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Everything posted by zilav
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Dynamic Distant Objects LOD - pre 2.xx
zilav replied to sheson's question in DynDOLOD & xLODGen Support
Update to the latest TES5Edit Beta. -
Help Papyrus Compiler Fix For 64-bit Systems
zilav replied to Danik882010's question in Guide Support & Bug Reports (retired)
First time I hear about this 64 bits fix. I also had trouble launching papyrus compiler on my Windows 7 x64t, so just created a pair of config files to force it to use older .NET version, works fine for me now. Try to unpack those files into "Skyrim\Papyrus Compiler " folder. Papyrus Compiler.zip -
MO incorrectly parses TES4 plugin header record. Nothing there to be more or less "stringent".
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Yes, there were some mods in the past that touched deleted navmeshes like infamous "Breezehome" fiasco, but now most mod authors learned to avoid those places. LOOT doesn't spit out anything because it is pointless, you can't fix vanilla DLC files automatically. You can manually, but distibution of cleaned official DLCs is impossible/illegal, so noone will have it. And if noone will have DLCs with fixed "undeleted" navmeshes, what's the point even mentioning it for LOOT?
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If some later loading mod touches those navmeshes, the game will crash. It is a bad modding practice to have anything deleted in plugin. Bethesda do it, but they have an excuse - they design game and DLCs to work on their own, when nothing is loaded later to touch deleted stuff, and DLCs never conflict on deleted records between themselves. Problems start when user made mods are added into the game, but this is not Bethesda's responsibilty from that point. Navmeshes can not be undeleted automatically, that's why TES5Edit warns about them but does nothing.
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xEdit has 2 types of arrays: sorted and unsorted. In sorted arrays the order of elements doesn't matter and you can't move them up/down using right click menu since xEdit itself determines their order for better conflicts resolution. The most common example is leveled lists. In unsorted arrays you can move elements around manually, their order does matter. Example is conditions. So the rule of thumb - if you can move elements in a list up/down then array is unsorted and order does matter, if you can not move elements then array is sorted and order doesn't matter.
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FEEDBACK Wrye Bash/Smash/Flash Patcher updates
zilav replied to Sharlikran's question in Wrye Bash Support
The easiest solution is to not propagate tagged values into bashed patch that are indentical to master record.- 41 replies
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- wyre bash
- wrye flash
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(and 1 more)
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FEEDBACK [WIP] Bash Tagger (detects up to 49 bash tags!)
zilav replied to fireundubh's topic in xEdit
Uploaded update with SortKey fixed. -
Dynamic Distant Objects LOD - pre 2.xx
zilav replied to sheson's question in DynDOLOD & xLODGen Support
List of available worldspaces is built from you current loaded mods in TES5Edit and the presence of lodsettings file for each worldspace either in data folder or any of BSA archives. TES5Edit loads archives exactly like the game: BSAs set in Skyrim.ini and any BSA archives in data folder that match loaded plugin names. -
FEEDBACK [WIP] Bash Tagger (detects up to 49 bash tags!)
zilav replied to fireundubh's topic in xEdit
I have plans to implement DBash directly in xEdit so it will take less than a minute probably, just don't know when it'll happen though. This will require some time (and extensive testing) which I don't have right now. By the way I confirmed bug with SortKey, nice catch. -
FEEDBACK [WIP] Bash Tagger (detects up to 49 bash tags!)
zilav replied to fireundubh's topic in xEdit
Need to know the plugin(s), record(s) and element(s) you try it on, the same for GetNativeValues. -
FEEDBACK [WIP] Bash Tagger (detects up to 49 bash tags!)
zilav replied to fireundubh's topic in xEdit
Keep in mind that FlagValues() and EnumValues() return the full list of possible flags, not the current set ones of an element. However flag values are sorted in the order of bits, so a first string is a flag name for bit 0, second for bit 1, etc. EnumValues() are not "ordinals" in that sense, so a first string doesn't mean the integer value of 0. However you don't need to know the internal integer values for enumerations since you can use names when setting or getting edit values of enum elements. You can also use ConflictAllForElements() on flag and enum elements, let xEdit decide if they conflict or not. -
FEEDBACK [WIP] Bash Tagger (detects up to 49 bash tags!)
zilav replied to fireundubh's topic in xEdit
I added new functions for get a list of flags and enumerations values. Non flags and enum fields will return empty strings. Uploaded new version of afkmods. When Mator was working on his smasher script, I also added a function that xEdit uses to compare elements when "coloring" them and checking for conflicts. I think you can figure out how it works using demo script "Detect conflict between elements.pas". This function respects conflict pripority of elements, so if some values differ but marked to be ignored, it will properly return ITM. It should suit your script perfectly instead of just comparing strings. -
https://www.afkmods.com/index.php?/topic/3750-wipz-tes5edit/
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-2147483648.000000 and 0.000 are different values. First means no water, second means water at height level 0.0, and those are true only for exterior cells. Interior cells don't use that value and it is ignored for conflict resolution in the latest versions.
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FEEDBACK [WIP] Bash Tagger (detects up to 49 bash tags!)
zilav replied to fireundubh's topic in xEdit
My original script was designed to be used only on a single plugin and it's masters loaded in xEdit (you start xEdit and double click on a plugin to load), because when comparing it gets values from the record itself and it's previous override. When only master files for that plugin are loaded, it will get the correct data from the last master which modifies that record. When other plugins are loaded, the result will vary. -
Non-intentional localization breaks, creating a mod
zilav replied to vlog's topic in Step Skyrim LE Guide
Records are stored in plugins entirely including all fields. Since the majority of mod makers use english version of Skyrim, english text is saved in plugins when changing exisiting vanilla records. TES5Edit has script "Restore record names from master" which can restore text in FULL and DESC fields from master records when applied to plugin, and can be modified to support other fields as well. Or use specialized translation apps that utilize dictionaries made from vanilla texts in different languages like https://www.nexusmods.com/skyrim/mods/29457/ This is not Creation Kit issue, this is how the game engine works (since Morrowind). Cleaning is irrelevant here, and manual "checking" of overrides won't help either.