\common\Fallout 4\Data\Scripts\source\Base\Fragments\Quests set baseFragScn=H:\Games\steamapps\common\Fallout 4\Data\Scripts\source\Base\Fragments\Scenes set baseFragTerm=H:\Games\steamapps\common\Fallout 4\Data\Scripts\source\Base\Fragments\Terminals set baseFragTpIn=H:\Games\steamapps\common\Fallout 4\Data\Scripts\source\Base\Fragments\TopicInfos set baseHard=H:\Games\steamapps\common\Fallout 4\Data\Scripts\source\Base\Hardcore set baseHardFragQst=H:\Games\steamapps\common\Fallout 4\Data\Scripts\source\Base\Hardcore\Fragments\Quests set DLC1=H:\Games\steamapps\common\Fallout 4\Data\Scripts\source\DLC01\DLC01 set DLC1FragPack=H:\Games\steamapps\common\Fallout 4\Data\Scripts\source\DLC01\DLC01\Fragments\Packages set DLC1FragQst=H:\Games\steamapps\common\Fallout 4\Data\Scripts\source\DLC01\DLC01\Fragments\Quests set DLC1FragScn=H:\Games\steamapps\common\Fallout 4\Data\Scripts\source\DLC01\DLC01\Fragments\Scenes set DLC1FragTerm=H:\Games\steamapps\common\Fallout 4\Data\Scripts\source\DLC01\DLC01\Fragments\Terminals set DLC1FragTpIn=H:\Games\steamapps\common\Fallout 4\Data\Scripts\source\DLC01\DLC01\Fragments\TopicInfos set DLC2=H:\Games\steamapps\common\Fallout 4\Data\Scripts\source\DLC02\DLC02\DLC02 set DLC2FragQuests=H:\Games\steamapps\common\Fallout 4\Data\Scripts\source\DLC02\DLC02\DLC02\Fragments\Quests set UserScripts=H:\Games\steamapps\common\Fallout 4\Data\Scripts\source\User set LooseScripts=H:\Games\steamapps\common\Fallout 4\Data\Scripts\source set AllScripts=%~2;%base%;%baseFragPack%;%baseFragPerk%;%baseFragQst%;%baseFragScn%;%baseFragTerm%;%baseFragTpIn%;%baseHard%;%baseHardFragQst%;%DLC1%;%DLC1FragPack%;%DLC1FragQst%;%DLC1FragScn%;%DLC1FragTerm%;%DLC1FragTpIn%;%DLC2%;%DLC2FragQuests%;%UserScripts%;%LooseScripts%; "H:\Games\steamapps\common\Fallout 4\Papyrus Compiler\PapyrusCompiler.exe" %1 -f="Institute_Papyrus_Flags.flg" -i="%AllScripts%" -o="H:\Games\steamapps\common\Fallout 4\Data\Scripts" pause and it works perfectly? What gives?
  5. In response to post #43254180. #43255095, #43255410 are all replies on the same post. Thank you.
  6. In response to post #43254180. Sharlikran, while I'd say that about 95% of these features are available in MO, interestingly enough, it was fairly apparent that you were referring to Bash. I have an unrelated question though. I was under the impression that the xEdit scripting language was something related to Python. I'd heard that somewhere. Obviously, I was mistaken, as you claim not to know python. So, what language is it, and where does one go to learn it?
  7. In response to post #43223160. #43223235, #43225810, #43226065, #43226570, #43226580, #43226675, #43226930, #43227145, #43227835, #43229000, #43229600, #43229700, #43231180, #43250055, #43250125, #43252635, #43253770, #43254560 are all replies on the same post. @moriador You are probably right. There aren't really a whole lot of tutorials for using the CK and MO. I just learned how to use other third party programs and did the same thing for the CK. When I make a new plugin, it comes out in the overwrite mod and I just move it to its own mod at that point. I'll admit that getting scripts to compile from notepad++ while using MO was a royal pain. I had to download a mod to get it to work and then I had to write my own compile.bat. But after that, it was perfect. I honestly can see how people would get frustrated with that. I did, but I saw too many other advantages to MO to give up. My love of MO and all the misinformation I kept seeing led me too hyperbole. MO has its challenges, but I like it enough to spend time finding solutions. Not everyone is willing to do that. It depends on what one values. anyway, I made a tutorial a while ago about how I made a certain compatibility patch (because it was getting way more endorsements than it deserved). I wanted people to see how easy it was to make. In that tutorial, I used MO to open the CK, but that is about the extent of direct CK/MO tutorialage I know of. It's just that, except for setting up papyrus to compile from a text editor, it's basically the same as installing any other tool and launching it from MO. @Arthmoor I understand that not everyone thinks it's a good idea. I do; it works for me, as I explained. I understand that you like Wrye Bash. I like Wrye too, but I like MO more. I agree with you that virtualization a la MO should be an extension for NMO (as I'll call it for now). My purpose wasn't to tell people that their choice not to use MO is wrong. I'm perfectly fine with people using whatever tool they want. I just felt that I'd explain that MO isn't actually that hard to learn. I've seen quite a few comments expressing frustration about how certain tools don't work with MO at all, and I wanted to explain that they actually do. You understand that the way to get those tools to work in MO is the same way one gets the game to run in MO. If you don't like how those two things are accomplished, I'm fine with it. I just want people who don't understand the concept to get why those tools weren't working for them.
