TechAngel85 Posted December 29, 2015 Posted December 29, 2015 Download the version that us says to on the Nexus DynDOLOD page.
ShmooZ Posted December 29, 2015 Posted December 29, 2015 On Nexus DynDOLOD page it says: xEdit 091015 or newer. This is the newest developer version of TES5Edit Clicking on the link leads me to this page: https://www.afkmods.com/index.php?/topic/3750-wipz-tes5edit/ Which links here: https://github.com/TES5Edit/TES5Edit and here: https://www.nexusmods.com/fallout4/mods/2737/? Still lost...
ShmooZ Posted December 29, 2015 Posted December 29, 2015 In the drop down menu under branch there are many different options that say TES5Edit dev. Still not sure which one I need.
Greg Posted December 29, 2015 Posted December 29, 2015 https://github.com/TES5Edit/TES5Edit/releases Download TES5Edit_3_1_2.7z
zilav Posted December 30, 2015 Posted December 30, 2015 Download FO4Edit from Fallout 4 Nexus and rename to TES5Edit if needed, the latest builds will be uploaded there for a while.The new game from Bethesda is out, and development focus obviously shifted to it. "TES5Edit" is the name from the past from now on, similar to other older games and their xEdit versions: TES4Edit, FO3Edit, FNVEdit.
TechAngel85 Posted December 30, 2015 Posted December 30, 2015 Is there a reference available that lists the records and their definitions? For instance I have no idea what the "NNAM - Visual Effect" is or does. This would be good info. I just can seem to find a reference.
Greg Posted December 30, 2015 Posted December 30, 2015 The only one I am aware of is TES5 Mod File Format at uesp.net, but it's incomplete and the descriptions are rather terse and doesn't really contain much information beyond what TES5Edit already displays. I think I remember some cases in which TES5Edit shows more detail than the uesp.net wiki. EDIT: One thing I can say is that these are FormIDs to RFCT Visual Effect records that have a FormID for an ARTO Art Object record (pointer to a mesh) and an optional shader.
Kesta Posted December 30, 2015 Posted December 30, 2015 @TechAngel : Most of those are rather instinctive once you know which data is expected into which record. Look at the Creation Kit Wiki and find a correlation between the records info and they're in-game meaning.
ShmooZ Posted December 31, 2015 Posted December 31, 2015 On 12/29/2015 at 8:28 PM, Greg said: https://github.com/TES5Edit/TES5Edit/releases Download TES5Edit_3_1_2.7zThank you for that! I have been using this version for quite a while now. I took a chance that it was all I needed for DynDOLOD and had incredible results! Thank you so much to the creator of TES5Edit or XEdit in general...because without it I would not have been able to mod my Skyrim into such perfection! I may get froggy and try FO4Edit soon...right now it's a little hard for me to nitpick my current mod setup though! Thank you to all the amazing mod creators out there! https://imgur.com/gallery/PtmwZ/new Hope link works!
zilav Posted December 31, 2015 Posted December 31, 2015 On 12/30/2015 at 8:31 PM, TechAngel85 said: Is there a reference available that lists the records and their definitions? For instance I have no idea what the "NNAM - Visual Effect" is or does. This would be good info. I just can seem to find a reference.I tried to name all fields using the labels from Creation Kit, so CK wiki is the good source. Or just open CK yourself.
TechAngel85 Posted January 31, 2016 Posted January 31, 2016 In my mod I updated the location reference for the worldspace. This added a lot of "XLRL - Location Reference" records to most of the placed objects. When loading the plugin in xEdit, xEdit is calling these ITMs when they should be "Override without conflict". Background color is right, but the text color is indicating an ITM when there is clearly a change. I don't know how important these records are.
hishutup Posted January 31, 2016 Posted January 31, 2016 Because the subrecord isnt considered different thus its an itm.There info somewhere but basically there was an update and it doesn't seem like its properly used
zilav Posted January 31, 2016 Posted January 31, 2016 XLRL is treated as ITM when added and not overwriting a previous value because CK likes to add them to records in game master file for no reason. This feature was requested by Arthmoor since it caused a lot of "dirt" in USKP.You can change something else too to prevent cleaning, like EditorID, or slightly altered position/rotation by 0.0001, etc.
TechAngel85 Posted January 31, 2016 Posted January 31, 2016 On 1/31/2016 at 7:39 PM, zilav said: XLRL is treated as ITM when added and not overwriting a previous value because CK likes to add them to records in game master file for no reason. This feature was requested by Arthmoor since it caused a lot of "dirt" in USKP. You can change something else too to prevent cleaning, like EditorID, or slightly altered position/rotation by 0.0001, etc.Okay, at least I know the "why" now. It doesn't need the record for any particular reason that I'm aware of, and the mod is working okay without it so I'll just let xEdit clean those out for now. No big deal.
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