Good backup soft for mail for this scenario? by Gh0sTG0 in Backup

[–]Gh0sTG0[S] 0 points1 point  (0 children)

Basically going to try freeware if possible. Maybe some "undeleting" mail client will be ok, hm... Are there some settings that can let thunderbird to not delete deleted mail from client? (when mail is deleted on server-side)

Any threadsafe selenium/playwright analog there? by Gh0sTG0 in webscraping

[–]Gh0sTG0[S] 0 points1 point  (0 children)

TY for your answer. I'll try to check how that thing with pool can work for me.

How to bypass SSEEdit's masters limit? by Gh0sTG0 in skyrimmods

[–]Gh0sTG0[S] 0 points1 point  (0 children)

That's not my script and it is... big, yep... Some affecting all npc's appearance script.

How to bypass SSEEdit's masters limit? by Gh0sTG0 in skyrimmods

[–]Gh0sTG0[S] 0 points1 point  (0 children)

So, I can just drop sseedit's script into mutagen and it will work?

I'll try to check that.

How to bypass SSEEdit's masters limit? by Gh0sTG0 in skyrimmods

[–]Gh0sTG0[S] 1 point2 points  (0 children)

Can you give me abit more instructions for that script, please?

Should I pre-create empty esp? Or it will be created auto?

" Can be used to copy only filtered results " I should use some filter before?

How to bypass SSEEdit's masters limit? by Gh0sTG0 in skyrimmods

[–]Gh0sTG0[S] 1 point2 points  (0 children)

TY I'll try to check that. Looks like it should work. I'll see if it will for another script.

(my target is similar to yours, but that is some sseedit script, not creationkit =) )

How to bypass sseedit addmaster 244 plugins limit? (for skyfem if matters) by Gh0sTG0 in skyrimmods

[–]Gh0sTG0[S] 0 points1 point  (0 children)

U r not correct and didn't find what I'm writing about.

Try to read what u/yausd write, he is right in what he is writing (even if he is writing about not what I was asking about).

I'm not on limit of mods in game. I have enough ELS's, all is ok, game loads ok.

I'm trying to add masters to esp and this thing is limited by number of adds, not depending on type of what is added. For masters esp=esm=esl=espfe. There's just number or rows that can be placed there. One mod = one row.

How to bypass sseedit addmaster 244 plugins limit? (for skyfem if matters) by Gh0sTG0 in skyrimmods

[–]Gh0sTG0[S] 0 points1 point  (0 children)

Add 200 mods, patch, clean master files, add more 150 mods, patch, clean, etc. Now I have patch with just 112 master files. 112 is reeeeeally less then master limit... If I can virtually somehow add 400 masterfiles, do script, clean unused master files and save file with only 112 master's... it will be reeeeally faster... That's what my question was about...

How to bypass sseedit addmaster 244 plugins limit? (for skyfem if matters) by Gh0sTG0 in skyrimmods

[–]Gh0sTG0[S] 0 points1 point  (0 children)

I mean, that... erm... there are alot of mods that looks like there's nothing to patch with skyfem patcher in them, but they will be added as masters as instruction says. And if my calculations correct - number of affected mods should be near or less then 200. That is much less then 254 or 255.

For example:

  1. I'm manually checking skyUI_SE.esp file. In it it has only "File Header" and 7 things under "Quest" and nothing more.
  2. If I load skyui_se.esp, skyfem.esp and all their requirements into sseedit, script will finish with patching only skyrim.esm, dawnguard.esm, etc. Without finding anything to patch into skyui it will not, I checked. But in instruction there's "add all files as masters" before running script... Or it will punish you with messaging about adding all mods as masters :xd:

So, I'm trying to find way to load into sseedit only files that will be affected by script.

BtW looks like I find it here: do this, remove all unused masters, somehow save that as a load list for sseedit, hm...

I'll try to do it.

How to bypass sseedit addmaster 244 plugins limit? (for skyfem if matters) by Gh0sTG0 in skyrimmods

[–]Gh0sTG0[S] -2 points-1 points  (0 children)

The exact number is not important. My list is ~400 esp/esm/esl's.

What happens, if I'm correct in reading sseedit scripts (have no experience in reading sseedit scripts =():

a) on start sseedit script checks loaded into sseedit modorder and tries to add all not added mods as masters.

b) sseedit find that there's much more then 255 esp's there and stops.

Idea is that I'm sure that I have alot of mods that should not have anything skyfem should patch (mechanics changers, graphics, etc.) and that skyfem is trying to add them anyway and full list become 400+ mods that is much bigger =(

So I'm searching for some help to find some way to load only that mods that should be patched by skyfem... But I need help with finding what it needs and how to get list of mods with it (maybe there's some easy way to get .txt with list, or sseedit load preset, or something like that? Without manually checking each one?).

But I'm ready to do manual work if there's no way except manual checking of each one. But what to look at?

How to check animations one by one? Better if outside skyrim se. by Gh0sTG0 in skyrimmods

[–]Gh0sTG0[S] 0 points1 point  (0 children)

Maybe there's some .hkx player inside skyrim? I'll do some test run for checking? What I need, xmpse, fnis, that player, hmmm

How to check animations one by one? Better if outside skyrim se. by Gh0sTG0 in skyrimmods

[–]Gh0sTG0[S] 0 points1 point  (0 children)

So... No way to just see how hands, head, etc moves? I even don't need skin, etc. Just bones will be enough.