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zilav

[WIPz] TES5Edit

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Mmmh, not sure how this is expected to work. Right click->apply filter don't impact record view afaik. Still tried this one for the sake of it, but didn't get expected result:

image.thumb.png.83d31cdc16fdf4376c403d5a4a2ed6e0.png

 

 

And the new filtering option on the top of the comparison view only allow filtering by field name or value, not status, in the version I have (just downloaded latest experimental 1h ago).

 

 

Also, why I'm in the question mode: It seems the asset manager script got a few updates since my last version. Is it still under WIP somehow ? Getting a lot of false positive for sounds because records reference .wav but game actually use the filename with .xwm extension. I looked into it but script's design and my limited pascal/delphi skill prevented me for hacking a workaround. Some additional option to check against it would be welcome.

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You need "by conflict status overall" (background color), this is what xEdit uses for cleaning:

  • Single record - record is not overridden
  • Multiple - "green" ITM
  • Benign - "yellow" but conflict doesn't affect the game (happens on fields merged at runtime for example or when XLCN is added to cells in Skyrim)
  • Override without conflict - "yellow"
  • Conflict - "red"
  • Critical conflict - "fuchsia" red on fields marked as critical in xEdit definitions, what is critical is somewhat subjective though

Regarding impact on records view, only "Hide no conflict rows" option affects it, there is no filtering by conflict right now for individual record fields.

Assets Manager mostly checks for explicit assets, when asset name is defined in plugin. Sounds are kind of implicit - no matter the extension in the plugin, whe game will search for xwm first, and then fallback to wav. And this behavior changes from game to game.

 

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Yes, that's what I thought, and what was asking (for the record view :P )

 

 

Ok for the Asset Manager. Nice to know about the sound file behavior too, didn't know how it worked.

I noticed however that it miss several textures when using the "List all refeenced assets" function, and I can't explain why ? A few weapons and creatures have their NIFs properly listed, but the texture pointed to by these same NIFs aren't... I'm not sure if this is a regression or just something I never noticed before. (I suppose you'd want a reproductible test case ?)

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I brought this into the discord chat with Elminster directly.

Basically, it's available for conflict resolution, but not for record comparison (which I learned isn't actually new at all, just something I never noticed before because it wasn't automatic ^^')

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The Themes feature is a nice addon but the downside of it is that no scheme fits my prefs (I use the standard colors with a light grey background to prevent myself from eye cancer). So... is it possible to add a Theme Editor?

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20 hours ago, archer said:

The Themes feature is a nice addon but the downside of it is that no scheme fits my prefs (I use the standard colors with a light grey background to prevent myself from eye cancer). So... is it possible to add a Theme Editor?

No. You need to install the free Delphi Community Edition, edit styles using Bitmap Style Designer and build xEdit yourself.

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I want to know if I can use the ID that SSEEdit has for an item in a mod.

The reason I ask is that I created a mod that has one spell, modified Candelight spell with longer duration, without adding a spell book into the game since I wanted to add the spell via the console.

Doing that doesn't work in-game, meaning I use the record ID for that spell in SSEEdit, but could I add that spell.  No, I could not add the spell via the console in-game.

So, what's wrong?  Why can't I use the ID for that spell in the console?

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1 hour ago, lmstearn said:

Have you given the formId the prefix ID for your mod?

I don't understand what you mean. :shrug:

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Hey Zilav,

I am sure you have missed me so I do not need to ask. 

I was going to ask you for some help on a script that ( with your help ) I finished about 9 months ago.  I thought I forgot to check for the ( Use AI Package ) flag being checked. 

But I was wrong.  After looking over the results and the script  I saw it was being checked for. 

Most likely thanks to you.

if GetElementNativeValues(e,'ACBS\Template Flags\Use AI Packages') <> 0 then
Exit;

BTW:  I just installed the latest version of XEdit from the first post on this thread.  It seems to be faster than any previous version I have used.  :clap:

 

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I haven't looked through this whole thread, so sorry if this has been addressed, but I'm running into strangeness with loading plugins.  I'm running TES4Edit version 3.2.1 and whenever I install a plugin (BAIN; manually; doesn't matter) or save a plugin with the CS and go to load it up in TES4Edit, the LO is whacked out.  If it's an ESM it is loaded earlier than Oblivion.esm, if it's an esp, it's loaded earlier than all other ESPs.  The only solution is to run BOSS.  It's odd because the timestamp is "correct" to where it should load correctly.  For some reason .Edit is thrown off by timestamps that are not minute by minute like BOSS and (I guess) LOOT makes them.

-malonn

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13 hours ago, Malonn said:

I haven't looked through this whole thread, so sorry if this has been addressed, but I'm running into strangeness with loading plugins.  I'm running TES4Edit version 3.2.1 and whenever I install a plugin (BAIN; manually; doesn't matter) or save a plugin with the CS and go to load it up in TES4Edit, the LO is whacked out.  If it's an ESM it is loaded earlier than Oblivion.esm, if it's an esp, it's loaded earlier than all other ESPs.  The only solution is to run BOSS.  It's odd because the timestamp is "correct" to where it should load correctly.  For some reason .Edit is thrown off by timestamps that are not minute by minute like BOSS and (I guess) LOOT makes them.

-malonn

Try the latest version from the first post.

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