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PeterMartyr

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  1. Create a while loop, but instead of using indices, use it like an list iterator: String function nextKey(Int object, String previousKey="", String endKey="") global native There more info in the source code, even an example on how to use it? EDIT some lite reading for you https://github.com/SilverIce/JContainers/wiki
  2. check these in the kit mouthhumanf.nif and mouthhumanf.tri for the follower's head parts , then check they actually exist has files in the data folder, would be step one if that not a wig? I do not remember Tania looking like that, most probably you have broken something, when making changes to her
  3. @Terenzz Yes absolutely, Github Pages is much better option than having dramas of webpages server, for your code/application website, plus it is free
  4. if your tired of steam updating games, remember you did give them permission, the best strategy is update with launching, then only only launch it offline... yeah it is extra inconvenient work, but that the cost of doing business, modding a game and version control but follow your reasoning, you launch it and it stated it need to update.. do the extra steps
  5. btw Campfire doe not require SkyUI as a master, unless the compiler spat the dummy.. you might wanna double check you downloaded the right PSC there too https://github.com/schlangster/skyui/wiki oops wait? I will fix it https://skyrimsurvival.com/home/campfire/mod-developers/
  6. easy ignore the download options on SkyUI Main page on GitHub, But look at the main page menu bar, see "wiki" click that, then download the SDK that matches the SkyUI version you are using
  7. then remember correlation doesn't imply causation don't waste to much time on those test.
  8. try this but a warning it will require Nifskope, and is similar to merging RaceMenu head with CK for facegen (sort of) learn to use Nifskope, my instruction suck, I am coder open two instance of Nifskope load the minimum weight 0 in one load the maximum weight 1 in the other NOTE this is not copy and paste, but paste over copy over the mesh data of nif 1 to 0 with paste over, where its branches match (it may not be in the same order or location) repeat until all branches are pasted over you now have two meshes of maximum weight save the 0 nif as the 1 nif overwriting it this leaves nif 0 in original state both nif are now identical except one is minimum weight and the other maximum weight bodyslide not a replacement for Nifskope, you generate the errors with it you create the mock-ups out of of sequential order with bodyslide
  9. the games have diverged, relatively speaking they are the same, absolutely they are not, you can upgrade any LE to SE, but it is not alway possible to downgrade any SE to LE.. so the development environment totally depends on the mod, it is not set in stone, and needs to be case by case consideration.
  10. depends what is quicker for you, fixing it or starting from scratch, only you can answer that. To fix it maybe remove the duplicates with xEdit first, and then set the Master with Wrye, it sometimes works.. no guarantees but what important here, is do you fully understand about flipping the bit the header, it is what what designates a plugin as a master, not the extension.. think of it as (sort of) a signed or unsigned integer, if ya know what that is?.. anywho it is very important the bit is flipped
  11. I am aware of inventory respawn flag cos it is a massive pain in ass for non-follow wardrobe mod and needs to be handled, programmatically for a small footprint, but looking very loosely at the ShadowmereRef, I found no papyrus scripts, so when a cell resets, it might be spawning at the default editor location, like all other npc, horses, that for one reason or another, do not have persistence , etc so we are going into terrority of the game engine here. But I did not do this and just thought of it now, is the REF marked has persistent? Dunno forgot to check it, but it might be that simple.. but where did you last leave it now.. maybe respawning at set default editor location is a good idea.
  12. my bad,yeah, it is all about the compression, they were compressed by two different tools.. if he wants exactly the same compression level, needs to use to use the exact same tool, with the exact same settings the original was packed with, else there will always be variations. Agreed
  13. @Kahenraz there is nothing to fix, everything is working as normal, you just needed to be aware a bsa is an archive and it behaves like any other archive, there is nothing wrong with any of the files you unpacked, unless the archive itself was corrupted and no tool will fix that, for skyrim validate the files, and for a mod redownload it. edit the part about the bat or cmd file and not running code on your PC, if you cannot read it, I was deadly serious about. sudo mean just one line of code can run as Admin without you giving it express permission, the likelihood of that happening is extremely small, but it is not zero
  14. No I let him read it for himself, and it was something he knew, cos every person on the nexus has unpacked an archive and knows, no matter whether it is a zip 7z rar bsa they are just compressed archives that unpack to a bigger size, cos they are LOL compressed... Edit I admit you can have archives with no compression or differing degrees of compression, all of which alter what the actual unpack size will be... LOL I think i just explained a bsa is a glorified zip file, ... nothing more, with a different ext and encoding, and certainly there's nothing special about it as an archive
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