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CGi

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  1. You accidentally named 7 "Chaurus" items as "Hermaeus Mora" and a few world meshes for Chaurus parts are incorrect.
  2. i assume "SLUTS Resume - Survival Mode Patch" is build into the latest version?
  3. Does anyone know how to add more dildos to SLP+? i want to add the SMP ones. i found no info or reference on how to do that so i am stuck with the single Calyps one.
  4. Read your post but want the check working as i treat my MO2 (installed portable) not only as a backup but a quick way to play modded again in case i reinstall the game. So in case i forget to add OBSE after a re-install this check will be useful. But thanks anyway and for making it available to the everyone.
  5. So you're having as much of a clue as i do. While the (performance) impact of those scripts is minimal, especially with a quest priority of 40, i still don't like running stuff needlessly. So as there seems to be no reason i'll see if i can consolidate those 2 quests and scripts, and at the end kill both, on my end and be done with it. The only reason i see to keep running them is so the check is done again when the game is restarted with a missing OBSE. But in this case i'm with you, that users should be more attentive.
  6. i have a question about those 2 quests and scripts. Both have the same priority (40) and start with only a short delay from each other as Quest 1 is loaded shortly before Quest2, both enabled at game start. Why are there two quests and scripts? Why do they keep running if they are only required once after the game is started/loaded? Why is there no mutex, DoOnce or StopQuest? What if the delay between them is to short when GetOBSEVersion is called, causing a race condition? As far as i understand this situation those 2 quests keep running and looping for as long as we're in-game with Quest2 initialising with isOBSEinstalled at 0 so it never goes past the first check, which can only be enabled via Quest 1. This all looks very weird to me as i fail to see why those 2 quests and scripts aren't just 1 with a StopQuest after the checks conclusion.
  7. GFV was never updated for the latest AAF release. Nothing more to it.
  8. That's pretty much on point and nothing a site owner can do about it, unless enough users tell their eMail provider to treat MH emails not as spam. If enough people do it, then it'll be added to the list of trusted sources.
  9. You can join the AAF Discord as we have a guide for MO2 and Vortex, with a link to GamerPoets MO2 video as it's basically the best out there.
  10. Either way works but if you encounter problems then not many will be able to help you, if you install manually. Vortex or MO2 is recommended.
  11. interessting how the initial statement, that started this thread, was spun out of context. This whole discussion leads nowhere. So one last time from me: AAF works with every mod manager except for FOMM. Period. The used mod manager does not determine if AAF works or not. if AAF doesn't work using any mod manager, except for FOMM, then because of user error. it's that simple.
  12. Anytime again. Because it is actually a serious issue and not just a small problem. Newcomers expect a lot from the ability to mod their game and many, if not most, of them want to change their mod loadout mid-playthrough (what isn't a thing anyway) so file overwrites pose a major problem. Explaining the file system to newcomers is close to impossible so we ofc prefer to suggest methods that avoid this major issue that every mod manager prior to MO and Vortex has. And a visualisation of file overwrites, as Vortex and MO have them, does help a lot in understanding this "issue". With MO2 still reigning superior as it uses the "filesystem as a database". Vortex and mainly NMM suffer from database corruptions from rollbacks, mixed mode installs and plain ageing due to way to many mod installs and uninstalls, causing NMM to fail at file rollbacks.
  13. That's not the point. AAF can be easily installed and get working via Wrye (as its folder structure follows the Bain standard), NMM, Vortex and MO2. it even works in MO1. Kortex is fully untested but i can't recommended it as it's VFS is a Kernel-Ring X mode driver what comes with many risks. The support team exists because of the messy XML situation and people having problems making sure the skeleton wasn't overwritten and morphs are generated or else body parts will behave unexpectedly. Another case is a swarm of users shipping over from console so those need help from scratch, not even having a grasp on how files and folders work. Then this initial statement is plain wrong. if a mod isn't working then it's in 99% of all cases user error and usually based on "not reading", as you already stated yourself. We try to help those but we usually have to give up until those understand at least the very basics so we don't waste hours on a questionable result. The other 1% are usually OS based like missing libraries, runtimes or permissions. P.s.: inexpereinced users have to use Vortex or MO2 due to this as we wasted enough time on them just to be insulted or ghosted after hours of trying to help such users. We have our limits and need no one to make a hobby of ours a negative experience.
  14. As a final note: The guide, that Saya gracefully provided, is in all it's detail geared towards newcomers, hence the recommended mod manager section. For experiences users it's a list of available mods and suggestions.
  15. P.s.: We will help people who use NMM if we see they know how to use it. Else we won't bother because of the rats tail that giving support to people, who don't know its intricacies, has. P.p.s.: People who know how to use NMM won't need any support so there's that too. We didn't have a single experienced NMM user asking for support. Only newcomers who tried using it.
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