Jump to content
  • 0
Sign in to follow this  
azzendix

About file header.

Question

This is not really related to xEdit Support. 

I found someone talks about file header for Skyrim Special Edition and mention it's from Xedit developer. What's the truth? Any source?

 

 

https://forums.nexusmods.com/index.php?/topic/4988680-lore-based-loading-screens/?p=45477000

 

No its safe, 43, and the dlc's have some reference that are in 40 and even older versions in case you didnt know. Xedit developer says its safe to use older versions.

Edited by azzendix

Share this post


Link to post
Share on other sites

8 answers to this question

Recommended Posts

  • 0

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.

Share this post


Link to post
Share on other sites
  • 0

The files are pretty similar from the latest skyrim version to the current SSE version.
There is a reason why the form version exists, its a way to let the engine know what to expect.
 
There are some minor differences between form 43 and 44.
To list a few: VOLI records, WTHR has new field HNAM, WATR has new field NAM5 and I think there was one or two other differences.
 
Here is some data from vanilla plugins
Skyrim.esm has forms from 14 up to 44

 

skyrim.esm
0: 0
1: 0
2: 0
3: 0
4: 0
5: 0
6: 0
7: 0
8: 0
9: 0
10: 0
11: 0
12: 0
13: 0
14: 8
15: 76
16: 2683
17: 306
18: 983
19: 3491
20: 533
21: 411
22: 699
23: 240
24: 905
25: 687
26: 5541
27: 2157
28: 1726
29: 3292
30: 18512
31: 61140
32: 2
33: 2756
34: 87005
35: 86022
36: 28977
37: 111844
38: 0
39: 311633
40: 82846
41: 0
42: 0
43: 1
44: 55211

 


Update.esm


 

0: 0
1: 0
2: 0
3: 0
4: 0
5: 0
6: 0
7: 0
8: 0
9: 0
10: 0
11: 0
12: 0
13: 0
14: 0
15: 0
16: 0
17: 0
18: 0
19: 0
20: 0
21: 0
22: 0
23: 0
24: 0
25: 0
26: 0
27: 0
28: 0
29: 0
30: 1
31: 0
32: 0
33: 0
34: 2
35: 12
36: 10
37: 11
38: 0
39: 21
40: 506
41: 0
42: 0
43: 8728
44: 5362

 


 
DG


 

0: 0
1: 0
2: 0
3: 0
4: 0
5: 0
6: 0
7: 0
8: 0
9: 0
10: 0
11: 0
12: 0
13: 0
14: 0
15: 0
16: 0
17: 0
18: 0
19: 0
20: 0
21: 0
22: 0
23: 0
24: 0
25: 0
26: 0
27: 0
28: 0
29: 0
30: 0
31: 2
32: 0
33: 0
34: 41
35: 4
36: 4
37: 4
38: 0
39: 20
40: 7
41: 0
42: 0
43: 88634
44: 6292

 


 
HF


 

0: 0
1: 0
2: 0
3: 0
4: 0
5: 0
6: 0
7: 0
8: 0
9: 0
10: 0
11: 0
12: 0
13: 0
14: 0
15: 0
16: 0
17: 0
18: 0
19: 0
20: 0
21: 0
22: 0
23: 0
24: 0
25: 0
26: 0
27: 0
28: 0
29: 0
30: 0
31: 0
32: 0
33: 0
34: 6
35: 2
36: 0
37: 2
38: 0
39: 1
40: 0
41: 3
42: 4
43: 15115
44: 2088

 


 
DB


 

0: 0
1: 0
2: 0
3: 0
4: 0
5: 0
6: 0
7: 0
8: 0
9: 0
10: 0
11: 0
12: 0
13: 0
14: 0
15: 0
16: 0
17: 0
18: 0
19: 0
20: 0
21: 0
22: 0
23: 0
24: 0
25: 0
26: 0
27: 0
28: 0
29: 0
30: 0
31: 0
32: 0
33: 0
34: 0
35: 0
36: 0
37: 8
38: 0
39: 0
40: 0
41: 0
42: 0
43: 169756
44: 8843

 


 
If there were any issues to be had with previous forms then all the files are messed up, not just the user made ones.
The CK defaults to a sort of forced update for some reason, rather than just updating when need be.
 
