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Posts posted by AndalayBay
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Arthmoor has released a patch for Roads of Cyrodiil.
Work on Awakening 1.2 continues. The first round of beta testing is complete. The coding changes are done and we're just waiting on some new resources before releasing the second version into beta testing.
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--Link removed-- This is still a preview version, meaning that no editing functions are available yet. However, as with previous versions, all records are displayed. We have added more record descriptions. We've also made a lot of changes to the interface which should make navigation easier, but we are still having issues with the performance of the side-by-side tree view. It can be rather slow on large records if the expansion and selection options are enabled at the same time.
TESVGecko Change Log 0.0.4
- re-sort tabs by dragging
- resize treeviews horizontally and vertically
- added scroll bars to individual treeviews and window
- automatically loads all masters
- improved memory management
- auto-scrolling on match in side-by-side view
- new presentation strategy to replace name strategy
- hid vestigial ribbon buttons
- recently used documents list
I've also updated the OP with the planned features and change log.
NOTE: Please uninstall the previous version manually before installing the update. We are having issues getting the installer to replace the previous version.
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No, unfortunately not. It has no editing capabilities at all yet. That's why I'm calling it a preview version. We'll start calling it a beta when we get some real functionality in there like merging.
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--Link removed-- This is still a preview - no editing functions yet. It still requires a decoder ring to read, to quote Arthmoor. But it is getting better.
Change Log for 0.0.2
- on expansion and on selection fixed in side-by-side view
- scroll bars added to individual trees in side-by-side view
- more names given to groups and records
- installation of update will replace old version
- version number displayed in title bar so you know you're on the new version
You might want to manually uninstall the old version if you didn't install it so that everyone has access. The default has been changed so that everyone has access, so you may wind up with two versions.
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IBM did update the design and I liked the ones that came with their Intellistations. No idea what the model number was for the keyboard, but it came with a wrist rest and was much more streamlined. Same IBM quality. We still have two that we use from time to time. My business machine is a Mac these days, so no more IBM keyboards.
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Time for an update: work on 1.2 is well underway. I've added the last two side quests, bringing the total to six. Several existing quests will be overhauled. I've already rewritten Cold Blood and Steel.
We're also created custom menus for the The Lair of the Mystic. Those who have done that quest already know how it would benefit from custom menus. I won't spoil it for those that haven't. This does mean that DBC will require MenuQue for version 1.2 and onwards.
I'll keep you posted as work continues.
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Oi! Those are ugly. I never realized until now that I actually like a streamlined appearance for my keyboard!
Good to see someone making those though, for people who prefer them.
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I've found that I've had to compromise. For business use in which I'm doing a lot of typing, nothing can surpass an IBM keyboard. Hands down. Fortunately I still have some old ones kicking around that I can use. They don't make them anymore.
For gaming, I like the Merc Stealth. It has an extra gaming pad on the left side which is excellent for WASD type games. It's also programmable so I can change the keys around if necessary. It isn't great for typing with, but is survivable for forum posts.
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Really? I always run the CK offline. I can see it perhaps complaining once you've released some mods, but even before is really odd. I've never run the CK online, as a matter of fact.
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We were thinking of that, but it's not going to be like Edit either. Even though all the information will be presented, you won't have to go through it if you don't want to. It's just showing you that it did something. You can give it a quick scan to see if everything is ok before saving. Or not. Whichever you prefer.
So still behind the scenes, but presents the results when done. With the current Gecko, I have to open the plugin in Edit afterwards to check the results. We're just trying to avoid that step.
And saving will be a separate action, so if it does screw up, you can just close the application. If you try to close without saving, it will ask if you want to save.
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Yes, this should be doable once I understand esm files better. Skyrim has a new record type called ONAMs. They normally list the records that have been overridden in the master plugin, but I've heard of cases where they are created even when the master doesn't touch anything in Skyrim.esm.
I'll add this to the list.
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Happy birthday Meo and StarX! I'll continue to prod hubby into doing the Max plugin.
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Possibly. The whole master plugin thing in Skyrim is something I haven't gotten my head around yet! People have been using master plugins to get around various bugs and we need to make sure we don't propagate that. Hopefully they won't need to anymore now that the navmesh bug has been fixed.
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Yeah that's what I meant by fixing up the record display. There are quite a few things that need fixing in that regard.
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--Links removed-- Requires Microsoft .NET 4. The setup program will install it if you don't have it already.
This version is an early preview, which means that it has no editing capabilities yet. You can open multiple plugins and view their contents. You can switch from a tabbed view to a side-by-side tree view. The side-by-side view allows you to compare plugins, but the side-by-side view isn't working very well yet. The synchronization isn't working as well as we'd like and the scroll bars aren't cooperating. But you can scroll through the whole tree view and when you expand a record, the corresponding record will expand in the other plugins.
Basic Usage
Open one or more plugins. Hold down the CTRL key to select multiple plugins at once. They will be loaded in the tabbed view. Click on the Side-by-side view icon to switch to the Side-by-Side view. Now you can select On Expansion or On Selection. On Expansion will expand the corresponding record in the other plugins. It might take a click or two to get the expansion working. We would like to have the scroll bars on each individual tree - that's something we're working on.
