Orphan Attachments 07/31/2018I have been doing some housekeeping lately and I've noticed that I had a lot of orphaned attachments. Attachments get orphaned when the PM or post is deleted without removing the attachment first. Deleting a PM or post does not delete the attachment and the file or image remain on the server. I'd like to ask all members to go through their attachments and delete any attachments you don't need anymore or those that have been orphaned. Where can I get a list of my attachments? Click on your display name in the upper right corner of the forums and pick "My Attachments" from the drop-down list. How can I tell an attachment is orphaned? If the PM has been deleted, you'll see a message like this in your attachment list: Unfortunately there is no message if the post has been deleted, so please check your old posts. We do purge old birthday threads every once in a while. Also some hosted projects have been shut down, so you may have orphaned attachments on one of those locations. Thanks!
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Name: Plugin Resources Version: 1.001 Category: Modders Resources and Tutorials Author: XJDHDR Download locations: Nexus Mods: Direct Link: https://www.nexusmods.com/oblivion/mods/37684 Ad-supported interstitial link: http://lopoteam.com/3050662/plugin-resources---nexus-mods This mod provides a library of pre-created records for modders to use. This allows their mods to be mergeable into Wrye Bash's Bashed Patch, thus saving ESP slots for the end user. Players: Where can I find mods that use Plugin Resources? The following mods have been released by others: Nothing at the moment I have released the following: Permanent Effects from Quest Items fix Additionally, I have created a page for mods created by others that I have ported to use Plugin Resources: Wrye Bash Mergable Mods Modders: All you have to do is replace any new records in your mod with blank records created by "Plugin Resources.esm". If you ensure that every new record created by your mod uses a record provided by "Plugin Resources.esm", this will allow your mod to be merged into the Bashed Patch. What are the Rules? You can only use records from my ESM that you have already claimed. The reason for this is so that you don't use a record that someone else is using in their mod, which would cause overwrites and conflicts if an end-user had both mods installed. Your finished mod must be mergeable in Wrye Bash. If it isn't, you are simply making your mod dependent on mine for no good reason. Additionally, you're wasting blank records and wasting my time as a result. How do I claim a record for my mod? Each listed record type below has a link to a wiki page on both SourceForge and Github. The wiki page you visit will have a list of records present in "Plugin Resources.esm" and whether or not they are available. To assign a record to your mod, simply edit the wiki page so that the needed records are listed as being used by your mod. It would also be appreciated if you inform me that you are claiming records. I would also appreciate it if you could edit both wikis to reflect your claimed records but I can do so otherwise. Do I need another online account to claim a record? You will need either a SourceForge or Github account to edit the pages on the respective wikis. Both are free and easy to create. Personally, I slightly prefer SourceForge's wikis to Github's but it's entirely up to you. Once I've claimed a record, how exactly do I use it? The procedure I recommend is to create your mod as you normally do until you are ready to upload it somewhere. Once you are ready, figure out how many and what new records your mod has created then claim those records. After that, open your mod and Plugin Resources in TES4Edit then modify the FormIDs of your mod's new records to the FormIDs of the records you claimed. You will then need to recompile any scripts in your mod that reference any of these new records. At the moment, you can use the following records in the ESM without any problems: Main page: SourceForge Github Activator SourceForge Github AI Package SourceForge Github Alchemical Apparatus SourceForge Github Ammunition SourceForge Github Animated Object SourceForge Github Armor SourceForge Github Book SourceForge Github Class SourceForge Github Climate SourceForge Github Clothing SourceForge Github Combat Style SourceForge Github Container SourceForge Github Creature SourceForge Github Door SourceForge Github Effect Shader SourceForge Github Enchantment SourceForge Github Eyes SourceForge Github Faction SourceForge Github Flora SourceForge Github Furniture SourceForge Github Global SourceForge Github Grass SourceForge Github