TES5Edit Readme.txt

March 25, 2018 | Author: gmarckocruz | Category: Computer File, Software Bug, Command Line Interface, Computer Data, Software


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#summary TES5Edit Readme TES5Edit 3.0.31 EXPERIMENTAL by ElminsterAU Updated for Skyrim by Hlp, Zilav and Sharlikran.TES5Edit is considered experimental. Make backups of your plugins and report any issues in the official Bethesda thread. If you have never used TES5Edit, Wiki P ages and basic videos are available. Starting from 3.0.30 we need to remind you that we only support version 1.9.0.32 of Skyrim. Update TES5Edit and Skyrim before you post in the forum. TES5Edit Cleaning Guides: TES5Edit: http://www.creationkit.com/TES5Edit TES5Edit Cleaning Guide (Fewer Details): http://www.creationkit.com/index.php?ti tle=TES5Edit_Cleaning_Guide_-_TES5Edit TES5Edit Mod Cleaning Tutorial (Detailed Instructions with Pictures): http://www .creationkit.com/TES5Edit_Mod_Cleaning_Tutorial Current Official Threads: Plugin-cleaning-emporium (Unrelated to development of Edit): http://forums.beths oft.com/topic/1425445-relz-tes5edit-plugin-cleaning-emporium/ Official Bethesda Developmental Thread: http://forums.bethsoft.com/topic/1425445 -relz-tes5edit-plugin-cleaning-emporium/ YouTube Videos: http://www.youtube.com/user/Sharlikran/videos?flow=list&view=0&s ort=dd Rename to TES4Edit.exe to work with Oblivion. Rename to FO3Edit.exe to work with Fallout3. Rename to FNVEdit.exe to work with New Vegas. Fallout3 Training Manual for FO3Edit (applies to all game versions) http://fallout3.nexusmods.com/mods/8629 Fallout New Vegas Training Manual for FNVEdit (applies to all game versions) http://newvegas.nexusmods.com/mods/38413 Check for new versions here: Nexus: http://skyrim.nexusmods.com/mods/25859/ Mirror: http://sdrv.ms/18oAPxY Important DirectX Information: If you get an error about d3dx9_*.dll not being installed, you need to update yo ur DirectX to the most current version. The most current (March 2008) version c an be found here: http://www.microsoft.com/en-us/download/details.aspx?id=35 Dir ectX End-User Runtime Web Installer or here: DirectX End-User Runtimes Redistrib utable (make sure to install it after unpacking it). http://www.microsoft.com/e n-us/download/details.aspx?id=23611 Future of TES5Edit: We appreciate all the thanks and support from the community. Zilav's and Hlp's o ngoing contributions to the project are greatly appreciated. In the latest versi on of TES5Edit Zilav has introduced the Asset Browser and Asset Manager. While w e appreciate feedback and enhancement ideas please be understanding that these t wo new additions are in their early stages. Your patience is appreciated while t hey are updated and refined to provide more useful and accurate functionality. The Asset Manager function will check for the presence of meshes, textures, pex Currently cleaning a plugin involves indexing over a million references at times . Comparing the contents and ruling out unneed ed files will take practice but in the end will help ensure your mod has all the needed and updated resources for your mod. it's not really required unless we make some major update in the cleaning process. mal functions with the plugin. Cleaning Plugins and official DLC: I am still seeing many posts where people state that they have cleaned multiple plugins at the same time. and CTDs. The function only copies loose files and does not make a BSA file at this time. I understand that the cleaning process seems tedious a nd it would be nice to fire off the program to clean 200 plugins while you go do something else. Without human intervention too man y issues during the cleaning process would go unnoticed and make troubleshooting game issues related to plugins even more difficult then it already is. The Asset Manager also allows you to copy all the files used by the mod to a new folder for archiving and uploading to the Nexus. The other causes for crashes are corrupt plugi ns. Being there to see what errors might be reported during the cleaning process ensure th at you are aware of potential issues that can lead to instability while playing Skyrim. They show both loading the plugins y ou know are required or show only loading the one plugin and letting TES5Edit lo ad any other dependencies. Cleaning Plugins and official DLC when a new version of TES5Edit is released: It is not always necessary to clean all your plugins every time a new version of TES5Edit is released. If you really want to clean some of th plugins then I suggest only cleaning the official Bethesda ESM files. When using this feature I suggest using a program like Beyo ndCompare to compare your the destination folder where TES5Edit put the files an d the original folder for your mod. Using TES5Edit in place of the CK: . When doing so please b e extremely considerate because in the early stage of the Asset Managers develop ment it sometimes reports erroneous errors. Unfortunately there are still no plans on adding