I should also say that xEdit assumes the form version is the latest and will not stop you from trying to use something that the older form versions do not support.
I don't know if this causes issues in the engine or not, but I'd figure it would just ignore it.

 

Also, I think its funny how people assume there is an issue and ask for proof that there is no problem, the logic is kind of backwards.

Share this post


Link to post
Share on other sites
  • 0

"ESP files need to be loaded into the new CK and saved out to be sure they're updated correctly."

Arthmooor(USSEP team) said it. 

 

https://www.afkmods.com/index.php?/topic/4633-skyrim-se-things-to-know-when-converting-standard-mods-to-sse/

 

and Sorry, I don't have any in-depth knowledge to discuss with you. Just want to know the truth.

Edited by azzendix

Share this post


Link to post
Share on other sites
  • 0

[i can't edit old comment]

 

Sorry, I don't have any in-depth knowledge to discuss with you.(I want to but I can't)

Hope all experienced modder come here, sit and talk. 

Share this post


Link to post
Share on other sites
  • 0

So there is a little more(less?) to sse than what I originally thought.

I've been doing some testing on seeing how SSE handles form version numbers and their respective data. I'm not really done but the system is definitely different than what I originally assumed.

I would say more but there are too many conditions to really type it out here.

Share this post


Link to post
Share on other sites
  • 0

People just need to resave plugins in new CK as Beth told to, that's it.

Share this post


Link to post
Share on other sites
  • 0

People, I disagree with, it the CK was a perfect program sure, but it isnt and it can unintentionally break things.

Mod authors and the more knowledgable group, sure, they know what to look for, but the average user isn't as careful.

Yes, if youre porting a mod, its a good habit.

 

Like you said SPGD is broken, also users fail to clean their data folder which results in improper facegen which then leads to black faces.

It seems like the only reason to really update is because of WEAP\CRDT data changes, but I havn't really played with that.

Everything seems to load fine, since something like WTHR\VOLI loads regardless of the form version.

Share this post


Link to post
Share on other sites
  • 0

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.

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
Sign in to follow this  

  • Similar Content

    • By primem0ver
      I am pretty frustrated with SSEEdit lately.  There is no 64 bit version with the latest download and I cannot get my older version (4.0.3h) to work anymore.  It keeps telling me there was an error and that editing is disabled.  I can't run scripts or anything.  (There IS NO ERROR in the log).  Was something changed?  Every time I try running 4.0.4 I get an out of memory error.  Whats more I can no longer post on Discord to get help.  I have to sign up?
       
      EDIT: More Info: Version 4.0.3h used to work fine without using the 64 bit version until a couple of weeks ago.  The 64 bit version seems to be working ok so I guess I will use that until I get an answer.   
    • By NomenNescio
      Short version: I have a complete list of cells copied to an .esp, and I don't want to have to go through and flag each one as Deleted individually. Is there a way to do this to all the cells in the .esp?
      Long version: I'm using a replacer for a dead shrub. The replacer makes it a much prettier 3D green shrub, but Bethesda placed the dead shrub in all kinds of caves and mines, so I want to remove it from those cells. Ain't nothing green supposed to be growing in there. So I found the shrub in xEdit, copied every reference over into an .esp and removed the ones that could realistically be home to lush green flora. I'm now left with looooong list of cells each with only a few Placed Objects of these shrubs, but going through them all and changing flags individually is gonna be a nightmare. So I'd much rather see if there is a way for me to do this across every cell I've copied?
    • By Vraydel
      I was trying to create a patch but SSEEdit wouldn't let me.  The plugins were inaccessible. The plugins were grayed out with a line through them.  What's going on?

  • Recently Browsing   0 members

    No registered users viewing this page.

×
×
  • Create New...

Important Information

By using this site, you agree to our Terms of Use.