Jump to content

Arthmoor

Premium Member
  • Posts

    5925
  • Joined

  • Last visited

Everything posted by Arthmoor

  1. IT is, because you'd either need to add the USKP's bsa file to the line that loads BSA files into the CK, or you'd need to unpack the USKP's script folder so the CK will see them. They're pretty important, yes. Without them the game won't know how to properly locate the data. In the particular case of record 0003aa78, you can simply drag that information over into the file you're working on since it's just changed vanilla data. The only time you're going to run into problems is when you have an INFO record like that where you're changing the prompt field and the script fragment data references something that doesn't exist without the USKP.
  2. Count me among those who didn't even know they'd added the state system, but after reading up on it, that's definitely a far cleaner and more organized way to do things.
  3. Unfortunately it can't be adjusted that way. The formula is locked up inside the engine somewhere and dropping their confidence value one notch was the only way to make it actually work. Leaving it as it was meant that you'd have to console cheat yourself absurd amounts of speech + perks + enchanted items before it would actually function correctly - and in some cases even that wasn't enough. It's all covered here: http://afkmods.iguanadons.net/index.php?/tracdown/issue/14876-intimidate-checkgetintimidatesuccess-function-always-fail/
  4. Polling has concluded - as promised, here are the results gathered from all 6 sites: For the unified file: 263 (75.6%) Against the unified file: 85 (24.4%) At this time, we do not feel it would be appropriate to cut off 25% of the user base from being able to use the patches. With that said, support *IS* high enough that we will be planning to move forward on this within the next year. There's every reason to believe that with current rates of reporting that all 3 DLCs will have few if any significant bug fixes to come in between now and then and a unified version will make much more sense at that time than it apparently does now. Keep in mind, the poll numbers were slightly misleading. Posts in the thread indicate a much stronger underlying trend against unification right now. Maybe after the fall and winter Steam sales things will change. For now we'll continue as we have been.
  5. Last chance to vote. We'll be closing the poll out in a couple more days, then gathering up the counts from the 6 sites it was posted at.
  6. There hasn't been a game taking place in Valenwood yet that would give them an opportunity to show us.
  7. Except this does nothing to really save us much on the workload side of things :tongue:
  8. Those files should already be in their BSAs, yes? Would it be feasible to write a batch file that removes all of the files FNIS edits?
  9. It's just about opposite of this. The DLCs are down to a trickle on bug reports, often barely managing half a page worth of stuff, with the exception of the pile of text and subtitle fixes in the last round. The vanilla game is still getting plenty of regular bug reports and is likely to continue to get them for some time to come.
  10. Yes, it will be one choice or the other. There would be very little point in simply generating another branch of the project that has to be maintained in a different manner than what we already have.
  11. Someone asked what would be impacted by the switch to a unified file. Since Nexus is the only place I know of where this data can be accessed readily (for those who have marked it) I'll post what's available from there. The list of USKP dependencies is irrelevent because the filename for that would not be changing. Which would eliminate issues with 62 files according to the Nexus data. UDGP dependencies: 101 lisa again 01 An NPO Module - Crossbows Better Sorting for - An NPO Module - Crossbows Clean Saves Archive Czech Translation for Unofficial Dawnguard Patch Darius Assassin Dragon Shouts Rebalanced - BETA GW71_Metallica No Permanent Essentials Proper Combat Racial Traits Overhaul Requiem - RND - Frostfall AiO Patch Requiem - Unofficial Patches Restored SAVS - Skyrim Almost Vanilla Saves Shouts Reloaded Lite designed for SkyRe Simple LOADING Screen Skyrim Dovahkiin Spanish Skyrim Redone - Complete Crafting Overhaul Remade Patch Skyrim Uncut ULTIMATE SKYRIM - AtoZ GUIDE to get the most IMMERSIVE and REALISTIC Skyrim Uncle Sheo's Stable Modding Guide Unofficial Dawnguard Patch -- Spanish YASH - Yet Another Skyrim Hardcore mod UHFP dependencies: Clean Saves Archive Czech Translation for Unofficial Hearthfire Patch Darius Assassin Hearthfires Everyone Sleeps SAVS - Skyrim Almost Vanilla Saves Simple LOADING Screen Uncle Sheo's Stable Modding Guide Unofficial Hearthfire Patch -- Spanish YASH - Yet Another Skyrim Hardcore mod UDBP dependencies: An NPO Module - Crossbows Better Sorting for - An NPO Module - Crossbows Clean Saves Archive Czech Translation for Unofficial Dragonborn Patch Darius Assassin Dragon Shouts Rebalanced - BETA Food and Drinks GW71_Metallica No Permanent Essentials SAVS - Skyrim Almost Vanilla Saves Shouts Reloaded Lite designed for SkyRe Simple LOADING Screen Skyrim Dovahkiin Spanish ULTIMATE SKYRIM - AtoZ GUIDE to get the most IMMERSIVE and REALISTIC Skyrim Uncle Sheo's Stable Modding Guide Unofficial Dragonborn Patch -- Spanish YASH - Yet Another Skyrim Hardcore mod
  12. That's simply not feasible with the way things are right now. It would absolutely require a new install folder to make sure the work isn't contaminated by other mods, and rather than streamlining our process or saving work, that would only generate even more. This really isn't a viable option either because it solves nothing, and it would require someone on our team to know how to even build an NMM based installer package. I don't think any of us has much of a desire to go there. Our problem is not one of packaging, it's one of workflow. We *DO* have a process right now that works, but runs into a few snags here and there with inter-DLC conflicts we can't manage with the current system. Switching to a unified system would absolutely demand a change in workflow that wouldn't be compatible with what we're doing now. Keep it coming though folks. This isn't something that's going to get decided in a day or two.
  13. Couple of weeks I'd guess, perhaps more depending on how time availability works out. It's not something I'd trust to an automated merge process so the work would be getting done manually.
  14. This is a question we get on a fairly regular basis, so I think the time has come to consider our options for the future. First off, yes, I know I've been staunchly opposed to unifying the Unofficial Patch under a single all-in-one file to cover everything. Recent events have begun to strain the current model we're operating under though. Some fixes, like certain perks, can't currently be handled by our existing setup without generating a small fix file to cover these. Currently, the perk fixes are being handled here: http://afkmods.iguanadons.net/index.php?/files/file/1212-dg-and-db-axe-perk-compatibility-fix/ Another issue just reported involves incorrect dragon skeletons when a dragon dies: http://afkmods.iguanadons.net/index.php?/tracdown/issue/16721-dragonborn-serpentine-dragons-inappropriate-mesh-when-dying/ - In order to address this, the DragonActorScript would need editing, and such an edit can't currently deal with DG dragons while preserving the DB dragons and the Miraak support code. A third issue is one that's been brought up before, but so far hasn't been formally reported - It's not possible currently to support adoptions on Solstheim because it would necessitate code that alters two DLCs. Technically it can be considered a bug that you can't even move your spouse to Raven Rock. It's pretty easy to see why Bethesda didn't even try. In general, any inter-DLC issues that come up can't currently be managed. Then there's the general difficulty in maintaining the separate packages as they are now. Each one requires a clean environment from which to work, which right now is only truly possible by having multiple Skyrim install folders that get switched between as each patch runs its cycle. Conflict resolution with this setup is made difficult because such conflicts can only be checked with every file in the same folder, and it's not wise to dirty up each folder with stuff from another. One major downside to all this is that removing the existing DLC patches from a running game could very well break things. There would be no other good way to go about this though (thank God we're using BSAs!) that wouldn't potentially cause some problems. Something that will need to be kept in mind. This changeover would mean the end of continued development on the current separate files. It is not feasible to manage the project in two entirely different branches. This would not affect the High Resolution patch. That would remain separate since it isn't dependent on certain DLCs existing or not and the content isn't something everyone can run. So briefly: Pros: No more need for multiple development folders. No more unresolvable conflicts. One unified patch that only takes up one ESP slot. Cons: Not everyone has every DLC yet. A significant amount of work to properly merge everything into one unified ESP. Support on the existing separate patches would be frozen except for hotfix issues. Extremely likely that the game could get confused when ripping out the unsupported DLC patches when a change like this is made. Again, as I once said, "hell no, never" - well. It's starting to become enough of a hassle to consider it. But, as these patches are largely for the sake of the community, I think it should be put to a poll. So please cast your vote, and post your thoughts on why we should or should not do this.
  15. Well, not everyone has access to voice actors. It's not quite as easy as it seems. No, this won't really impact whether or not the line is voiced. Forcing subtitles has to be fixed another way since the "force subtitle" checkbox in the CK actually doesn't work in the game unless you're using Fuz Ro D'oh.
  16. Confirmed - been doing pretty much the same with using forward slashes.
  17. In response to post #15758170. Indeed. I've had at least two of mine that have doubled their endorsement counts over this week alone vs the initial amount they got after being here for several months. Most of the rest have also picked up a significant number of them, and I'd suspect Oblivion stuff is also picking up stragglers but I don't really recall what the numbers were on those before.
  18. Slight bug: If a mod author has disabled endorsements, the download pop-up will still show their mod and if you attempt to endorse or abstain all you get is this message: "The uploader of this file has disabled file ratings at this time." The mod will never be removed from the list.
  19. In response to post #15666910. #15667610, #15668710 are all replies on the same post. Makes me wonder how much of a boost those of us with old stuff for Oblivion will see since those will now begin delivering reminders too.
  20. In response to post #15666910. Same here. Not sure exactly when this was deployed, but I've seen a significant rise in endorsements on my files above the normal rates. I've also seen other folks get similar bumps and they've mentioned it too, wondering what got done. So I guess that's working.
  21. http://afkmods.iguanadons.net/index.php?/topic/3977-c-runtime-error-r6025-pure-virtual-function-call/ The short answer is, no, no actual fix exists. The only known workaround is to complete Jiub's quest while you're in the Soul Cairn.
  22. Well it got stranger. March 2014 is there now, but each entry is doubled up, and "Current month so far" is just March again.
  23. And on a similar note, no voice actors to match Hadvar or Ralof either :P Besides, voice acting isn't as easy to secure as you seem to think. It took quite awhile before someone finally agreed to do the Mara statue.
  24. Hate to say it, but that's not a solution to the problem at all. Especially directly editing a compiled script file. There is no defect in the script itself. In fact, the changes you've caused to it will break numerous wilderness encounters in the game since that's what the script is used for. As this thread has been repeatedly saying, the problem lies squarely with the plugins.txt file in the AppData folder. Two or more lines with Skyrim.esm listed. Remove all but one. Problem will be solved every time. This is NOT a vanilla game error either. It's caused by mod management programs making improper updates to the plugins.txt file when they're used. Your fix has not resolved this problem and you will find that the game is double loading all of the master data.
×
×
  • Create New...