an automated w ay to clean multiple plugins or access to TES5Edit from the command line. After applying the filter for cleaning. What can lead to crashes are deleted references which is resolved part of the cleaning process when you choose "Undelete and Disable References". clean only th e one plugin. poorly written and managed scripts. meshes and textures that can lead to undetected issues. It is still important to remove "Identical to Master" records for a more stable game but not as vital to eliminating crashes. This should change with future updat es. It is imperative that the process is repeated for each individual separate plugin that you wish to clean. More often then not an ITM does not cause Skyrim to crash . Please look at the Clea ning Tutorial or watch the cleaning videos. Cleaning multiple plugins at once can and will lead to erroneous cleaning and ca n in many cases lead to unwanted crashes to the desktop. If Skyrim is working for you leave things the way they are. If un necessary plugins are involved those become part of the index and could cause th e plugin to lose important and required data. You will quickly discover that it copies many files that are already included with Skyrim's own DLC inside the official BSA files. and missing files required by the plugin . When files are miss ing such as scripts.scripts. and will search BSA files as well. seq files (if needed). However. You may come across missing files and when that happens you should contact the author of the plugin. This will hel p end users check to see if all required assets are present. When only the required plugins are loaded then the cleaning is accurate. If issues persist contact mod makers. We work hard to make TES5Edit as accurate a s possible but development is directly related to the plugins themselves. As noted by FlaFlada a while back who posted (sl ightly revised) on my YouTube channel: The main points if having issues are 1. what give s. rebuild B ash Patch. I know many of you look to the TES5Edit development team for guidance but we are not modders. Leveled list issues. create patches with TES5Edit. Le t BOSS sort your mods.txt. BOSS sort mods. Detecting issues with plugins is very difficult and is unique depending on the other plugins in your load order.As TES5Edit becomes more widely used in the Skyrim community it has become a con cern that many people still want to use the utility in place of the Construction Kit. "Here is my load order. Make a bashed patch using Wrye Bash. my game crashes. "my game crashes. and cre ating compatibility patches for Skyrim overhauls please create your own separate thread. Although I have directed people to the Skyrim mod troubleshooting forum in the past it is also not the place to post. TES5Ed it can not replicate all the changes that the CK will make. clean mods. activate plugins. Contacting the mod authors is probably the last thing you should do after encoun tering an issue. Clean all mods except Skyrim. As authors o f TES5Edit we understand that there may be a lot of information to absorb for ne . Please understand that we don't directly support the use of TES5Edit when it is used outside the scope of its design which is conflict resolution. We rarely use the Construction Kit unless we need to test the data in the records of the plugins. Although some errors from the Construction Kit are er roneous and can be ignored some should defiantly not be ignored. Get used to rea ding the files and looking for problems with mods. We won't be adding those types of things to TES5Ed it. please hel p!" Again you need to do some troubleshooting on your own and provide specific i nformation when asking for help. When you exp erience crashes you should be disabling and reactivating plugins until the game no longer crashes. Many people still forget to look for log files from TES5Edit or load the plugins into the the Construction Kit and look at EditorWarnings. Some mods cannot be successfully merged wi th it and you should direct all questions relating to the script to the author. There is a thread available where people have posted which plugins merge success fully or unsuccessfully. It is still rather common for people to simply post. Merely checking or unchecking certain things for an NPC will alter the attack data dramatically. Improper mod placement. Otherwise if you intend on editing masses of entries. drag bashed patch BELOW additional user created patches. The solutions are 1. delete duplicate records in any user created patches already handled by Wrye Bash. Then report your issue to the author of the plugin. Nobody wants to start their game over due to constant crashes to desktop. Unfortunately it's the first thing most people do." That is still completely useless in troubleshooting your issue. D irty mods. Attack Data is the b est example. 