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zilav got a reaction from archer in [WIPz] TES5Edit
Everything works the same.
Don't use x64 version unless you hit the out of memory error in x86 version.
Hardcoded files are embedded into executable, however xEdit will still load the external ones if present. But keep in mind that embedded versions are newer than the external ones from older xEdit.
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zilav got a reaction from Dragonblood in [WIPz] TES5Edit
if EditorID( LinksTo( ElementByName( ElementByName( ElementByName(e, 'Cell'), 'Worldspace' ) ) ) ) <> 'Tamriel' then Exit;
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zilav got a reaction from Leonardo in [WIPz] TES5Edit
Apply filter, clear all settings, check "By Base Record EditorID contains / or FormID" in the right lower corner, enter 00000010 (this is the formid of MapMarker [STAT:00000010])
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zilav got a reaction from Dragonblood in [WIPz] TES5Edit
You are not supposed to edit masters list manually when adding or removing masters because this breaks plugins, the reason why it has been blocked. A lot of people don't understand that.
There are right click menu options on a plugin to add masters "Add Masters" and remove masters "Clean Masters" to do it properly.
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zilav got a reaction from Dragonblood in [WIPz] TES5Edit
"Clean Masters" doesn't remove masters which are used (referenced by records) in a plugin. First remove all the master references yourself from a plugin, then it will work.
Removing masters in CK while it properly updates FormID indices also breaks plugins because it simply wipes out master references itself leading to unexpected results.
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zilav got a reaction from Dragonblood in [WIPz] TES5Edit
Apply script "List records referencing specific plugin" to your plugin and deal with all reported links, then Clean Masters will work.
Results depend on where and how the master was referenced before removal. Use the script to remove links yourself, this is the only right and safe way. There are no shortcuts for removing masters.
esp1 is added as a master to esp2 if you are copying a record:
1) which is new in esp1
2) which references/links to new records in esp1
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zilav got a reaction from Dragonblood in [WIPz] TES5Edit
TES4LODGen code is not mine, you'd better join the xEdit discord and talk to Elminster, especially if the bug appeared after 3.2.2 so it is tied to the new changes made by him. There is "Discord" button in the right top corner of xEdit window.
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zilav got a reaction from Dragonblood in [WIPz] TES5Edit
You clearly don't understand how plugins work and what does it mean for a plugin to be a master for another one. Unfortunately it'll take too much time to teach you which I don't have. I suggest you to use the existing mod merging tools, or join xEdit discord and ask people around there to teach you, maybe someone will have time.
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zilav got a reaction from Dragonblood in [WIPz] TES5Edit
I understand what you said - you want an easy solution to merge plugins, and there are: merge plugins standalone tool and it's predecessor, the xEdit merging script, which will merge 2 esps just fine in one click.
However when you are asking for a way to copy records from one esp into another without adding said esp as a master, now this is what shows that you have a vague understanding of how plugin masters work and that such request is simply impossible to implement without breaking the data. I told you already the only possible (correct, safe, working) way of removing masters, but seems you didn't like it.
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zilav got a reaction from Dragonblood in [WIPz] TES5Edit
No, you have been asking for how to copy as override records from esp1 to esp2 without adding esp1 as a master. I told you it is impossible and you should copy and then remove master the proper way, and described how to do so. You didn't like the answer and continued to insist on adding an option to xEdit of copying records without adding masters because you've been doing it wrong for 5 years.
If you really want to know how to properly merge mods manually, then this is covered in the xEdit Training Manual (the Help button in the right top corner, and linked on every xEdit's description page on Nexus, but who reads nowadays). The latest xEdit builds made it easier:
Right click on B, click Add Masters and chose A Right click on B and select "Inject Forms Into Master..." menu, chose A. It will ask to optionally preserve ObjectIDs (the YYYYYY part in FormIDs XXYYYYYY numbers), in your case it doesn't matter when simply merging two mods. Expand B, select all record groups, right click, hold Ctrl+Shift and click "Deep copy as override into", chose A. Say Yes to overwrite any changes if asked. Close and save A only. Now you have A+B properly merged into A. -
zilav got a reaction from Korentin in [WIPz] TES5Edit
Thread where I'll be posting the latest updates.
