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[RELz] TES5Edit

thread 6 esm esp plugins utility TES5Edit

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Poll: TES5Edit or TESVEdit (106 member(s) have cast votes)

Should this tool be called TES5Edit or TESVEdit to match Gopher's Logo in his video. Does it seem more appropriate to use the roman numeral since it also matches the cover art for Skyrim as well?

  1. TES5Edit (71 votes [66.98%])

    Percentage of vote: 66.98%

  2. TESVEdit (35 votes [33.02%])

    Percentage of vote: 33.02%

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#1
Sharlikran

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NOTE: This is the actual version of FNVEdit, FO3Edit, and TES4Edit by ElminsterAU being updated for Skyrim. He has allowed us to host both TES5Dump and TES5Edit under the same MPL.


If possible please post in the Bethesda forum: [RELz] TES5Edit

Threads:


Fo3 Nexus - [WIPz] TES5Dump/Future TES5Edit
FNV Nexus - [WIPz] TES5Dump/Future TES5Edit
Oblivion Nexus - [WIPz] TES5Dump/Future TES5Edit
Skyrim Nexus - [WIPz] TES5Dump/Future TES5Edit
FNVEdit Issue Depot (Bug Reports)


TES5Edit 3.0.22 EXPERIMENTAL is now available in the Downloads section on our Google Code Site.

You can download TES5Edit 3.0.22 EXPERIMENTAL at our Google Code site skyrim-plugin-decoding-project in the downloads section.

TES5Edit 3.0.22 EXPERIMENTAL by ElminsterAU updated for Skyrim by Zilav, and Sharlikran.

This is a very early and highly experimental release of TES5Edit. If you don't know what TES5Edit is, you probably shouldn't be using it yet.

TES5Edit Cleaning Guide

Rename to TES4Edit.exe to work with Oblivion.
Rename to FO3Edit.exe to work with Fallout3.
Rename to FNVEdit.exe to work with New Vegas.

Fallout3 Training Manual for FO3Edit (applies to all game versions)

Check for new versions here: skyrim-plugin-decoding-project

Important for Older Systems:
If you get an error about d3dx9_*.dll not being installed, you need to update your DirectX to the most current version.

The most current (March 2008) version can be found here: DirectX End-User Runtime Web Installer
or here: DirectX End-User Runtimes Redistributable (make sure to install it after unpacking it).

Whats new in 3.0.22?

* Skyrim Support.
* New exceptions handler.
* Optional backups in a separate directory.
* Remember position and state of the main window.
* Fixed bug when editing with Shift+DblClick.
* [All] Wrye Bash ghosted plugins (*.esp.ghost) in plugin selection window.
* [ALL] FLST form list is no longer sorted.
* [ALL] EDID affects conflict detection.
* [TES5] Localization editor, plugin localization/delocalization with optional translation.
* [TES5] -l:language command line switch to chose default localization files.
* [TES5] Adding missed plugin files from plugins.txt/loadorder.txt to the end of plugins list.
* [FNV] WeaponModKit IMOD record support for various subrecords.
* [FNV] PLD2 subrecord is no longer removed in package.
* [FNV/FO3] Quest stage signed value overflow fix.
* [Oblivion] Fixed ownership record order in CELL.
* [Oblivion] Snowy weather definition fix (thanks to Arthmoor).

ToDo List:

Update Miax’s Tome of FO3Edit for Skyrim.
Update NAVM, NAVI, and wbUnion for VMAD.
Update the TES5Edit Cleaning Guide

Known Issues:

Issue 51: TES5Edit: When making a Merged Patch COCT is not updated.
Issue 60: FNVEdit: "Copy as Override" on a Base Effect associated to a script.
Issue 51: FNVEdit: "Copy as Override" on some dialogs
Issue 51: TES4Edit: 3.0.22 throws an assertion failure when cleaning PGRD records from files.

Note: These are all a work in Progress.

Updates on CK Wiki Pages:Working on Mod Cleaning TutorialDirty Plugins List is empty but can be edited by anyoneCurrent Progress:

About 90-95% of the records are decoded at this time. I have started to update the UESPWiki and I keep a current list on our site in the UESPWikiUpdates.