On Selection will expand the corresponding record and select it. The difference is that On Expansion will expand the top level records, whereas On Selection will match on sub-records.
Why are we Releasing this now?
Just to give you an idea of what it's going to look like. The ribbon bar will be expanded with the various functions you can perform. You will be able to save a plugin with the current name or use save as to save it under a new name. We're just looking for feedback on the feel at this point. I've also heard from a lot of people that would simply like to view the contents of a plugin and to compare plugins, so hopefully you'll find this useful. Unfortunately we need to fix up the record display so that it's easier to read. I'll be working on that over the next few days, but we've broken the side-by-side view again so we won't be able to provide an update until we get that fixed.
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I've followed the instructions from the Wrye Bash Pictorial for creating the Bain install of DarkUI-Darn to the letter. Everything is where it is supposed to be in the Archive, But when dropping it in Bash installer, The 2 Folders both number 30 Lighter Main Menu buttons, do not show up in the Sub-Packages.
Wow! I'm impressed. No seriously. That is one hard conversion. It took me a bit of fiddling to get that one to work too. There is a lot of copying around that you have to do to get that one loading properly. I think some stuff had to be replicated too, if I recall correctly. I mainly did the conversion for the exercise of doing it. I also have other mods that modify the menus, so I wanted everything in BAIN. But don't be afraid to use OBMM to install this, as Hana suggested.
Here is the sub-package list I wound up with:
10 Core Files
15 Classic Inventory
20 No 'Quest Added' Pop-ups
25 DarkUI'd Loading Screens
30 Atmospheric Loading Screens
35 Trollf Loading Screens
40 Lighter Main Menu Button Text
40 Lighter Main Menu Button Text - Daedric
If you have subpackages that aren't showing up, have a look at the directory structure below the subpackage directory.
Here are the directories that should be in the The Lighter Main Menu Button Text folder:
40 Lighter Main Menu Button Text\menus\prefabs\darn
Don't worry if you don't have all the subpackages I have. If you don't want the alternative loading screens, you don't need those subpackages. I'm pretty sure that the only reason they aren't showing up is because there's a problem with the subdirectories under the subpackage.
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There is also Tomlong's TESCOSI site. Here is the section on installing mods with BAIN. She has organized everything into tabs to make things easy to follow. The tab about organizing packages talks about installation order. I like the way she uses categories rather than specific mods. She does provide examples though so you know what she means by the various categories.
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You can use BSA Opt to fix things up.
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If you have a look at the advanced installation section in that pictorial guide Hana linked earlier, you'll see that alt3rn1ty explains how to repackage archives so BAIN can recognize and install them.
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There's a grid/list view switcher on the right end of the user nav (that's the floating bar at the bottom of the screen) just switch that to list view and you'll be good. The only other theme we're planning at this time is TESA Lite, which is the same style but skinned light.
Oh, that's what that's for. Perfect, thanks!
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Physically there are only shelves. If you want to convert something so that it stacks items, you add container markers to it.
Here's the CK Wiki tutorial that explains it all. It's really cool because you can actually have them stack more than just books if you can create custom triggers. I'm not sure if we have the tools to do that yet though.
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Were you planning on installing other themes, or skins? The new look is very nice but I prefer to have the forums listed out so I can glance through them.
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I recommend always including the readme files in the BAIN archive. If Bash recognizes it as a readme, and it does recognize most, it will automatically install it to the Docs folder under Data for you. Very handy.
Installation order is important because mods will conflict sometimes. When they do, you use the installation order to decide which one "wins". So if you have two mods that both modify leather armour, for example, then you want to install the one with the armour style you prefer LAST, or after the other mod. Bash calls this "higher". So in the conflicts box, it lists all the conflicts for you. You want the mod that says "higher" to be the one that actually shows up in-game. If the armour you prefer doesn't say "higher", move it down in the installation order so it is installed after the other one.
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The CK will do that for you now. Apparently you can package it up as if you're going to publish it to Steam and then cancel the actual upload. It will grab all the dependent files and pack them into a BSA. I haven't tried this personally, but that's what I understand of the process.
[WIPz] TESVGecko
in Skyrim Mods
Posted · Edited by AndalayBay
Cleaning dirty edits has been added!
TESVGecko is now in beta! We've been very quiet lately, making lots of changes and squashing bugs. We now have mod cleaning and some editing features. Our mod cleaning is conservative at this time. We have found that the Creation Kit will make changes in fields that are labelled as unknown on the UESP wiki, so we do not remove those records. It appears that those fields are no longer used and the changes can be ignored, but we need to confirm this before removing those edits. If you are sure they are dirty edits, then you can use the Remove Record or Remove Field functions to remove them manually.
Gecko is available in 32 bit and 64 bit versions. --Currently not available--
Beta Version 0.1.0
Change Log 0.1.0
Future Plans
We have already begun work on mod merging.