Primarily for testing and discussion, new ideas.
Please remember those are developer versions from subversion control and so can destroy your mods, computer, and kill kittens
Version 3.2.3 contains the following changes:
merged patch fixes [FO4/SSE] ESL support, mapping FormIDs or light plugins in FE slot similar to the game engine caching of built references in the "Data\xEdit Cache" folder new plugins selector window and fixes to load order sorting themes support (right click menu on the window caption) DPI awareness Ctrl+S saves over the original files now, don't need to restart xEdit to save changes
Download
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zilav got a reaction from Korentin in [WIPz] TES5Edit
Thread where I'll be posting the latest updates.
Primarily for testing and discussion, new ideas.
Please remember those are developer versions from subversion control and so can destroy your mods, computer, and kill kittens
Version 3.2.3 contains the following changes:
merged patch fixes [FO4/SSE] ESL support, mapping FormIDs or light plugins in FE slot similar to the game engine caching of built references in the "Data\xEdit Cache" folder new plugins selector window and fixes to load order sorting themes support (right click menu on the window caption) DPI awareness Ctrl+S saves over the original files now, don't need to restart xEdit to save changes
Download
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zilav got a reaction from Utumno in Wrye Bash - All Games
Game Ini files are always ANSI afaik. xSE don't know, probably too.
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zilav got a reaction from alt3rn1ty in [UPDATE] BSAs and You
Nope, it is not the only one
Which mipmaps are stored separately (chunks as Beth call them) is determined by Single Mip Chunk Area setting in Archive2, by default it is 512x512px so mipmaps that are larger than that are separate chunks, the rest are stored in a single chunk. There is also Mip Chunk Count setting to limit the total number of chunks per texture.
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zilav got a reaction from oSloRSIsTeRI in [WIPz] TES5Edit
Released current build as the final version 3.2.1 on the Nexus.
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zilav got a reaction from oSloRSIsTeRI in [WIPz] TES5Edit
Released current build as the final version 3.2.1 on the Nexus.
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zilav got a reaction from Korentin in [WIPz] TES5Edit
Thread where I'll be posting the latest updates.
Primarily for testing and discussion, new ideas.
Please remember those are developer versions from subversion control and so can destroy your mods, computer, and kill kittens
Version 3.2.3 contains the following changes:
merged patch fixes [FO4/SSE] ESL support, mapping FormIDs or light plugins in FE slot similar to the game engine caching of built references in the "Data\xEdit Cache" folder new plugins selector window and fixes to load order sorting themes support (right click menu on the window caption) DPI awareness Ctrl+S saves over the original files now, don't need to restart xEdit to save changes
Download
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zilav got a reaction from Utumno in Wrye Bash - All Games
Use the latest versions, 0.94 in FO3 and 1.34 in FNV
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zilav got a reaction from InsanePlumber in Wrye Bash - All Games
Experienced modders need to edit it sometimes, especially in FO3/FNV plugins. I used it too once, apparently you need to know what you are doing
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zilav got a reaction from InsanePlumber in Wrye Bash - All Games
Experienced modders need to edit it sometimes, especially in FO3/FNV plugins. I used it too once, apparently you need to know what you are doing
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zilav got a reaction from Leonardo in [Skyrim] Quick questions and quick answers
You can overlay references of objects in Worldspace Browser, though it will show only refs placed in exterior cells. This is moonstone veins map for example.
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zilav got a reaction from Korentin in [WIPz] TES5Edit
Thread where I'll be posting the latest updates.
Primarily for testing and discussion, new ideas.
Please remember those are developer versions from subversion control and so can destroy your mods, computer, and kill kittens
Version 3.2.3 contains the following changes:
merged patch fixes [FO4/SSE] ESL support, mapping FormIDs or light plugins in FE slot similar to the game engine caching of built references in the "Data\xEdit Cache" folder new plugins selector window and fixes to load order sorting themes support (right click menu on the window caption) DPI awareness Ctrl+S saves over the original files now, don't need to restart xEdit to save changes
Download
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zilav got a reaction from Tommy in [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