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zilav

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Everything posted by zilav

  1. 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.
  2. Or simply Ctrl+DblClick on the FormID number :)
  3. 1. ESPs must remain active 2. Don't touch vanilla textures
  4. 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.
  5. 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.
  6. ARMO without model and other essential data? Scrap that mod.
  7. 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.
  8. RACE records hold indices for face tint layers used in NPC_ records. xEdit tries to verify them and warns if they don't exist.
  9. 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.
  10. Right click on array's header in a plugin ("FormIDs" row in your case) -> Add
  11. 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.
  12. People just need to resave plugins in new CK as Beth told to, that's it.
  13. Then get the heightmap, convert to mesh and use in that fluid simulator. Or maybe it can load heightmap images itself, idk.
  14. 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
  15. 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.
  16. Please don't turn this thread into a particular mod troubleshooting discussion. This mod is clearly broken, that's all.
  17. TES4Files is a different program though, and not ours ::
  18. 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.
  19. 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.
  20. You need to use modgroups feature https://www.reddit.com/r/skyrimmods/comments/3ejcfx/tes5edit_modgroups_advice_and_examples/
  21. 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.
  22. Second post https://forums.bethsoft.com/topic/1612572-wrye-bash-thread-112/
  23. Using Full Models for LOD4 on large objects? You have 2 same meshes being displayed for a few seconds at the same time, this is just asking for flickering.
  24. Do you use the latest build? Ignore version numbers, check the actual date on Nexus and on your current exe.
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