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zilav

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  1. [WIPz] TES5Edit

    @Vex You can read description of TES5LODGen on Nexus, the only major difference is that Trees LOD system is deprecated and all trees are statics included in the Objects LOD, so they follow the same rules of how source LOD meshes are assigned. For example open TreeElmForest01Static "Elm Tree" [STAT:000D9CA8] in FO4Edit, the LOD meshes are in MNAM field. Open those models in NifScope, check what textures are used and edit them in photoshop to match your trees mod of choice. Then regen LOD to see the changes. This applies to any object you see in the distance. To determine what record is placed in the world, get close to it, click in console, write down FormID, load FO4Edit, search by FormID in the left upper corner to find a ref, then Ctrl+Click on the "NAME" field to focus on the base static record.
  2. [WIPz] TES5Edit

    LODGen generates LOD from the source assets (LOD meshes and LOD textures), if mod(s) don't provide those then generated LOD won't look any different.
  3. Press Alt+F3 in xEdit to bring up worldspace browser, then Worldspace -> Select menu or press F3, set Grid Opacity to 100 and it will overlay blocks and subblocks over the selected worldspace.
  4. [WIPz] TES5Edit

    Uploaded new build. Better support for scripts created in Delphi IDE, more info here https://www.creationkit.com/index.php?title=TES5Edit_Scripting_Functions#Using_the_Delphi_IDE_to_Edit_TES5Edit_Scripts
  5. Nif/bgsm/bgem files use a separate internal library in xEdit, but it was inspired by how xEdit deals with plugins. So there are native and edit values too, but elements are objects now instead of interfaces, so thier properties and methods are accessed like other class objects similar to TStringList for example - with a dot "." Anyway there are several demo scripts available starting with "Nif". Even the one to convert nif <-> json too see how fields are named (in 90% of cases they match NifScope) and their values.
  6. https://pastebin.com/raw/29rnMr1Q
  7. BSA load from plugin INI files

    Now with ESL there is no need to use ini file, just create any number of empty ESL plugins and accordinly named BSAs and be done with it.
  8. You have broken textures: "fjs01thalia\eyes\eyegreen_e.dds" is 0 length "fjs01thalia\body\femaleunderwear_n.dds" is DX10 format even though I downloaded the Oldrim version (which means it never worked in Oldrim at all). SSE supports DX10 textures now, but I'm not so sure if CK does. Convert to ordinary dds format just in case.
  9. [WIPz] TES5Edit

    @Kesta No idea what to say. I can speculate that having an esp overriding esm maybe gives some priority in initialization for those records which could affect quest alias filling... but it is highly unlikely. Are you really sure there are nothing else interfering which could affect the outcome?
  10. Wrye Bash - All Games

    Hashes have different binary format: old ones when form version < 40 and new ones when >=40. So there is no difference if form version in old records < 40 is updated to Oldrim's 43 or SSE's 44, it is bad in both cases. That's why I propose that WB should delete hashes in records having form version < 40 when copying them to the bashed patch and updating their versions to the newer ones.
  11. Wrye Bash - All Games

    I think I found the reason, explained what to do here https://github.com/wrye-bash/wrye-bash/issues/403#issuecomment-354641012
  12. [WIPz] TES5Edit

    If you'll provide a test plugin then I can add a check. The same for other issues.
  13. Wrye Bash - All Games

    The only records that are binary different when their version is 44 are AMMO, MATO, STAT, WATR and WEAP. Also LTEX and WTHR have new subrecods, but I don't consider this a binary difference since subrecords are optional and the game ignores unknown ones. Your example with GRAS is very strange. This record is the same binary wise across all form versions. So you are saying that when this record having version 39 is merged into the bashed patch having TES4 version 44 and WB updates the record version itself to 44, the game locks up? But merging the same record already having form version 44 (resaved in CK) works fine? This simply can't be true, something else is going on here. PS: Actually there is a binary difference - MODT in newer version inside of Update.esm is zeroed. But this field is not marked for conflicts resolution and hence it is green. If you still have bashed patch that locks up the game, try to drag&drop MODT from Update.esm into the patch in all grass records.
  14. [WIPz] TES5Edit

    The first argument for ElementAssign() is a list element itself, so it should be 'VMAD\Scripts'. Second is a list index to assign to (LowInteger - add a new element and prepend at the start of a list, HighInteger - append new element at the end). It returns the added element, so use it instead of writing a full path again. entry := ElementAssign(...); SetElementEditValues(entry, 'scriptName', 'aaa');
  15. [WIPz] TES5Edit

    Add() is used to add new records in groups or new elements in main record. You must use ElementAssing() to add a new element in a list. There are plenty of demo scripts using it.

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