Hair SourceForge Github Ingredient SourceForge Github Key SourceForge Github Landscape Texture SourceForge Github Leveled Creature SourceForge Github Leveled Item SourceForge Github Leveled Spell SourceForge Github Light SourceForge Github Load Screen SourceForge Github Misc. Item SourceForge Github Non-Player Character (NPC) SourceForge Github Potion SourceForge Github Quest SourceForge Github Race SourceForge Github Script SourceForge Github Sigil Stone SourceForge Github Soul Gem SourceForge Github Sound SourceForge Github Spell SourceForge Github Static SourceForge Github Subspace SourceForge Github Tree SourceForge Github Water SourceForge Github Weapon SourceForge Github Weather SourceForge Github The following are also provided, but there are some caveats: Conversation Topic SourceForge Github Conversation Topics can only be merged into the Bashed Patch if CBash is enabled. It is still a beta and thus disabled by default. The Editor ID for Dialog Topics can only be changed using TES4Edit. Dialog Topic SourceForge Github Same as Conversation Topics. Cell SourceForge Github There are none available by default in the ESM. These have to be specifically requested. The reason is because after you create a new cell, you will have to place some objects in the cell. The problem with doing this is that each object placement is regarded by Wrye Bash as a new reference record and will refuse to merge it into the Bashed Patch. The solution then is to request a new cell and state how many objects you intend to place into the cell. I will then create a new cell with the required number of placeholder references which you then use the CS's Search and Replace function on. Cell edits can only be merged into the Bashed Patch if CBash is enabled. It is still a beta and thus disabled by default. The following are not provided and won't be until the issues noted are resolved: Birthsign All blank Birthsigns created by my ESM will appear in the Birth signs menu when the player is creating their new character. I will not create blank Birthsign records unless there is a way to hide them. Game Setting The game won't recognize any new settings created by my ESM unless someone modifies Oblivion's EXE to recognize them. I am willing to create blank records if someone is willing to do that modification. Additionally, settings changes can only be merged into the Bashed Patch if CBash is enabled. Idle Animation Still need to properly research the possibility of making this work but I'm not very hopeful. Region Only really useful in conjunction with new worldspaces, which I'm not currently willing to support for reasons mentioned below. Skill The game won't recognise any new skills created by my ESM unless someone modifies Oblivion's EXE to recognise them. I am willing to create blank records if someone is willing to do that modification. Worldspace World space edits are only mergeable if CBash is enabled. Also, any new objects placed in the world space is a new reference, so I would have to custom create blank world spaces with reference placeholders. Finally, due to the way worldspaces are handled in Oblivion, there might be the possibility of oversights or game bugs that would make a mergeable mod with worldspaces impossible. I'm not currently willing to put in the work required to make this work but I might reconsider this depending on how big your requested worldspace is. If I do change my mind, it will be the same arrangement as Cell records, only provided on request. What if I'm trying to claim a record at the same time as someone else? Whoever gets their edit in first gets the record. What if there aren't enough available records for my mod? Simply send me a message requesting some more and I will release an updated ESM with more blank records. Incompatibilities =============== None. Known Issues or Bugs ==================== None. History ======= 1.001, 2019/02/16 Reworked the blank Global Variables to provide a way for a mod to get Plugin Resource's version (XJPRaVersionVar will contain the version number as displayed in the documentation). Added a function that can remove every single item from a container's inventory (zzzzXJPRRemoveAllItemsFromPlayerFunctionScript). Added a container (XjPRTempSafeTransferContainer) that can be used for temporary item storage (particularly useful for preventing duplicated items: https://cs.elderscrolls.com/in... ) Fixed the blank NPC records to no longer create a dirty edit in some circumstances. Added 5 blank animated objects (XJPRAnimObject0001 - 05). Added 5 blank classes (XJPRClass0001 - 05). Added 10 blank quests (XJPRQuest0011 - 020) Added 30 blank scripts (zzzXJPRScript0021 - 050) 1.000, 2011/03/21 Initial release.