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Everything posted by zilav
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All plugins from the Data folder are sorted into 2 groups by extension (and extension only, ESM flag in plugin's header doesn't matter): *.ESM and *.ESP, then each group is sorted by plugin's file timestamp. Then xEdit loads all ESM, then all ESPs. The order of masters in plugins doesn't affect anything.
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Or simply Ctrl+DblClick on the FormID number :)
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FNVLODGen Question and a DDSopt Question RE: F&L NV
zilav replied to grlichti's topic in Fear & Loathing in New Vegas
1. ESPs must remain active 2. Don't touch vanilla textures -
Majority of labels that xEdit use are from Creation Kit, you need to learn modding using CK which includes reading it's documentation. Then you will know what records do.
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Strange behaviour of ground textures
zilav replied to Gogan's question in Guide Support & Bug Reports
Any mod that add new light sources has a chance to cause that. Mods that add a lot of them obviousy have more chances to cause issues, especially in conflicting cells. -
Need Help Resolving A Bashed Patch Error
zilav replied to Dr_Herbert_West's question in Guide Support & Bug Reports
ARMO without model and other essential data? Scrap that mod. -
Problem with white glow New Vegas
zilav replied to Szczubaczu's topic in Fear & Loathing in New Vegas
It is from Realistic Wasteland Lighting, but it is supposed to look like that on some objects with bright specular maps due to engine limitations. Try installing darker texture replacers. -
NPC Tint Layer "Error" repeated in multiple plug-ins
zilav replied to tjax323's question in xEdit Support
RACE records hold indices for face tint layers used in NPC_ records. xEdit tries to verify them and warns if they don't exist. -
Nope. That's the convinience of not using virtual folder, symlinks or other sorts of implications. You just run a tool and it works out of the box as is.
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[Conflict Resolution] FormID conflict? Add? How?
zilav replied to tjax323's question in xEdit Support
Right click on array's header in a plugin ("FormIDs" row in your case) -> Add -
I meant mod authors under "people", they must be able to handle the proper checking in xEdit, SPGD, facegen, waterflows and other issues too. If they are really interested in modding SSE, that is. Every Beth game has it's own set of unique bugs and issues, and every time we learn to adapt to them. This is not something new.
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People just need to resave plugins in new CK as Beth told to, that's it.
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Generate water flow maps
zilav replied to hishutup's topic in General Skyrim LE Discussion & Support
Then get the heightmap, convert to mesh and use in that fluid simulator. Or maybe it can load heightmap images itself, idk. -
Generate water flow maps
zilav replied to hishutup's topic in General Skyrim LE Discussion & Support
Maybe this one? Requires hand painting though, also creating an image with water from a worldspace to use as an overlay there should not be too hard https://teckartist.com/?page_id=107 -
[SSEedit Script] How to skip over record that I'm not interested?
zilav replied to azzendix's question in xEdit Support
Sure. -
[SSEedit Script] How to skip over record that I'm not interested?
zilav replied to azzendix's question in xEdit Support
Filter is not the best approach here since you want to check only TES4 header of each plugin { Check form version of TES4 header in loaded plugins } unit UserScript; const CheckFormVersion = 44; function Initialize: integer; var i: integer; plugin: IInterface; begin for i := 0 to Pred(FileCount) do begin plugin := FileByIndex(i); if GetFormVersion(ElementByIndex(plugin, 0)) < CheckFormVersion then if Pos('.Hardcoded.', GetFileName(plugin)) = 0 then AddMessage('Old version plugin: ' + GetFileName(plugin)); end; Result := 1; end; end. -
Please don't turn this thread into a particular mod troubleshooting discussion. This mod is clearly broken, that's all.
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TES4Files is a different program though, and not ours ::
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All form versions are supported and safe to use, been so since Fallout 3 back in 2008 when they added it. Resaving plugins in CK before release is a good modding practice to fix whatever issues the official editor won't like just in case.
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Dynamic Distant Objects LOD - DynDOLOD 2.21
zilav replied to sheson's question in DynDOLOD & xLODGen Support
Do you use SFO by the way? I remember people complained about purple LODs, only to find out that is it a LOD for purple lupins that Vurt added in SFO. -
TES5Edit: How to filter masters out when searching for mod conflicts?
zilav replied to Wolborg's question in xEdit Support
You need to use modgroups feature https://www.reddit.com/r/skyrimmods/comments/3ejcfx/tes5edit_modgroups_advice_and_examples/ -
Use the latest version, second post https://forums.bethsoft.com/topic/1612572-wrye-bash-thread-112/ If won't help, then simply don't load that plugin (deactivate) when building bashed patch.
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Second post https://forums.bethsoft.com/topic/1612572-wrye-bash-thread-112/
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SSEEdit Cleaned Dawnguard = zlib.error in WRYE Bash
zilav replied to Joat_Mon's question in xEdit Support
Do you use the latest build? Ignore version numbers, check the actual date on Nexus and on your current exe.