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zilav

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Everything posted by zilav

  1. Then report to WB devs that it doesn't check file names with leading spaces properly if you are really sure that the issue is not on your end only.
  2. UOP removes that space and provides renamed nif files too. I suppose you did not install it properly.
  3. No, data definition of records in xEdit are tied to the game mode (name of the xEdit executable), not to the actual Form Version field like in CK.
  4. A space at the start of some meshes are in original vanilla Oblivion, they must remain as is.
  5. Did you try to load SSE plugins into old CK and save there? I suppose you will lose critical data on weapons because this is the only place where data structure has changed instead of new SSE values being appended.
  6. It is not a FormID, just an arbitrary int ID number associated with a string https://en.uesp.net/wiki/Tes5Mod:String_Table_File_Format
  7. iHeapSize doesn't work if heap manager is not replaced when bReplaceHeap = 0
  8. Yes, Nexus tracking center is how you must update your mods, not automatically. Only only after careful reading on what's new and instructions on how to update a mod from it's author if any. Also if you did not rename a mod's archive when downloaded from Nexus, you can right click on it in Installer's tab -> Open At -> Nexus
  9. xEdit checks tint layers using the current winning override of corresponding RACE record.
  10. "Tree LODs with Shadows" includes an atlas texture, don't use mods that change atlas. They are not compatible with LOD generators which create a new atlas.
  11. You probably have some antivirus that detects WB executable as virus and removes it.
  12. Could be the old known corrupt spawn problem https://forums.bethsoft.com/topic/1033875-tracking-down-a-corrupt-spawn-point/ You can use Alt+F3 worldspace browser in xEdit to quickly navigate using the map of a worldspace (right click on the map to focus on a cell).
  13. The only thing I know about Papyrus is to avoid using slow Game.GetPlayer() and create an alias with Player ref instead, read it from some guide long time ago
  14. Better to use right tool for the job. xEdit is not suited for editing which requires any sort of visual feedback: landscaping, cluttering, facegen, navmeshing, etc. It is possible, but you will waste time doing that in xEdit.
  15. xEdit doesn't have undo and most likely will never have.
  16. Load "bash merged" mod and bashed patch in xEdit and check if all of it's changes are in the patch. If yes, then you can keep it disabled.
  17. Make sure that VWD flag is carried over into the bashed patch because WB failed to do that for me when I tried it's merging last time. Also those LOD esps are required for gameplay only to switch off LOD models properly in loaded cells, they do not affect LOD generation itself in any way if you don't generate Trees LOD.
  18. It is his default behaviour iirc, nothing wrong with it.
  19. I can't reproduce your issue, and never had similar reports before. Smash uses the same API to work with plugins, however LO handling code is not a part of it. Anyway unless I'll be able to reproduce that or receive more reports from different people, I consider this to be an ussue with particular plugin itself or your system.
  20. So you are saying that they are sorted in the right order in selection window, then you select all those pugins, click OK and xEdit loads them in different order? Using the latest 3.2 version? No idea how this could even be happening. You are the first one to report such issue since 2012.
  21. Does it show the proper load order in the selection window?
  22. The last question - what order we are talking about? The one that xEdit shows in plugin selection window, or the one it actually loads plugins after you clicked OK?
  23. Launch GECK and check in what order it lists the plugins in selection window.
  24. Modified date is used. Are you running through MO? If so then run without it, I don't trust that tool.
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