3. And in this order : Update mods. Paying attention to lo g files will help you understand the cause of the issue and sometimes lead to a quick and easy resolution. For more info on ways to use TES5Edit to Merge Plugins check out How To Merge Multiple Mods With Multiple Master Files and Merging Mods . Merging Plugins: There is still a demand for merging plugins multiple plugins but merging plugins is still unsupported directly from TES5Edit's UI. 2. 3. 2.esm and Unofficial patches using TES5Edit. Trouble shooting plugins: Detecting issues with plugins is a big concern. There is a TES5Edit script by Matortheeternal for merging plugins. merging plugins. This is still not recommended. [TES5] updated LCTN definition (showed errors in USKP before) .e.[TES5] merged patch improvements and fixes .[TES4] fixed "Unsused data in XSED" warning .[TES4] updated INFO record definition to fix flags . Mos t authors don't have the time to compile compatibility lists of plugins and list in detail how to manage your load order.w users but give it time. "Is this updated for S kyrim 1. Telling us or a mod author that you can't read wall s of text you can't comprehend doesn't help you at all when asking for help. definitions update.[TES5] added XCZR (encounter zone reference?) subrecord in REFR .[FO3/FNV] fixed issues when copying NPC_. please use them and then report issues so we can improve the program. [$PitStop] .[TES5] renamed "WRLD\Object bounds" element.[TES5] added PMIS record . Our goal is to make all versions as bug free as possible a nd introduce new features that are useful for the modding community for all the Bethesda games this utility supports.new scripting functions. However.Ctrl+DblClick on FormID numbers in messages tab could previously not work on s ome of them .30 contains the following changes: .00000' is being added to CELLs with water but no XCLW subrecord . I myself still look to the communi ty and modders for advice and information to make sure I provide the most accura te guidance and information.BSA files are loaded by exact matching with plugin names for TES5. Otherwise any fixes and updates to cleaning proce ss won't take effect. FGTS . "Is this compatible with [Insert Plugin Here]?". FNVEdit.[TES4] fixed PGRR subrecord corruption in pathgrids when saving .INFO records sorting is now optional instead of disabled .8?". please update scripts if needed . Version 3.issue 137: added empty subrecords were treated as ITM leading to possible erro neous cleaning .[TES5] removed obsolete model subrecords: MODB. vide os. and helping the BOSS team when possible. updating plugins for Skyrim. and partial matching for previous games .issue 136: no stack overflow and progress indication for long operations . Please use the u pdates with caution. I myself will be referring people more and more to community based resources. Previous versions such as FO3Edit.31 contains the following changes: . i. Assets brows er (Ctrl+F3) . Questions like.fixed bug when 8 chars in square brackets were treated as FormID giving errors in various places.[TES5] 'Default' water height instead of '-2147483648.0. It took us time to inform ourselves about everything s o you can't expect to understand it in a day. updating Wrye Bash. TES4Edit: We understand that sometimes updates to programs break things. FGGS.esp files can be loaded before esm . TES5Edit Updates: With each new version of TES5Edit it is STRONGLY recommended to restore plugins from backups and reclean them. and documentation so that I can work more directly with improving TES5Edit. are easily answere d by reading the documentation (if provided) or reading the description page.[TES5] fixed error when copying PACK record . FGGA. Version 3.0. MOSD.[TES5] optional switch to resolve aliases (show ID and name) . For that reason I will be increasingly less understanding when it come s to questions that have been asked and answered before.[TES4] fixed error when copying MGEF and REFR with XLOC subrecord . UI controls and scripts: Assets manager. MOD2.Compare to will not overwrite an existing file. .nexusmods. Scripting: ."Jump to" option in record's header popup menu. nor will it leave temporary fi les behind. T hose XLRL are considered benign and the record ITM.Removed syntax highlighter from script editor. 128 (128 was "worked around"). .Options are processed when they matter. .[TES5] Fixed error when copying VMAD scripts using drag&drop .php?/topic/92 1884-icons-for-tes5edit/ .0. . . . . It might be useful to track down the issue.[TES5] Blocks adding new script property and new scripts.Added Prev/NextMember for Record union. This is a workaround.issue 110 : Check for errors now checks for invalid FormIDs. .Added BaseName property so unsorted arrays can contain structured unions.ByteArray length increased to 64 bits. . .Search for required master extended upward. LVLO).Scripts can use other scripts with standard pascal "uses" keyword. not a fix. .issue 119 : [TES5] The CK adds useless XLRL records when reverting a change. not at the beginning. .[TES5] Every string value gets own ID when localizing plugin .[TES5] more information is decoded (Records ARMA. ..