[RELWIP] Automatic Variants - Thread 4

Post » Sun May 27, 2012 5:18 am

I submited the zip file to the e-mail address indicated, but while I am waiting for that to be looked at are there any files that through up a red flag that I should move to a temp folder before running the AV jar file? The jar file did not make an esp file. My version of Java is from the Oracle website, not java.com.

Error
Spoiler
[1] [OPEN DEBUG FILE] Opening Debug File
[2][31m:43s][1893534411] [EXCEPTION] java.lang.ArrayIndexOutOfBoundsixception: -128
at java.util.ArrayList.elementData(Unknown Source)
at java.util.ArrayList.get(Unknown Source)
at skyproc.FormID.adjustMasterIndex(FormID.java:196)
at skyproc.FormID.standardize(FormID.java:189)
at skyproc.GRUP.standardizeMaster(GRUP.java:256)
at skyproc.GRUP.addRecord(GRUP.java:243)
at skyproc.GRUP.addRecord(GRUP.java:267)
at skyproc.GRUP.merge(GRUP.java:328)
at skyproc.Mod.addAsOverrides(Mod.java:425)
at skyproc.Mod.addAsOverrides(Mod.java:462)
at skyproc.Mod.addAsOverrides(Mod.java:478)
at automaticvariants.AV.exportFunction(AV.java:174)
at automaticvariants.AV$StartProcessThread.run(AV.java:130)
at java.lang.Thread.run(Unknown Source)

