Alrighty then. Imma gonna remember that, and if I see someone else asking the same - I will warn them as well.
TTW's Public Dev Log
-
- Posts: 123
- Joined: Sun Jan 08, 2017 11:13 pm
The old installer had a
The old installer had a folder of patches, essentially bindiffs of the original game's files, and then a folder of the TTW created stuff. I still don't understand why the old installer can't be used with patches of the newer changes? That isn't bypassing any legal requirements.
The removing of files from BSAs and repacking them may be a bit more fiddly but not impossible for long-time users and a detailed set of instructions could easily be provided.
Likewise the use of NVSE/JIPLN. Any TTW user worth their salt will know to install that.
As it is now the list of changes in this 3.0 changelog will warrant a 4.0 release before a new installer is created.
- RoyBatty
- Gary
- Posts: 7711
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
It's more than just patching,
It's more than just patching, files need shuffled around into different directories for the voices and that alone is complicated (not even I have the list of files for this). Removing files from BSAs is not hard, but it would require owning Skyrim to do properly because CKIT comes with archive.exe, other programs cannot create the archives correctly for the base game without manually hex editing the header flags. BSAopt in particular creates corrupted archives.
We absolutely cannot distribute files, and the sooner we take down the old version the better.
The process is a lot more complicated than it seems.

-
- Posts: 750
- Joined: Wed Mar 30, 2016 2:02 pm
RoyBatty wrote:
[quote=RoyBatty]
It's more than just patching, files need shuffled around into different directories for the voices and that alone is complicated (not even I have the list of files for this). Removing files from BSAs is not hard, but it would require owning Skyrim to do properly because CKIT comes with archive.exe, other programs cannot create the archives correctly for the base game without manually hex editing the header flags. BSAopt in particular creates corrupted archives.
We absolutely cannot distribute files, and the sooner we take down the old version the better.
The process is a lot more complicated than it seems.
[/quote]
The backend utility I'm working on for the community BSAUtility can read the binary data and output it back to a text based XML style format, and recreate binary data back from that. The only thing I haven't been able to work out, at least with VB, is how to create the HASH; I read that from the source BSA, recreating a BSA back is easy since I don't need to calculate anything hash wise.
It's possible, though round-about, to programatically modify the text file changing the flags, folder names and folderhash values then just rebuild the BSA back from the modified data. The utility doesn't really calculate anything on the fly other than compressed data offset position when rebuilding the BSA- data is output as it's read from the text file.
It's not a 'fire off once' and forget process, but it might work. At least until I can get a handle on this mod manager thing and start working on the other planned apps, including a 'basic' data conversion app.
- RoyBatty
- Gary
- Posts: 7711
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
-
- Posts: 51
- Joined: Mon Dec 15, 2014 7:24 pm
Christmas comes early! looks
Christmas comes early! looks like we all will be dreaming of a nuclear winter ^^! Whoever the programmer is they have all our thanks as do you roy!
- RoyBatty
- Gary
- Posts: 7711
- Joined: Sun Apr 27, 2014 10:26 am
- Location: Vault 108
-
- Posts: 80
- Joined: Tue May 24, 2016 2:42 am
I just played through Dead
I just played through Dead Money again and when I was playing it I saved in the toxic cloud without realizing it and I died by missing the jump back up the railing after getting the turret password. When playing the save reloading after leaving the cloud I still kept taking damage as if I was in the cloud. I had to reload to a previous save before entering the sierra madre vault and that did solve the problem of me taking non stop cloud damage.
I was running around 80 mods at the time but did check the fallout wiki and the issue I had is listed as a bug. I have TTW Fixes and that doesn't fix this bug. I don't remember seeing a fix for this at all in the dev log and I do check it pretty regularly so I'd figure I'd bring it up here incase either it's a bug that's not known, if it's just rare and on the back burner or if it can't be fixed for whatever reason.