[TES4/TES5/FO3/FNV] Record definitions update (number of ITM counts may change ). .Scripts can be accessed with hotkeys (Ctrl+Shift+F to call a new find cell scr ipt demo).Added a second command line parameter to specify the game's ini file location.new icon provided by moiman100 http://forums.New UI controls (TLabeledEdit.issue 125 : Condition added are no longer empty. Scripting: . .Enable/disable autosaves in options. . .issue 121 : Changing FormID of Region causes severe bugs. NVSI. Fixes: . Version 3.issue 82 : [TES5] Capitalization fixed in text are being treated as dirty edi ts.com/index.Log file is overwritten at 3MB. 129. new "Check for errors" sample script. . Also.New scripts added. Fixes: . . 126. Use after adding a new one to select t he apropriate.29 contains the following changes: . . .New scripting functions (including regular expressions). Reference building i s delayed to after the change is done.Code modified for compatibility with both Delphi XE and XE3 in the same source files.Variable size detection corrected.issue 104 : Files others than esp and esm (and ghost) are timestamped. Misc: . TCheckListBox). . .Ctrl+A to select all in editor window.issue 88 : Delete from the view pane column title contextual menu is disabled (due to a hard to reproduce bug). .New functions available. .Issues 125.[xDump] Fatal exceptions are reported through ReportProgress to have a timesta mp. . Please use CK to cre ate them. Description fields are case sensitive now. Non region reference XCLR record are no l . .Out of bounds detection corrected.New sample scripts. .onger removed. Translation is disabled.8 . . . Sizing and memory allocation are done properly during every phase. (Don't ask about this in the forum) . .Improved scripting functions. memory is initialized properly before being used.pas .Additional internal functions accessible from scripts (new demo scripts) Version 3. before saving and reload ing: the Cell formID will not be updated. ARMO and RACE records .[TES5] Added DEST data to ALCH (for "Destructible bottles") .25 contains the following changes: .issue 100 : Voice Type EditorID disappears. new demo scripts Version 3.[TES5] "Next Object ID" error when copying records . .Search by FormID/EditorID skips hidden elements Version 3.esm) .[TES5] Fixed bug in RACE with sorted biped object names.issue 115 : "Backup plugin" checkbox anchored to bottom of form.[TES5] BODT subrecord is autoreplaced with BOD2 in ARMA. Background updating limit ed as much as possible during saves.[TES5] BODT is unchanged (troubles with Dawnguard.issue 106 : Error adding a new master to plugin with own navmeshes. customizable in options . NAVM and NAVI records (excluding references).avoid firing some catched exception (to ease debugging).26 contains the following changes: . Sizing and memory allocation issue.Changeable conflict colors and default column width in options .0.[TES5] Papyrus (VMAD subrecord) support and other misc record updates includin g Dragonborn DLC . .With this version it is important to clean all of your plugins after restoring the original Nexus or Steam workshop files. (that is a display issue only). On by default to speed up xEdit.issue 123 : Using Check for errors after sort master.issue 107 : Copying a quest record causes extraneous script fragment data to b e generated.issue 111 : AV when saving subrecords with prefixed arrays.0. During copy. not before. Misc: .Text fields in records are case sensitive when matching .Ability to change references to FormID < 800h .issue 108 : Very slow saving after editing ESM flag. Known issue: .issue 120/118 : Reference not updated while adding a master.issue 102 : Objects with property names but no assigned values don't display t he names. .0.issue 105 : Overwriting quest fragments or Quest Aliases may produce exception s. . drag&drop biped object names from master to rest ore them. Memory sizing issue. Version 3.0.28 contains the following changes: . If you modified race records with previous versions. highly recommended to use StrEdit or other specialized tools instead . Reference lookup during the addition were sometime unreliable. .Localize/delocalize utf8 strings.[TES5] Impact data set IPDS is now sorted .27 contains the following changes: .[TES5] Updated dialog subtypes for patch 1.issue 112 : Option "Simple Record" malfunctioning. . .issue 117 : Bug in script Undelete and Disable References."Simple records" option for concise displaying of LAND. The CK does not save the property name in the plugin in that case so i t is correct. Fire Union decider when they can effectivly properly work. to conform CK 1.[TES4] Fixed error when copying SPEL record . .Pascal-based scripting system and "Apply Script" menu (check available demo sc ripts on how to) . ALCH. ARMO. Seq File. Head Parts.[TES5] CELL water level fixup for better conflicts detection . currently it merges: * Leveled NPCs. Ammo.[FNV] CHAL record was missing some challenge types from Dead Money DLC. Localization.) .