[3][31m:1s][8194318] [DEBUG] Closing Debug File. Time was: 1901802

List of my 210 esp/esm files from DLCList.txt
Spoiler
Alduin's son.esp
AliceMadnessReturnsVorpal.esp
AliceMadnessReturnsWeapons.esp
Angelic_Demonic.esp
ApachiiHair.esm
armored armwraps and footwraps.esp
armored-horses.esp
Arrowsmith.esp
ARTOFMAGIC.esp
ASIS-Dependency.esp
ASIS.esp
AskFollowerSkills.esp
AssassinsCreedArmor.esp
Auto Unequip Arrows.esp
Automatic Spells.esp
Axe01.esp
BanditsEyepatch.esp
BarenziahQuestMarkers.esp
Bashed Patch, 0.esp
Berserk Black Swordsman Armor.esp
Better Dynamic Snow.esp
BlackSacramentArmor.esp
Blade of Eplear.esp
blueswordcrafter.esp
camp_map_markers.esp
cao_extrapockets_D100_100s.esp
cao_InventoryPacks.esp
cellanweaponry.esp
Cloaks.esp
Complete Crafting Overhaul.esp
CraftableTemplar.esp
CrainteVomir.esp
DaedricCorset.esp
DaedricMask.esp
DaggerCraft.esp
dantes rebellion.esp
Darklilith.esp
DarkRaces.esp
dbsword.esp
dD - Realistic Ragdoll Force - Medium.esp
DEATH-DEALER.esp
Demothris.esp
dovahkiinrelax.esp
dragonbitetaildamage +.esp
DragonBoneWeaponsPack01_v01.00.esp
DragonBoneWeaponsPack02.esp
dragonpriestmasks.esp
dragonslayer.esp
dragonslayer_dracula.esp
DualSwords.esp
DwarvenMech.esp
DwarvenShooter.esp
dwarven_scrap_renamed.esp
Dwemer Scouter.esp
DwemerAutoBlade.esp
DwemerRifle.esp
Dynasty Armor.esp
Easter Egg Hunt.esp
EinherjarArmor.esp
Elementalist.esp
enchonehandeddaggerfix.esp
enhanced soundtrack 01.esp
enhanced soundtrack 02.esp
EtherealEdge.esp
Extended Colors - Selection.esp
Extended Colors.esm
ezios armor.esp
ezio_darkgrey.esp
Falmer Darkseeker.esp
Field Mage Outfit.esp
finnsword.esp
FionaOutfit.esp
FioraArmor.esp
FlameAtronachArmor.esp
FS_AngelsInSkyrim.esp
FS_EveningStar.esp
FS_ExorcizamusTe.esp
FS_SwordOfTheSeeker.esp
FullBootForKKSA.esp
Guild Duelist Armor.esp
Hana.esp
HedgeKnight.esp
HentaiCasualWears.esp
HentaiGaleArmor.esp
HentaiKarliahArmor.esp
HentaiNightmareArmor.esp
HentaiSaberDress.esp
HentaisJamellaArmor.esp
HentaiSuccubusArmor.esp
Herose.esp
HuntressArmor.esp
ImperialArmor.esp
ImprovedCraftableLockpicks.esp
InfernoGreatSword.esp
Jojjos Warglaives.esp
JoOMassLightning.esp
KarliahArmor2.esp
LayerBikini.esp
LFArmors.esp
Lich King's Armor and Weap.esp
Light Armor Hoods - Normal Armor Value.esp
lordamor.esp
Lorecraft - Crafting Overhaul.esp
Lorecraft - Vanilla.esp
LorecraftESM.esm
Lost Art of the Blacksmith.esp
LovelyHairstyles.esp
mage champion.esp
MaleClericArmor.esp
malukahmainmenu.esp
mammoth hide.esp
Mannequin.esp
Masters of Death.esp
mehrdrachenstufen.esp
mercenariesplus.esp
mh3_mod.esp
MHSNW.esp
MidasSkyrim.esp
minemapmarkers.esp
monster_hunter.esp
moredragonloot.esp
morrowind weapons daedric.esp
morrowind weapons dwemer.esp
morrowind weapons glass.esp
morrowins weapons chitin.esp
MTOH.esm
NA_Chrysamere_Eng.esp
NA_Goldbrand_Eng.esp
NA_IBOTM_Eng.esp
NA_Scourge_Eng.esp
Neo's Oriental Dress.esp
Neo's Outlander 2.esp
Neo's Outlander.esp
Neo's Slave Leia.esp
Neo's Swordmage.esp
Newermind Bow Collection.esp
NGEC.esp
Niagras Bleach Pack.esp
Northborn Fur Hoods.esp
N_43 Hair Pack.esp
OpenFaceHelmets.esp
plate hoods pack-normal armor.esp
portal2mod.esp
PowerMasterTheTimeAndSpace.esp
psijic mage.esp
Pushup-Bikini.esp
R18Pn - Argent Iron Armor.esp
R18Pn - Astaroth Suit.esp
R18Pn - Diano Armor.esp
R18Pn - Eisen Platte Armor.esp
R18Pn - Heilige Mutter Armor.esp
R18Pn - Leere Armor.esp
R18Pn - Ritter Armor - Heavy.esp
RANsHair_02_06.esp
RANs_CharGen_Morph_0.43a.esp
RealisticWaterTextures.esp
RedguardKnight.esp
Reinforced Hoods.esp
Remodeled Armor - addon.esp
Remodeled Armor.esp
romulusarmor.esp
rooq_bathing_twocell.esp
ScoutArmor.esp
Sekirei.esp
SeraphimStandAlone.esp
Sharlikran_Race_Desc.esp
Silverlight Armor.esp
SkyMoMod Extras Collectables.esp
SkyMoMod.esm
SkyMoMod_lists.esp
skyrule.esp
smakit_house_markers_plus.esp
Smithing Perks Overhaul - Balanced.esp
SnowyNightingale.esp
SoS - The Dungeons.esp
SoS - The Wilds.esp
StaffBundle.esp
sword_of_omens.esp
testfinal.esp
the ancient nord.esp
The Siegebreaker Greatsword.esp
thereserve.esp
Thor.esp
Tona_airy.esp
training mannequin.esp
TribalMightArmor.esp
TrissArmorRetextured.esp
Twohanded Dawnbreaker.esp
Tyrael Armor.esp
UBW.esp
UniqueLeveledItemsUpgrade.esp
UnreadBooksGlow.esp
VagabondArmor.esp
viciousdawnbreaker.esp
Vidala'sDress.esp
WarchiefArmor.esp
Warglaive of Azzinoth.esp
warmagearmor.esp
warpaintattoo.esp
Weapons and Armor fixes - Hacks.esp
Weapons and Armor fixes.esp
Whiterun Ferns.esp
Windhelm Dock FTP.esp
wow.esp
wyldtat1.esp
wyldtat2.esp
wyldtat3.esp
ZeldaMod.esp
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Shannon Marie Jones
 
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Post » Sun May 27, 2012 3:51 pm

I submited the zip file to the e-mail address indicated, but while I am waiting for that to be looked at are there any files that through up a red flag that I should move to a temp folder before running the AV jar file? The jar file did not make an esp file. My version of Java is from the Oracle website, not java.com.

