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baloney8sammich

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  1. Thanks, I will look into that. Not sure what you're saying here. Of course it's true that the license is the author's choice, but once something has been released under a license (an open source license anyway) it can't be retroactively restricted or revoked. Given that the latest source was released under MIT license, generally speaking there are no restrictions on what anyone could do. As to whether Nexus permissions and/or miscellaneous author commentary overrides the license, I suppose that's the case in the limited context of the Nexus, but not in any broader context.
  2. Is it possible to search for a partial word? For example, searching for 'something' doesn't return results for 'somethings'. Some forum searches support globs (e.g. 'something*') but that didn't work.
  3. Sorry, I should have been more clear. It's a .dll plugin in particular I'm talking about. Thanks for the modding.wiki link. The author of one mod I used to use has given the indication he's unlikely to ever support 1.6.x, for what you might call "philosophical reasons". It's an Address Library dependent plugin, source released under MIT license but AFAICT it hasn't been ported by another modder. Possibly because the author originally explicitly prohibited porting to AE (like I said "philosophical reasons").
  4. Are there any good sources of instructions/info on converting & building SKSE mods (that haven't been updated from 1.5.97) for 1.6.x? OTOH if this is a case of "if you have to ask, you're probably not capable of accomplishing it" feel free to say so plainly. Thanks.
  5. SKSE adds functions for constructible objects, but the records themselves can't have scripts attached. Any idea how these functions can be used? Edit: NVM. At one point I thought scripts could be attached to COBJ records and that caused some tunnel vision. It's obvious how these functions are used.
  6. I downloaded a mod that allows collection and re-deployal of bear traps. This is the code that handles the removal: ;BEGIN FRAGMENT Fragment_1 Function Fragment_1(ObjectReference akTargetRef, Actor akActor) ;BEGIN CODE ObjectReference BearTrap = akTargetRef as ObjectReference If (BearTrap.GetTriggerObjectCount() == 0) Form toAdd = BearTrapFLST.getAt(1) Game.GetPlayer().AddItem(toAdd,1,false) BearTrap.Disable() BearTrap.DeleteWhenAble() Else Debug.Notification("You can't pick up the Trap while something is inside") EndIf ;END CODE EndFunction ;END FRAGMENT First of all, I was a bit concerned about the use of DeleteWhenAble(). It turns out that's actually not necessary for traps without an Enable Parent. But even with the DeleteWhenAble(), traps with an Enable Parent stick around until cell reload. I didn't see any functions for dealing with Enable Parent though. Not even just to check if a reference has an Enable Parent. So I'm wondering if anyone has any ideas about how this case can be handled properly. The one thing I could think of was changing the Z position to hide it in the ground, but apparently that's only temporary. In my tests the trap returned to its original location on cell reload (I had removed the DeleteWhenAble() obviously).
  7. Thanks. I came to realize that ownership is not really a useful condition, however I think SkyPal will be very useful for the other thing I want to try.
  8. Thanks for the response. Basically, I want to change the contents of the reference if certain conditions are met. For starters, if it has NPC or faction ownership defined. In the interim I wrote an xEdit script that found all the references with ownership, copied them as override, and changed the Base object to a copy of the original with the contents modified. But I'd rather find a method that doesn't involve overrides. And I'm toying around with the idea of a few more advanced conditions that can't be solved like that anyway.
  9. I'm looking for a way to change the contents of all references of a certain container based on characteristics of the reference. I'm not certain how to get started though. For starters I'm assuming the way to go is a script attached to the base object. But I don't really know which event(s) to use. The container I'm going to start with has thousands of references, so I'd want to avoid save bloat. It's also respawning, so I'd want to make sure the contents get changed when that happens. On the other hand I've poked around enough mods to think that a quest might be the way to go about this. But that's probably beyond my capabilities. Anyway, any input or suggestions would be appreciated.
  10. Hmm, I had searched the skse page for anything related to debug and script. Thought I had also searched for papyrus, but I don't remember seeing TogglePapyrusLog which obviously seems promising. Will try that when I get a chance. Thanks.
  11. The CK wiki page for debug.trace says "Outputs a string to the Papyrus log on disk, and the Papyrus debug text page". I know about the log files but what is the "Papyrus debug text page"? Edit: To elaborate, I thought there was a way to view the messages in-game. If so maybe that's it, but I can't remember how to do that.
  12. When posting a bug report, how does the Version column get populated? I recently posted a bug report and for some reason the column indicated one of the optional files I had downloaded. It was the second of three files I downloaded from the mod. I could kind of understand if it was the first or the last, but the second? :huh:
  13. Same here, though I'm not sure the 'Host OS' info is relevant. 7-zip says the same for the files in the 1.1 version of the mod but I have no issues in that case. Since the file checksums match those recorded, I guess something about our systems must be responsible for what we're seeing. Maybe I'll try to compile some details about my system and PM you if that's alright. Regardless, I appreciate you looking into this and reporting what you found.
  14. Ok, so it seems the problem is on my end but I don't have an inkling of what could be going on here. If the file were altered after arrival the checksum would change, but it didn't. I even generated an sha256 checksum, which matches that on the VirusTotal page. I also tried using a few other utilities to view the archive contents and saw the same thing. A full system scan with Avast Free returned clean and I haven't noticed issues with any other archives.
  15. I've viewed the contents with both Explorer and 7zip, and extracted with both the Windows built-in feature and 7-zip. FWIW, here's the md5 checksum of the file I'm getting: c04e7e0ef7a9f13b3e249fbd33979f17
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