[FO3/FNV] Fixed record definition for ragdolls which crashed game after cleani ng several DLCs ."Analyze Log" menu. currently supports * Skyrim papyrus log * Oblivion RuntimeScriptProfiler log http://www.8 .[TES5] Updated record definitions.[TES5] Autoremoving legacy RNAMs from WRLD. Spells * NPC: Items. AMMO. Spells * Containers * Relations * Form Lists * Keywords on: Armor.[TES5] Added back records to Merged Patch (removed in 3.0.txt is empty and no BOSS info is available .[TES5] Fixed bugs when copying RACE and QUST (empty model was created for RACE . Items.Full expand key modifier changed to ALT Version 3.[TES5] Improved error checking. .[TES5] FaceFX phonemes where empty after copying RACE record. ARMO.23 contains the following changes: . Merged Parch.nexusmods. . . QUST location aliases were turning into ref ones). etc."Options" menu . NPC . * BPDT was sorted by a localized name which is inconsistent for different lang uages (now sorted by a node name) * NPC's tints are now sorted by tint index for better conflicts detection * QUST aliases are no longer sorted by index * QUST stages are now sorted by stage index * Improved NavMeshes (thanks to Divstator) . empty keywords from NPC_.[TES5] Merged patch updated for Skyrim.[TES5] Removed NPC_.0.24 contains the following changes: .[TES5] Create start-enabled quests sequence SEQ file (you can select several f iles at once).[TES5] Additional decoding in WRLD and RACE for new data saved with CK 1.24) but only when th e winning record has no scripts .[TES5] Updated load order handling when plugins.0. Spells.[TES5/FNV/FO3] When performing UDR there will be a warning message for deleted NavMeshes.[TES5] Fixed event name definition in QUST .oblivion. . WEAP.Hold CTRL key when expanding a node for full expand Version 3. MISC .Moved several not so often used menus to the "Other" submenu (Build ref/reacha ble.8 format .Copy "Compare to" selected file to the game's data folder if it is not there . . WEAP records from Merged Patch (unsafe to cop y possible scripts to a new plugin) .com/mods/41 863 . Weapon.[FO3] No sorting of DIAL groups .Improved registry handling on x64 systems .[FNV] Updated missing INFO flags . Eyes. Factions * Race: Hairs. AM MO. .No autosaves when "you know what you are doing". .Quest Stage field for Quest + Stage Perk Effect Type now has a drop down with all stages available for the selected quest .exe.[All] Wrye Bash ghosted plugins (*.Optional backups in a separate directory.[TES5] Localization editor.[FNV] WeaponModKit IMOD record support for various subrecords.fixed crash when looking at base effect records .New exceptions handler. so if you clean plugin and exit the program . .ghost) in plugin selection window. .single click on an already selected field now opens the editor again .Skyrim Support. .[ALL] FLST form list is no longer sorted.Fixed bug when editing with Shift+DblClick. .[ALL] EDID affects conflict detection. .15 contains the following changes: . .[FNV] Disabled DIAL sorting.esm not marked as modified if duplicated groups have been merged .Compare with external tool option in Edit window. was causing errors when copying INFO records. your filter settings will be preserved. . put it in th e game's root folder where the game executable file is (Oblivion. .[Oblivion] Snowy weather definition fix (thanks to Arthmoor). .[Oblivion] Fixed ownership record order in CELL. Version 3.22 contains the following changes: . .txt upon exit.0.txt to the end of plugins list.0. . .[FNV] PLD2 subrecord is no longer removed in package. Version 3.[TES5] Adding missed plugin files from plugins.13 syncs up the engine with the most current version of TES4Edit. etc).16 contains the following changes: . . Version 3.19 contains improves record definitions to handle DeadMoney. TESV. . If your registry settings is invalid due to a Steam bug and Edit is unable to find your game. TE S4LODGen and FNVEdit.fixed crash when changing perk effect type to Entry Point . . plugin localization/delocalization with optional t ranslation. .MasterUpdate and MasterRestore modes are supported (Warning: highly experiment al.0.0.exe. Note that xEdit saves filter settings when y ou press OK button in filter window. .txt/loadorder.[TES5] -l:language command line switch to chose default localization files.0.Saving messages to [TES5/FNV/FO3/TES4]Edit_log.Remember position and state of the main window. handle with care) Version 3.Filter option for deleted records.0..esm bett er Version 3.esp.[FNV/FO3] Quest stage signed value overflow fix.Fixed minor bug when Edit can't find game's folder.double click on a FormID in the message view while holding CTRL jumps to that record ."unsaved changes" dialog should no longer appear if detail view is in edit mod e Version 3.fixed in-place editor to properly cover the complete field and have it's text align exactly with the text normally displayed .15 contains the following changes: . ."Apply Filter for Cleaning" menu.FalloutNV. . . I t is also possible to just these modifications (but still keep the fixups) by st arting TES4Edit with -hidefixup as paramter. What's new in Version 2.esm. this version has been compiled with the "large address aware" flag and wil l be able to use up to 4GB when running under a 64bit version of Windows. this will automaticall y select that entry. you need to have them all loaded into FO3Edit at the time you change to FormIDs so that they will all be updated accordingly.0? Context menu on file node in navigation treeview -> Renumber FormIDs from.3? Fixes assert error when copying certain subrecords. What's new in 2. deselect all others and close the dialog as if the OK butto n had been pressed. What's new in Version 2. Renumber FormIDs from will change all FormIDs of records belonging to that file (but not any override records which might be contained in that file) so that the y start at the specified value.Quest Stage field for Quest + Stage Perk Effect Type now has a drop down with all stages available for the selected quest .. This means that you will see fields show up as modified that you didn't modify yourself (m ainly in Oblivion. even if they are persistent references and the enabled state h as already been stored in the savegame. This is useful if you have multiple modules that you plan to update in the futur e. This can result in some floating point numbers now comparing as unequal even though they are within the limit of the accuracy of single (4 byte) floating point values. that should properly remove them fr om the gameworld.double click on a FormID in the message view while holding CTRL jumps to that record .fixed in-place editor to properly cover the complete field and have it's text align exactly with the text normally displayed What's new in Version 2. just like the "Remove 'Identical to Master' Record" function does. CS created files should already be up to date). resulting in many more cases o f records correctly identified as "identical to master" and a very significant r eduction in potential false positives in the "Check for Errors" function. you can make sure tha t no FormID reassignment of conflicting FormIDs has to take place when merging. Given that th e player should never end up being disabled.. If you h ave any dependant modules. By a ssigning non overlapping FormIDs to the different modules. The Undelete and Disable function will also now properly list all affected refer ences. WARNING: changing the FormIDs of an existing module will make it savegame incomp atible and will break any other module that uses this module as master. It is pos sible to disable this function by starting FO3Edit with -nofixup as parameter.5.1? Bug Fix: floating point comparison is now less "fuzzy". The selection dialog now allows double clicking an entry. This function replaces the -fixupPG RD from earlier versions New function to copy idle animations: Bugfix to prevent dialog choices from being sorted by FormID The Undelete and Disable function will set the Player ACHR [00000014] as Enable Parent with the "Set Enable State to Opposite of Parent" flag set.5.. using FO3Plugin).0 EXPERIMENTAL? large number of small fixes to record definition.5.3. on the fly conversion of outdated records to the most current format.single click on an already selected field now opens the editor again .fixed crash when changing perk effect type to Entry Point . But it will prev ent cases where floats that should be unequal compared as equal. Also. but also want to always provide a merged version (e.g. Identical to Master but conflict Winner Green . PG RD.Single Record Green . Depending on your system it should take 30 seconds to a few minutes (!) for all plugins to load.2. .Identical to Master Orange .0? This version contains no major new functionality.Conflict winner Red .3? Game Settings (GMST) will now be properly resolved based on EditorID.2. The left most column is the master.Master Gray . When started it will automatically find your Oblivion Data directory. You then g et a dialog to select which masters/plugins you want to load with the current se lection from your plugins. You can follow the prog ress in the message window.What's new in 2. Once you have confirmed that dialog the selected plugins wil l start loading them in the background. This is followed by a second dia log which lets you choose which records not to load. Both the detail view and the record list use the same color coding to signal the conflict state of individual fields (in the detail view) and the record overall (in the record list).Override without conflict Orange . By navigating that tree view you can look at every single r ecord in any of your masters or plugins. (Don't panic if it seems to freeze.Conflict loser Conflict detection is not simply based on the existence of multiple records for the same FormID in different plugins but instead performs a comparison of the pa rsed subrecord data. The right most column is the plugin that "wins". ROAD and REGN because these records are very large and usually not very inte resting to look at.Single Record Gray .Override without conflict'). This is the version of the record that Oblivi on sees. TES4View is an advanced graphical esp viewer and conflict detector. The detail view shows all versions of the selected record from all plugins which contain it. The tree view on the left side now shows all active masters and plugins in their correct load order.Conflict Text color: Black . it just takes ti me).Hidden by Mod Group Purple . The record tree view on the left side has a context menu where you can activate filtering. Background color: White . not FormID . What's new in 2. Filtering is based on the same conflict categorization as the backgro und and text color. Upda te is highly recommended.txt as default value. Red . Once a record has been selected the detailed contents of that record is shown on the right side. but a number of bugfixes. By default this is LAND.Multiple but no conflict Yellow . A field in the Region record was improperly defined as a Float field. Settings (records to skip. So instead of seeing 5 different files with numerous conflicts you are only seeing the newest file in that mod group. mod groups.modgroup s file in the same directory as TES4View. Not all mod groups defined in that file will necessarily show up in the selectio n list.Game Settings are handled correctly now . mod groups. "Select None" and "Invert Selection" . The solution for this is to define a mod group..2? . What's new in 1.Function Type and Params in Conditions are decoded completely . while raising heaps of conflict warnings. . There already is such a file inclu ded with a few example mod groups defined.When sorting by EditorID or Name the files get sorted by filename instead of l oad order . e. If the load order of plugins doesn't match the order in the mod group it is also filtered. This is just an example and not meant as a guarantee that these specific mod groups are "clean" and conflicts can saf ely be ignored. Mod groups are stored in a TES4View. It's worth pointing out here that if a record is overriden by both plugins in a mod group and other plugins that normal conflict detection will still work perfe ctly.tes4vi ewsettings file with the same path and name as the plugins.Yes.Improved parsing of Path Grids . filter) are loaded/saved into a . filtering will take a while. There are groups of mods that. It has to decode and compare the contents of e very single record which turns up more then once. record to skip. then only the newest of the files in that modgroup w ill be shown. Mod groups for which less then 2 plugins are currently active are filter ed. What's the effect of having a mod group active? When the detail view for a record is generated and multiple files of the same mo d group modify this record. This also affects conflict c lassification.g. if you've installed FCOM then you are not interested in seeing conflicts between the mods that make up FCOM.A lot of "unknown" fields and flag values now have a proper name .Selection dialog (used for files.txt (or the plugin li st passed on the command line) .exe.1? .Mod Groups (more about that later) .Possible range check error when loading a file with errors should be gone What are Mod Groups? The answer to the "I installed FCOM and everything is red! What do I do now?" qu estion. Basically this system can be used to reduce a lot of noise from the conflict rep orts.added a couple more mod groups for the official plugins . What's new in 1.Filtering a 2nd time should be over almost instantly .New conflict category "Hidden by Mod Group" which can be filtered on . should be considered as non-conflicting.Filtering the first time should be noticable faster .) has a contex t menu with "Select all". So you can now easily read scri pts or books . Performance on a system with less then 2GB of RAM will most likely be sub-optimal.com/p/skyrim-plugin-decoding-project/downloads/list It's based on the same parsing engine and converts any given esp or esm into a t ext representation.google. .) Forum: http://forums.com/topic/1418088-relz-tes5edit/ Be warned. After this has been done a new tab "Reference d By" is available if the currently selected record is referenced by any other r ecords.numerous tweaks to the mechanism which assigns conflict classifications . .bethsoft.When filtering it is possible to "Build reference information" (adds quite a b it of additional processing time). this program uses a lot of memory.everything I've forgotton about .double clicking on a row in the right side treeview will open a window that sh ows the text of that field in a multi line memo. Activating the filtering uses e ven more memory. (No conflict detection or funky colors here tho I'm afraid). . TES5Edit also has a little brother: TES5Dump http://code.Mod groups are applied better under certain circumstances.Bugfix: Filtering could wrongly filter out records with conflicts if their par ent is also a record (not a group) and didn't contain a conflict ..
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