I'm not sure, but you might try using the java.com site's autochecker to verify the Java version you have.
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Roanne Bardsley
 
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Post » Sun May 27, 2012 1:28 pm

@Everyone. Created my own thread and tried to give it usefull tags and a meaningfull name. Url: http://www.gamesas.com/topic/1366638-relwip-wolverines-collection-of-av-packages-ports-examples-skeletons-and-tools/ Should I come up with something new I will shortly mention it here and link to my own thread.
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Jack Walker
 
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Post » Sun May 27, 2012 11:32 am

@Shurengyla
I just went over your email and I think I dealt with the issue. The hopeful fix will be released with the next patch. Hang tight. 8)

I find the cause slightly funny.. it actually was an error in the SkyProc code where the number of masters was being temporarily stored in a byte and would bug out and go negative if you had more than 127 masters. XD
Just hadn't run into someone with that many mods before to trigger the hidden issue, I guess. Hehe

@Wolverine
Cools, thanks!
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Makenna Nomad
 
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Post » Sun May 27, 2012 2:53 pm

Awww then there is really no point in using AV or ASIS since Skyproc is the parent program, it might be while the are hanging on me as well. Although, funny thing, AS doesn't. I'll just use AS for now and watch for an update, thanks for the info.
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tannis
 
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Post » Sun May 27, 2012 5:40 pm

@Karellan Since you seem to be the running expert on sliders, I've a few questions:
  • Do sliders appear in NEW areas? As in, you have an existing savegame, install AV.. get sliders in A, B, C (all areas you've already visited). Do you get sliders in a brand new area that you've never been to before? I'm trying to figure out if it only bugs it out for areas already spawned for the savegame.. or if it just bugs it out for all areas ever.
  • Have you been able to add in new AV packages without issue? Or have you even tried?

WARNING: long post :smile:

Did some further testing. I used Bellyache's package v3 and AV 1.2.4. An existing save that never had AV installed during it's playtime until now was used.
Things I discovered:
  • For exterior cells, AV animation errors only occur in already visited areas.. Newly discovered work just fine.
  • CTDs occur while using fast travel or quickload when the destination cell 1) contains creatures replaced by AV and 2) you visited this cell previously when the savegame didn't have automatic variants.esp loaded.
  • Entering an interior cell, making a new save and doing a ‘cell reset’ does not decrease or eliminate animation errors.
  • I've seen animation errors while entering interior cells for the first time, so interior cells react differently to AV.
  • The absolute worst case scenario is installing AV for the first time, loading an 'untouched' existing savegame saved in an area filled with AV creatures (like chillfurrow farm). Weird stuff happens, like a spinning cow and a chicken that looked like a dog. Strange, all the other adjacent cows had proper animation.
It seems like cells get 'initialized' the first time you visit them, and animation errors & CTDs occur when there is a 'mismatch' between those previously initialized cells and the new cell ‘conditions’ changed by AV.

Conclusion: I think that the source of animation errors is the 'initialization' of cells. For a new game, every new cell has to be initialized, and for existing saves, newly discovered cells are also 'initialized'. And cells that are initialized with Automatic Variants.esp don't cause errors in my experience.

Next time I'll test the following things:
  • Testing interior cells (which are entered for the first time) to see if animation errors occur.
  • Starting a new game with a 'skeleton' AV package, and then adding new AV creatures to the AV.esp file later. (Pluto's suggestion).
  • Same as #2 but with an existing savegame.
P.S: Skyrim's save games should be similar to .esp files, right? Just like it was in Oblivion? Wrye Bash was able to do some 'cleanup' for Oblivion saves by exploiting this method. Maybe the incompatible save files could also be cleaned up using this way once we know their structure.

