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zilav's post in Report Masters question was marked as the answer
Update script a bit, find this part
if HasCheckMasters(sl) then AddMessage(Name(e) + ' \ ' + Name(el)); and replace with
if HasCheckMasters(sl) then begin AddMessage(Name(e) + ' \ ' + Name(el)); MarkModifiedRecursive(e); end; It will mark found records as modified aka bold font in the left records tree.
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zilav's post in SSEEdit and ESL Files was marked as the answer
https://github.com/TES5Edit/TES5Edit/releases
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zilav's post in How do I add an item to a FormList with a script was marked as the answer
formids := ElementByName(formList, 'FormIDs');
SetEditValue( ElementAssign(formids, HighInteger, nil, False), Name(weapon) );
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zilav's post in Filter for shields was marked as the answer
The advanced filtering method is a scripted filter. Apply this script https://pastebin.com/raw/nnJUvpU9
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zilav's post in Script error: Element exists but not assigned was marked as the answer
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.
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zilav's post in Script error: Element exists but not assigned was marked as the answer
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.
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zilav's post in [Conflict Resolution] FormID conflict? Add? How? was marked as the answer
Right click on array's header in a plugin ("FormIDs" row in your case) -> Add
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zilav's post in [Conflict Resolution] FormID conflict? Add? How? was marked as the answer
Right click on array's header in a plugin ("FormIDs" row in your case) -> Add
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zilav's post in About file header. was marked as the answer
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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zilav's post in TES5Edit: How to filter masters out when searching for mod conflicts? was marked as the answer
You need to use modgroups feature
https://www.reddit.com/r/skyrimmods/comments/3ejcfx/tes5edit_modgroups_advice_and_examples/
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zilav's post in SSEEdit Cleaned Dawnguard = zlib.error in WRYE Bash was marked as the answer
Do you use the latest build? Ignore version numbers, check the actual date on Nexus and on your current exe.
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zilav's post in LOD mismatch. was marked as the answer
1. Weather mods and ENBs affect tree LOD colors, billboards for LOD are usually made with vanilla lighting in mind.
2. Tree LODs are flat images grabbed from a single angle, they don't have direction.
Both your issues are limitations of Skyrim's engine. They can be overcomed using ultra trees option in DynDoLOD, however it requires lod models for trees and there are none for SFO.
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zilav's post in TES5Edit Generate LOD (via MO) not working was marked as the answer
While TES5LODGen is a renamed TES5Edit, there is still a minor difference between them. When you launch TES5LODGen, it shows you the list of all worldspaces from all loaded mods, while TES5Edit will show worldspaces only from a mod you right clicked on. If there are no worldspaces that fit for LOD generation, the window will not even open in TES5Edit. Worldspaces "fit" for generation are the ones that have exising lodsettings file which is usually packed in BSA archives. Since MO with turned on BSA management hides them from other application except for itself and the game, xEdit/xLODGen can't access lodsetting files and won't work.
You either need to disable BSA management in MO, don't use MO or unpack archives.
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zilav's post in TES5Edit Generate LOD (via MO) not working was marked as the answer
While TES5LODGen is a renamed TES5Edit, there is still a minor difference between them. When you launch TES5LODGen, it shows you the list of all worldspaces from all loaded mods, while TES5Edit will show worldspaces only from a mod you right clicked on. If there are no worldspaces that fit for LOD generation, the window will not even open in TES5Edit. Worldspaces "fit" for generation are the ones that have exising lodsettings file which is usually packed in BSA archives. Since MO with turned on BSA management hides them from other application except for itself and the game, xEdit/xLODGen can't access lodsetting files and won't work.
You either need to disable BSA management in MO, don't use MO or unpack archives.
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zilav's post in LODGen.exe Crash: EndOfStreamException was marked as the answer
Nope, it is a faulty nif mesh from one of your mods. I asked Sheson to show mesh name when exception occures, but looks like he forgot to add that. You can try disabling mods to find out the source of issue.
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zilav's post in Cleaning ITMs Loot found in Enhanced Lighting and FX mod was marked as the answer
The chances for cleaning to affect anything in game are very low for any mod. They could be only caused by bugs in the current version of xEdit, and I don't know of any atm.
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zilav's post in FNVLodGen giving me purple rocks was marked as the answer
Did you install NMC texture fix from FNVLODGen optional downloads? There is a broken lod texture for dark red cliffs included in NMC pack.