Jump to content
  • 0
Sign in to follow this  

xEdit Network


Hi guys,


Lately I've found myself in the position where I have far more Skyrim development projects than I can complete.  This has led me to the idea that it might be cool to have a network of xEdit developers who can work together on projects, and focus their collective attention on particularly promising efforts.  The network would be for anyone interested in making xEdit related solutions.  It doesn't matter if you don't have any experience.


Below are some examples of projects that would fit in this network:

  1. xEdit Scripts
  2. Standalone applications using xEdit as an API
    • Merge Plugins Standalone
    • Mator Smash Standalone
  3. Guides/Tutorials
    • xEdit Scripting Guide


Ultimately I want to be able to make it so developers can share their work with each other and create an environment of learning and contribution.  If someone has too much stuff on their plate they can pass things off to other developers to tackle.


This is based on the idea that we all just want to make solutions that people find useful.  I know I have a backlog of like 10 scripts I need to update and maybe 10 more that I haven't had the chance to make.  Rather than just sitting on all these potentially valuable solutions, I'd like to share them with newer TES5Edit scripters so they can get the chance to learn more about TES5Edit scripting and make a cool new tool for the community to benefit from.  If you think this sounds like a good idea, please post a reply!



First off is an xEdit subreddit:

xEdit Subreddit


This will be a place for announcements and following ongoing projects.  It's largely intended for the general xEdit audience.


Second up is the xEdit HipChat:

Guest Access
Join xEdit HipChat


This will serve as a place for general discussion, support requests, and development efforts.  I'm really excited about HipChat and the integrations it offers with services like Google Drive, Asana, GitHub, and BitBucket.



Feel free to join!  I'm looking to bring more people into xEdit scripting and development, so come one come all

Edited by Mator

Share this post

Link to post
Share on other sites

3 answers to this question

Recommended Posts

  • 0

Your link to the nexus forum point to the reserved section, not everyone can access this (I believe you need a nexus mod with at least 500 downloads or endorsements)



Otherwise the initiative sounds good. I was thinking at giving it a shot myself to create a dynamic name-sorting mod during the summer (couldn't find one).




Share this post

Link to post
Share on other sites
  • 0

Yeah, that link is to the Mod Authors sub-forum. You need to have at least 1000 unique d/ls for a mod you have uploaded. I know because I just reached that mark only two days ago. Yay. :celebration:

Share this post

Link to post
Share on other sites
  • 0

Yeah, that link is to the Mod Authors sub-forum. You need to have at least 1000 unique d/ls for a mod you have uploaded. I know because I just reached that mark only two days ago. Yay. :celebration:


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 packwatch
      Screenshot of the problem:

      I dragged SSEEdit from my 1080P Monitor to my 4K Monitor. Most things scaled properly, except for the font and title bar. I did it again. The font got smaller.
      My monkey brain thought this was funny, so I continued until I couldn't read it anymore. Well, there was NOTHING funny about it AT ALL.
      When I restarted, the font stayed the same.
      Overriding Windows DPI scaling to System for the Mod Organizer and xEdit applications didn't work. Running xEdit manually outside of MO didn't work. Changing theme didn't work. Deleting and reinstalling xEdit didn't work. Setting my windows scaling to 350% makes the font a little bigger, but still barely readable. Changing my Main Display in Windows/Nvidia and relaunching didn't work.
      I've been crying from troubleshooting an infinite loading screen error for the past 2 days and I need xEdit to help troubleshoot it. I miss Lydia. Please help.
    • By keithinhanoi
      Over time, and by reading comments of mod authors, I have learned that for certain record types displayed in TES5Edit, when using the conflict filter feature, some records are incorrectly identified as conflicting (ie., "conflicting" = overridden by a plugin which comes later in the load order.)
      For example, ripple, the author of Inconsequential NPCs has explained that location persistent references (LCPR sub-records in LCTN / Location records) supplied by different plugins are not actually overwritten by the last mod in the load order LCTN for certain locations (source). The implication here is that all those references are combined and used from all mods with that record type when Skyrim is started. So in other words, when making a compatibility patch in TES5Edit, you do not need to copy overrides for those particular records.
      I have asked in a number of places which records types do not need to be carried forward into compatibility patches, but have never received a reply, and still to this day have not found a definitive list in one place. Well, I'd like to change that, and I need your help, if this is something you are knowledgeable about.
      Below is a list of record types, grouped by category, that I have read comments saying they are incorrectly identified as conflicting, because they are actually combined at runtime:
      A List of Non-Conflicting Record Types seen in TES5Edit [WIP]
      Default Object Manager (DOBJ)Record sub-record types:
      DNAM - Objects  (Confirmed here) Dialogue Topic (DIAL) Record sub-record types:
      TFIC - Info Count  (Confirmed - sources: here & here) Dialogue Information (INFO) Record sub-record types:
      PNAM - Previous Info  (Confirmed here) Idle Animation (IDLE) Record sub-record types:
      ANAM - Related Idle Animations  (Confirmed here) Location (LCTN) Record sub-record types:  (Confirmed here)
      ACPR - Actor Cell Persistent Reference LCPR - Location Cell Persistent Reference RCUN - Reference Cell UNique ACSR - Actor Cell Static References LCSR - Location Cell Static Reference RCSR - Reference Cell Static Reference ACEC - Actor Cell Encounter Cell LCEC - Location Cell Encounter Cell RCEC - Reference Cell Encounter Cell ACID - Actor Cell Marker Reference LCID - Location Cell Marker Reference ACEP - Actor Cell Enable Point LCEP - Location Cell Enable Point NOTE: Other LCTN sub-record types require conflict management.
      (Confirmed - sources: here, here, here & here)

      Story Manager Quest Node (SMQN) Record sub-record types: (Confirmed - source: here & here)
      SNAM - Child sub-records QNAM - Quest Count / Quests Story Manager B??? Node (SMBN) Record sub-record types:
      SNAM - Child sub-records  (Confirmed here) For more details about how the above listed sub-record types merge at runtime, please see this excellent opening thread post by Arthmoor from 12 March 2014. Many thanks to him for confirming / explaining all of these, and a tip of the hat to MonoAccipitor for noticing Arthmoor's post.
      I will update this list with additional confirmed non-conflicting record types based on your replies.
      Thanks in advance for your help, and let's hope others can benefit from this list!
    • By KillingMachine1914
      As it was stated in the title, it seems DynDOLOD is not applying modded statue of Azura (Sexy Statues Skyrim v2 NSFW Warning) when generating LODs. When I launch the game, vanilla Azura appears instead of the modded variant. The modded statue of Azura will only appear once I get close enough to it. Also, I installed a mod which resize the statue 2x its normal to make it visible all across Skyrim (Elizabeths Tower - Azura Shrine SSE).
      I have checked SSEEdit to see what defines the conflict and it turns out DynDOLOD.esp set the statue as persistent only and removed "is full lod" definition which was there in Elizabeth's Tower. I have very little idea of what those terms mean but my gut tells me that it has something to do with the trouble I am facing currently. Hence, is there a method to overcome this matter? 
      Thank you very much in advance.
  • 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.