P.S: Mods like the excellent http://skyrim.nexusmods.com/downloads/file.php?id=4955and http://skyrim.nexusmods.com/downloads/file.php?id=14320 have ‘hand-made’ esps that do exactly what AV does: add newly textured creatures in Skyrim. But they work just fine on an existing save without animation errors. Why? They just use a ‘critter list’ leveled list and append new variants to it. Like adding new butterflies to the list will make Skyrim take care of it completely, and you will see those properly (new game, existing save, doesn’t matter). Sadly, AV creatures (like dogs, monsters) have much more complicated stuff like race records, NPC data, alternate textures etc... Although this does mean that for future versions of AV, it should be easy to add support for adding new ‘critters’ because all you have to do is to add new FormIDs to the leveled lists for critters. If only the rest of Skyrim were so simple :smile:
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Avril Louise
 
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Post » Sun May 27, 2012 2:26 pm

@Karrelan. Two words: Brilliant, respect.

I would like help to test but I′m currently knee deep in other stuff. You could say its AV related though.... Perhaps someone can replicate the very detailed work done by Karrelan to see if they have the (exact) same problems so perhaps even better and consistent conclusions can be drawn.

As said before I have been lucky so far, but haven't played much lately. When I played it was always in the open (not in dungeons) and most of the time running around Whiterun and a few Giant camps (fast travelling though, and very often quicksave/quick reloading).
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Leanne Molloy
 
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Post » Sun May 27, 2012 7:36 am

So I can basically have 20 different texture mods installed for a sword, and it'll randomly choose between them? If so, brilliant :)
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Benji
 
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Post » Sun May 27, 2012 5:48 am

Quick question. I've installed AV variants and downloaded Belly's, StarX and Porcha's packages. they're in the right location and when I rant the .jav file, I selected them, and pressed run and quit.

I was expecting an esp. file to be created somewhere, but couldn't see anything? and it's not in the data tick box selection either.

Now the game has the draugr (for example) in, because I saw a female one earlier today, but I thought given the location 'skyproc' the actual normal game wouldn't' be able to pick those up in normal circumstances. So now I'm not sure if it's installed/working or not? :/
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kennedy
 
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Post » Sun May 27, 2012 3:53 am

So I can basically have 20 different texture mods installed for a sword, and it'll randomly choose between them? If so, brilliant :smile:
When it supports weapons/armors down the road, yes. Currently AV is only for NPCs.
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StunnaLiike FiiFii
 
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Post » Sun May 27, 2012 9:38 am

Just fyi, EtaYorius (creator of the SkyTest - Realistic Animals and Predators mod) was asking about a way to increase variety for the vanilla wildlife, so I sent a PM and suggested contacting Leviathan and/or Pluto about using AV on vanilla content.
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Taylah Haines
 
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Post » Sun May 27, 2012 3:16 pm

@Karellan
Awesome! 8D
Just the testing I needed. So it sounds like Pluto's idea might fix a lot of the errors, then.

Btw, don't try to test AV by making "skeleton" packages yourself. AV will discard any empty packages and it will be as if they didn't exist.
This will be something I'll have to code into AV itself, I think. I'll definitely be adding "AV Prepping" for the next patch, which should be in the next few days.

Just appalls me that this kind of bug can exist in a game like Skyrim which is meant and created to be heavily modded. XD

@DeSetuede
Did you click "Gather Files and Exit"? This is NOT the create patch button.. this is a utility function. I'm realizing that it is confusing in the location that it is atm, especially since it has no help info explaining its real purpose.

Instead, just close the program normally (using the X in the top right), and you should see a progressbar pop up as the program makes the patch. You should have an .esp after that is complete.



@AiTenshi1
Awesome, thanks for spreading the word. 8)
Vanilla creatures as in deer, rabbits, etc? Or things like adding boars?
Because it just crossed my mind that once mesh variants are introduced... theoretically someone could make a "deer variant" with a new model and textureset and actually make a deer variant that looked like a boar, and this boar would spawn in all the areas that a deer normally would. Could be nice for integrating NEW creatures into the game without having to manually stick a new boar creature into all the LLists/spawnpoints a deer was at. Seems like it could be manipulated in interesting and creative ways to get really simple new additions.
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Hella Beast
 
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Post » Sun May 27, 2012 9:48 am

Just appalls me that this kind of bug can exist in a game like Skyrim which is meant and created to be heavily modded. XD

I know, but I wouldn't complain much... what other current-gen mainstream game is as moddable as Skyrim? Many games don't even get mod tools, like the Mass Effect series or Dragon Age 2. Skyrim has, like all elder scrolls games, near-infinite modding potential and it will only keep getting better. Only NWN or NWN2 comes to my mind when thinking about modding capabilities. :)

And another thing, is it possible to add a 'blacklist' to AV? Like, could it stop varietizing (don't know if that's a word) some creatures that the game never actually uses? For example, there is a fox (the e3demo fox) that you would never see in-game normally. I think with community knowledge, we can build a list of 'unnecessary' creatures and that could trim down the load AV puts into skyrim a little (plus it would decrease the size of the .esp).
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chirsty aggas
 
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Post » Sun May 27, 2012 1:31 pm

Yeah, I know. 8) I'm here modding Skyrim for that very reason: there's none others.

But I do feel like someone COULD make a game much more stable and moddable where something like AV (and many other amazing features) could be built in. Imagine opening up an NPC in the CK and just DRAGGING in your alt textures? That's what AV does by jumping through dozens of hoops, but how amazing would that be to have Bethesda think ahead and build it in? They make a HUGE world, but make it so difficult to add new content in (relatively). Sure, it's possible to add a new creature/alt texture with the CK, but you can't just stop there.. you have to go through and add your creature to ALL the LLists and place it in the game EVERYWHERE if you want it to actually show up. Not to mention if someone else does the same thing one of you overrides the other. *facepalm* How can they make such a huge world and make it so hard for us to populate it without 3rd party tools like Bash or AV? I feel if they truly thought ahead, they would work to make it as EASY as possible to add new content in and have it integrated. Heck, I do it as a volunteer college student by working AROUND their silly systems; They could do it themselves and embed it into Skyrim/CK much more easily, and get paid while doing it. 8P

Another example being weapon enchantments that Pluto is working on. His SkyProc patch results in 23,000!!! record duplicates just to add enchantment options to a set of weapons? A simple structural tweak in the records could make it require zero if Bethesda had thought ahead about the kinds of things people would want to do.

I don't think Bethesda expected such a huge modding community when they first made their internal systems (back in morrowind/oblivion?).. which is fine. I just wish they would see that it is now and rewrite the stuff so that it's stable and flexible, instead of tacking on temporary workarounds, which is how it looks to be handled atm. Just because they're the only moddable game around doesn't mean they're doing things perfect and/or the best it could be. In fact, it usually means the opposite in my experience; They CAN slack because there's no competition.

It's a love/hate relationship for me. I do love Bethesda and Skyrim (as I'm here modding it), but I do hate some aspects of the whole situation. They should definitely be praised for creating the systems that inspired modding back in the day, but since I feel like they've been slowing down and riding the wave instead of continuing to think of neat ways to make things even easier/better.

@Blacklist
There is a primitive blacklist system already set up, actually. 8) The blocklist.txt file in Files/ blocks NPCs from being duplicated by EDID match (I forget if it's case sensitive). I can set up a more sophisticated system down the road. 8)
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City Swagga
 
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Post » Sun May 27, 2012 3:22 am

There is a primitive blacklist system already set up, actually. 8) The blocklist.txt file in Files/ blocks NPCs from being duplicated by EDID match (I forget if it's case sensitive). I can set up a more sophisticated system down the road. 8)

perhaps use the exclusion list from Pluto Increased Spawn ini. I recently added alot of quest related creatures and npc to be excluded..since it is edid based then a simple cut and paste should work from is.ini to blocklist.txt..

edit: let me test it out and see..

4mb without modified blocklist.txt
1.7mb with exclusion list from Pluto Added..
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Isaiah Burdeau
 
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Post » Sun May 27, 2012 3:42 am

Im having a problem with AV when i run the patcher it gets stuck on importing Skyrim.esm NPC_
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Matt Bee
 
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Post » Sun May 27, 2012 7:34 am

Can't say much about why with a http://afterimagemetal.com/AutoVar/Automatic%20Variants%20Readme.html#bugs.
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KRistina Karlsson
 
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Post » Sun May 27, 2012 6:05 pm

sent
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Lifee Mccaslin
 
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Post » Sun May 27, 2012 6:25 am

@DeSetuede
Did you click "Gather Files and Exit"? This is NOT the create patch button.. this is a utility function. I'm realizing that it is confusing in the location that it is atm, especially since it has no help info explaining its real purpose.

