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Starfield Creation Kit is now available
Akzyra replied to Raven 54's topic in Starfield General Discussion
Download: https://store.steampowered.com/app/2722710/Starfield_Creation_Kit/ Nexus Info post: https://www.nexusmods.com/news/14993 -
There is a "BGS_Starfield_ArtTools_1.0.0.3" installer, which seems to be a plugin or similar for 3dsMax 2021. Other tools: Archive2 for BA2 Icon Generator INIs, no idea, probably a CK feature Papyrus Compiler SQLite tools VS Code Papyrus Extension a wwise project, lots of .wwu files (audio) RoboVoicer.exe, text to speech, same as https://dev.to/adbertram/how-to-convert-text-to-speech-with-powershell-2227
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You could create symlinks in %localappdata% to "redirect" the path to the SSD: https://www.howtogeek.com/16226/complete-guide-to-symbolic-links-symlinks-on-windows-or-linux/ Hardlinks will not work since it is a different drive. Short tutorial, read up on it for more info: First move the folders from their original location in %LocalAppData% to their new location. The symlink will be created in their place. Also create backups just in case Create symlinks from the original location to the new location: You need to run CMD.EXE as admin! mklink /D %LocalAppData%\Starfield F:\Starfield_Appdata mklink /D %LocalAppData%\AMD\DxcCache F:\AMD_DxcCache Change paths as you like. If a path contains spaces, write in quotes: "F:\Some Folder\AMD DxcCache"
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Sorry, played the game more than modding it, but here we are: Writing a tool is kinda useless without knowing what the 4 bytes before the keycode and the 3 after it mean. Sadly I am not a decompiler expert and cannot dig around in the EXE to find out. Numerical values like the file_end seem to be big endian The file structure below can repeat to declare multiple "subfiles", this explains the "03 00 03 03 00 03": First "03" is the version, the next two bytes "00 03" are the file_size. Since it is 3, it is finished and no key entries are present. Also a second emtpy "subfile". Seems to be always three "subfiles": PC unknown Controller # header: ubyte version? always 03 ushort file_size amount of bytes for one file entry in the ControlMap # array of entries until end: cstr category ex: "MainGameplay\0" cstr key_name ex: "Quickkey5\0" uint unk_uint 4 unknown bytes, mostly 1, seems to be set on entries/keys when controllers are used ubyte key_code https://learn.microsoft.com/de-de/windows/win32/inputdev/virtual-key-codes ubyte unk_byte_a 0 for main key, 1 for alt key ubyte unk_byte_b 0 for main key, 2 for alt key ubyte unk_byte_c always 0 Edit: quickly checked out controller values, seems to be using some of the unknow bytes. Also figured out what the 03 00 03 means. If someone has some "Controlmap_custom.txt" files for testing it would be nice, preferably with lots of edits, especially on controllers.
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Took a very quick look at it: while it is a binary format (why name it .txt Bethesda...) it seems simple enough. Cannot promise anything, but I will try
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Modders are working on getting the new files figured out, it seems a lot has been changed since Fallout 4/76. Also some other technical changes in the engine, so it might take quite a while longer than some might expect.
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Please don't use websites like this, they only steal and repost content. All of the files I checked literally have the Nexus filenames unchanged... Also applies to other games like Minecraft (ex: 9minecraft). Some sites also try to spread virus this way.
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Even if SFSE needs the Steam version, my guess is that it will take some time until mods that actually need to be created. Unless there are a lot of engine fixes needed. My game has been fine so far. *knocks on wood* No tools like xEdit yet, so only asset edits like texture, INI tweaks and console commands for now. Since you can set commands to run on start with the INI, a lot of mods are using this to tweak game settings like difficulty etc. I tried hex editing a very simple Skyrim mod, it did not work but also did not crash, so I think the ESP did not get loaded at all... Another possible asset edit is menu files it seems, quite a few mods that move or hide stuff, also smooth UI mods for 60 and 120 fps. Advanced assets like models probably need updated tools, especially for stuff like animations.
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Schlongs of Skyrim SE
Akzyra replied to galgaroth's topic in Downloads - Skyrim: Special Edition Adult Mods
I think it's SMP XMLs. Been a while and I changed not just SMP stuff, but it went away after that. Keep in minds some mods like BHUNP include SOS XMLS. Cannot test in-game ATM, but I use this https://www.patreon.com/posts/bakas-sos-addon-37684959 -
Outdated or missing "SexlabUtil"with v163.7z
Akzyra replied to falara's topic in Technical Support - SexLab Framework
Oh sorry, did not know you were confused by the SE/AE naming for SkyrimSE versions: SE versions greater than 1.6.xxx is now being named AE since they came with the free AE update in November. If you do not downgrade, you have this installed. The AE DLC does nothing to your game version, just buys all CC content. Please install v164c for 1.6.353. Also check your other SKSE plugins, i think Vortex warns you if some are not compatible by reading the "skse64.log" for you. That file is in "%USERPROFILE%\Documents\My Games\Skyrim Special Edition\SKSE". -
Outdated or missing "SexlabUtil"with v163.7z
Akzyra replied to falara's topic in Technical Support - SexLab Framework
Download the correct versions and dependencies, see the quote from SexLab download page: -
SexLabUtil Missing on SE
Akzyra replied to wolfwalker's topic in Technical Support - SexLab Framework
SKSE is correct, but SexLab is not, quote from its page: See this thread for more SKSE compatibility tracking: Make sure all SKSE plugins you use are updated for 1.6.342 / AE. Either make sure your mods work on AE, or downgrade to SE / pre-AE: https://www.nexusmods.com/skyrimspecialedition/mods/57618 -
SexLabUtil Missing on SE
Akzyra replied to wolfwalker's topic in Technical Support - SexLab Framework
Checking is easier and faster than guessing from effects/problems: Make sure SKSE is running: console command getskseversion Right click the SkyrimSE.exe > Properties > Details Tab Check the line that says version. SKSE must match game version, then SKSE mods (SexLabUtil.dll in this case) must match SKSE/Game -
SKSE ERROR! Help please!
Akzyra replied to zombie2776's topic in Technical Support - Skyrim: Special Edition
Are you using the correct SKSE (AE build 2.1.4) and RaceMenu (beta is free but on Patreon IIRC) for 1.6.xxx ? -
Schlongs of Skyrim SE
Akzyra replied to galgaroth's topic in Downloads - Skyrim: Special Edition Adult Mods
While true, a bit over-dramatic. But Nexus now archives old files, and as long as the file ID is known we can create links like this: Pre-AE USSEP v4.2.5b https://www.nexusmods.com/Core/Libs/Common/Widgets/DownloadPopUp?id=209150&game_id=1704 So we can stay a few months on SE as mods update. And SOS has a new DLL here: Also follow this thread: