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Everything posted by zilav
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I think it would be faster to run worldspace browser in xEdit with Alt+F3, then select "Overlay \ Cell Overrides" in the menu and right click -> Select all to select all plugins since it is unknown which one is causing the trouble. dotted square: cell record (CELL) is overridden solid square: landspace record (LAND) in this cell is added or overridden dotted cross: navmesh or pathgrid records (NAVM or PGRD) in this cell are added or overridden Then you can right click on the map where the interested conflict is and position on that record in xEdit to check what's up.
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Everything is ignored when template is set apart from the Name, Value, and Enchanting. It is similar to NPCs inheritance, someone asked recently why some NPCs have "Fox" race. And the answer is the same - when record is inherited from the other one, it doesn't matter what values it has apart from the listed exceptions. Mator Smash doesn't provide any special handling for templates afaik, it treats them as ordinary data fields like Weight or Value for example. But you'd better speak with Mator about that.
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Only you can know what you want in your game. Since you took your time to learn how template inheritence even work in CK (which already is a feature 99.99% mod users completely lack of) you should understand what data will end up winning for this armor in the game. However you understood it a bit wrong - when template is set, all of it's values are used instead of the ones specified in the record, apart from the Name, Value, and Enchanting.
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Offtopic, but due to zlib's limited decompression throughput (less than SATA HDD speeds and way less than PCIe SSD) you'd better go for decompressed archives if you are looking for speed and reduced stuttering. The only exception is Skyrim Special Edition where they use lz4 instead of zlib.
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Question regarding object placement conflicts
zilav replied to anomalous's question in xEdit Support
There is no such thing as objects placement conflict. A lot of objects overlap on purpose. The only way is to check in game or CK visually and make a "human" decision. -
LLCT must match the number of entries in the leveled list otherwise the game will crash. xEdit updates it automatically when entries are added or removed in the list.
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To change over original file you need to close xEdit (because all loaded plugins are memory mapped and can't be overwritten without unloading a plugin). FileWriteToStream allows to save under a different name.
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Yes, you need to iterate over an array's elements and do appropriate comparison. Since arrays in xEdit can contain elements of any types (like simple record links in FLST and keywords, or structures of elements in conditions CTDA list), there is no "IndexOf" or similar function.
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How do I add an item to a FormList with a script
zilav replied to IWantMyMod's question in xEdit Support
No, you can't add empty arrays in xEdit, it always creates an empty entry in them automatically. You can use that empty element with proper checks formids := ElementByName(formList, 'FormIDs'); if not Assigned(formids) then SetEditValue( ElementByIndex(Add(formList, 'FormIDs', True), 0), Name(weapon) ) else SetEditValue( ElementAssign(formids, HighInteger, nil, False), Name(weapon) ); -
How do I add an item to a FormList with a script
zilav replied to IWantMyMod's question in xEdit Support
formids := ElementByName(formList, 'FormIDs'); SetEditValue( ElementAssign(formids, HighInteger, nil, False), Name(weapon) ); -
You Cut Merged.esp is broken because your merging process gone wrong. Delete that file and try again.
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Processing all records that meet a condition
zilav replied to IWantMyMod's question in xEdit Support
Setting Result to anything not zero stops the script, this is intended as the only way to stop the running script programmatically. -
Processing all records that meet a condition
zilav replied to IWantMyMod's question in xEdit Support
Depends of what actions you want to perform. This script will leave shield recods only in the records tree https://pastebin.com/raw/HjAQzcU0 -
TES5Edit - Which record types DON'T need conflict patches
zilav replied to keithinhanoi's topic in xEdit
As far as I know this region points data is only used by CK (for the accurate drawing of regions) because the game itself uses regions list defined directly in CELL records.- 69 replies
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TES5Edit - Which record types DON'T need conflict patches
zilav replied to keithinhanoi's topic in xEdit
I don't think so.- 69 replies
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565 format crashes SSE in Windows 7, that's why mod authors should not be using it because they never know what system their mod is going to run. However if you are on Windows 10 and generate LODs for yourself only, it is the best format for normals.
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Look at the top Cell row in the right panel when Landscape record is selected. Also cell coordinates are shown in the left records tree for Cell records in the right column.
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Bethesda never aimed for perfection after Morrowind, they just bring every development aspect of the game to some "good enough" threshold and switch to something else. When all game parts are good enough, they release a game and modders do the rest of their job while Todd waits for his GOTY title. I'm so glad they didn't get it with Fallout 4 and there is another studio that showed them how open-world games can be done when "good enough" is not enough. They had no real competition for a decade and became lazy with everything: story, visuals, engine and dev tools too.
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This is not so easy. The level of NPCs is controlled by 1) Level or Level Mult on NPC_ record 2) Level of leveled list entries 3) Level of encounter zones 4) Difficulty modifier directly on a reference of placed NPC_ So it will require a carefully crafted overhaul changing a lot of data to be consistent.
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[WIP] Mator Smash
zilav replied to Mator's question in Mator's Utilities Support (archived, read-only)
KSIZ is the number of keywords. If it is missing, the keywords are not loaded by the game afaik. If it mismatches the real number of keywords, the game crashes. -
The advanced filtering method is a scripted filter. Apply this script https://pastebin.com/raw/nnJUvpU9
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UOP removes that leading space that's why you can't find them. Browse Statics category in UOP using TES4Edit and there will be a few cave entrances records with removed space in the mesh name as well.
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You don't need to rename anything. UOP already fixes mesh names in Oblivion.esm and includes renamed meshes themselves.
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I'm not the author of that documentation. Also Name is that you see in xEdit in the leftmost column, for example "RNAM - Race" is a name, simply "RNAM" is a signature. Some elements don't have signatures like "Leveled List Entries" and can be accessed by name or path only.
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Assigned() returns a boolean value. Scripts try to convert all values to strings when you print them, however you really should work with it as bool if Assigned(_aidt) then AddMessage('Element exists'); Also RNAM is not a name, it is a signature. If you are accessing elements by signature then use ElementBySignature. Or just always use ElementByPath which works with both.