  8. In response to post #43222670. #43227380, #43227780, #43228265, #43228300, #43228380, #43228855, #43228880, #43229180, #43229215, #43229725 are all replies on the same post. With an understanding of xEdit and Wrye Bash, LOOT becomes redundant, in my estimation. LOOT cannot resolve outright conflicts or merge leveled lists; it simply decides which plugin has more records that should win the conflict (I guess. I honestly don't know what algorithm it uses to determine load order). This is all well and good, but no matter how time-consuming, I'd rather resolve conflicts using xEdit than trust a black box sorter, no matter how robust it has gotten. I will, however, gladly let Wrye merge my leveled lists...
  9. In response to post #43223160. #43223235, #43225810, #43226065, #43226570, #43226580, #43226675, #43226930, #43227145, #43227835, #43229000, #43229600, #43229700, #43231180 are all replies on the same post. I don't understand why people can't figure out how to use MO. I get that it is different, but there are so many wonderful tutorials out there explaining how to get third party programs to work with MO. I install enbs through MO using Casmithy's EnbMan. I use TES5Edit, the CK, dyndolod, Bodyslide, Merge Plugins, FNIS, any and all Skyproc patchers, you name it. Through MO, I can see and manipulate my "Data Folder" as I could if my mods were installed my actual data folder. And guess what: my actual data folder is completely vanilla. I can edit my inis without actually editing my inis. What's even better is that I have another option as well: I can look at and manipulate my mods on an individual basis without having to search for assets in a mess of a regular data folder. I just go to the mods folder in the MO directory, and I can find the mod that contains the asset. Finally, I love that I can hide unnecessary plugins so they don't clutter my load order. I don't have to delete them. They are still contained in the mod folder in case I need them again. I could go on and on, but people keep saying that NMM is better for people who make mods and do advanced things, and that NMM is more streamlined for beginners who want a simple process. Which is it? I'd say that those people just haven't taken the time to understand how smooth MO makes everything. It's perfect for beginners, because you install mods the same way you do with NMM: you click the download link and you click "install" from the installation tab. The difference is, that if you screw up the installation order, you simply change the mod's priority, as easily as you change your plugin load order instead of uninstalling all the out of order mods and reinstalling them in the correct order. Mod Organizer does not force its advanced features on amateur mod users. It's just that MO forces you to think a little differently than you might be used to. It has a slight learning curve that is really just a small paradigm shift curve. Sorry for the rant. If people want use NMM because they think it's easier, more power to them. I just don't like all of the misinformation I've seen here regarding Mod Organizer in this thread.
  10. In response to post #43231060. #43231150 is also a reply to the same post. How could you not get the CK and MO to play nice? You add the CK as an executable. Done. The only thing I ever had trouble with was getting editing fragments to work in notepad++ while using MO (other scripts were fine). But who cares about that? I usually edit write fragments in the CK anyway. I have yet to have a legitimate problem with any third party executable in MO...
  11. In response to post #43210580. #43210750, #43221460 are all replies on the same post. Give me all the modules! I need them alllllll!
  12. I am excited and optimistic about the upcoming Nexus Mod Organizer. I love MO and use it for all Beth games but FO4 and Morrowind (obviously), but one thing that annoyed me was the 32-bit limitation with MO1. That obviously will no longer be an issue. Hopefully, we can keep the virtual installation though in NMO.
  13. There is no alpha channel in the diffuse texture as far as I can tell. I was able to figure out that by your somewhat vague "certain blocks in the nif", you meant the flags in the niAlphaTransparency under BSEffectShaderProperty in one of the trishapes. The flag is currently set to Source Blend Mode: Src Alpha and Destination Blend mode: one. I don't know what this means. Also, do I have to tweak something in the BGEM or can I fix this by just finding the right flag in nifskope? I feel like I'm close to figuring out how all of this works. I'm just missing a couple of pieces of information.
  14. I actually have a lot of these, as I'm not exactly a 3d modeler; I'm trying to learn for some mods I want to make. Currently, I'm dealing with an issue where a double sided texture shows up just fine in Nifskope, but is transparent in the ck and in game. The SLSF2_Double_Sided flag is selected. Has anybody seen this before? More importantly, does anyone know how to fix it? Thanks...
  15. Well, so much for getting ideas here. I guess I'll figure it out by myself.
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