Instead, just close the program normally (using the X in the top right), and you should see a progressbar pop up as the program makes the patch. You should have an .esp after that is complete.


Hi Leviathan, thank for reply.

Yes I ran the 'Gather Files and Exit' tool, it looked like it 'gathered' files and exited... but then I didn't seen an esp. anywhere.

Just for the dunces amongst us.

Should this be the correct steps;

* Download AV Packages and install to the data folder in Skyrim (creating a 'Skyproc Patches' folder with various subfolders)

* Download a package like StarX and install that to the same folder (thereby creating 'Skyproc Patches' - 'Automatic Variants' - 'Av Packages' - 'StarX Variants'

* Run the 'Automatic Variants' (Executable Jar. file) within Skyproc/Automoatic variants folder.

* This will take you to a 'Enable/Disable' type programme. You select on the variants you want. All or just those particular creatures?? and then you click 'Gather Files and Exit'

* This will then create an esp.?



Thanks
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Krystal Wilson
 
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Post » Sun May 27, 2012 11:49 am

No don't click Gather files and exit. That will basically uninstall it. When you have selected what you want just close it with the X and it will start to make the patch.
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LijLuva
 
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Post » Sun May 27, 2012 3:24 am

@AiTenshi1
Awesome, thanks for spreading the word. 8)
Vanilla creatures as in deer, rabbits, etc? Or things like adding boars?
Because it just crossed my mind that once mesh variants are introduced... theoretically someone could make a "deer variant" with a new model and textureset and actually make a deer variant that looked like a boar, and this boar would spawn in all the areas that a deer normally would. Could be nice for integrating NEW creatures into the game without having to manually stick a new boar creature into all the LLists/spawnpoints a deer was at. Seems like it could be manipulated in interesting and creative ways to get really simple new additions.

He has mainly dealt with the vanilla wildlife. He did recently ask about adding boars in his thread, as I recall, but his mod is really aimed at the vanilla wildlife. One of his main purposes was to bring back lore-related diseases that various creatures carry.

You may want to drop him a line to see if the two of you can brainstorm some ideas. It would be helpful if the various community members who are working on wildlife and creatures communicate with each other so as to avoid conflicts. In my view, AV seems to have a lot of potential uses, so it's just a matter of people working together rather than winding up with stuff that conflicts with each other.

As a funny side note... a pink Mammoth?! I love pink, but a pink Mammoth?! It sort of stuck out badly at Sleeping Tree Camp, you know?
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Chris Ellis
 
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Post » Sun May 27, 2012 3:47 pm

[/color]
* This will take you to a 'Enable/Disable' type programme. You select on the variants you want. All or just those particular creatures?? and then you click 'Gather Files and Exit'

* This will then create an esp.?

Thanks

Up to here it's correct - but instead of clicking 'Gather Files and Exit', just click the X button in the top right corner of the window to close it. 'Gather Files and Exit' uninstalls AV.
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YO MAma
 
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Post » Sun May 27, 2012 3:40 am

Up to here it's correct - but instead of clicking 'Gather Files and Exit', just click the X button in the top right corner of the window to close it. 'Gather Files and Exit' uninstalls AV.


Lol so I kept uninstalling... excellent.

One last thing.

I have STarX and Porcha's packages... do I need to do anything? (Highlight them?) or do I simply go into the programme and then hit the 'x' button.?

Do I need to select them one by one or does it do everything? thanks,
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FirDaus LOVe farhana
 
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Post » Sun May 27, 2012 2:06 pm

I have STarX and Porcha's packages... do I need to do anything? (Highlight them?) or do I simply go into the programme and then hit the 'x' button.?
Do I need to select them one by one or does it do everything? thanks,

No, you don't really need to do anything except click on the .jar file and hit the 'x' button. The packages are automatically highlighted.
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P PoLlo
 
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Post » Sun May 27, 2012 12:51 pm

Sorry too be a bother.n.but could somone tell me which packages are safe too use? Or not use if that's easier? I tried this a week ago and it gave me ice skating giants but didn't have time too test it elsewhere yet. Thanks!
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Mrs. Patton
 
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