Current Contributors:

Sharlikran
Zilav

We would love to have more people helping out on the project.

Name: Skyrim Plugin Decoding Project

Summary: A collaborative project to decode Skyrim's record structure using TES5Dump and provide a working version of TES5Edit.

Description: TES5Dump (a.k.a. TES4Dump / FO3Dump / FNVDump) are utilities that dump the contents of a .esp or .esm plugin to a text file, using internal record definitions. By comparing its output with plugins of known contents, the record definitions can be tweaked until the correct structures have been decoded. TES5Dump also forms the plugin parsing backend for the TES5Edit utility. (a.k.a. TES4Edit / FO3Edit / FNVEdit)

Skyrim's record structure has not yet been fully decoded, and the Skyrim modding community suffers from the lack of a working TES5Edit. This project's aim is to help the decoding effort by providing TES5Dump and allowing many people to update its definitions using Subversion, and to provide the TES5Edit utility.

Its predecessors FNVEdit, FO3Edit, and TES4Edit by ElminsterAU are the best tools to use for exploring overlaps between mods and cleaning mods. TES5Edit will have the same functionality since the compiled release will be made with the same TES4 back engine using the definitions as a result of this project. He would work on it himself, but unfortunately suffers from a severe lack of spare time. He has offered to compile TES5Edit after the necessary supporting files are changed for Skyrim's file format.

This utility will let you easily see how multiple mods interact and override each other, as well as giving you a quick view of the changes that a plugin makes. It lets you browse a graphical record tree of your active plugins, revealing the values set by most record types and comparing overlapping changes from each active plugin.

When started it will automatically find your Skyrim Data directory. You then get a dialog to select which modules you want to load with the current selection from your plugins.txt as default value. Once you have confirmed that dialog the selected modules will start loading in the background. The program will then work the same as its predecessors.

License: Mozilla Public License TES5Dump and TES5Edit.

Anyone is welcome to download the source to TES5Dump using the instructions below.

Why do we need TES5Dump:

.snip. TES5Edit isn't the important thing in this scenario, what's important is getting the records decoded, because a whole load of things (Gecko, Bashed Patch, etc) require that, not just TES5Edit...

.snip. Because so much depends on the record decoding, it's sensible to open up the task to as many people as possible. As such, publicly hosting the definitions and the TES5Dump code/program is best for that. The plugin format has historically been documented at UESP.net for previous games, but I'm of the opinion that only verified decoded records should be documented there, so we still need a central location lots of people can read/write to. A SVN repository would be ideal...


How TES5Dump works:

TES5Dump Is a command line utility that can take an esm/esp file, decode it, and give a human readable dump to the console. The output can be redirected to a file, so you could use:

TES5Dump Skyrim.esm &--#62; Skyrim.txt

To turn the whole master into a huge text file.

What works better when working on the record definitions is to create new .esp’s using the CK with just a single (or a few) records, of a single type, with specific values for all the different fields.

The process is then basically:
Create new .esp with example records
Run TES5Dump
Modify record definitions
Repeat till dump is correct
Repeat steps 2-4 until all possible record types and all possible fields are covered


What we need for this project:

We are looking for volunteers and TES enthusiasts who are willing to contribute their time in decoding Skyrim's files, and making updates to the UESP Wiki.

If you would like to participate in this project please send me a PM.

Wiki Updaters:

Any general knowledge of how to edit html and possibly xml. After you have checked out the files the folder you will work with is UESPWiki. It will contain templates of each record posted on UESPWiki. To make changes to the UESP Wiki site you need to register first. Registration is free and hardly any information is required.

Please refer to the on site wiki: PostingToTheUESPWiki

Record Decoders:

After you have checked out the files the folder you will work with is TES5Dump. The only file you need to edit will be wbDefinitionsTES5.pas.
To compile the source you need a trial version of Delphi found here. embarcadero.com The source is written in Delphi but you only need a basic knowledge with C++ or Java to interpret the Delphi code and figure out the references.
Having knowledge of or, experience in decoding the records in plugins would be extremely helpful as well. The decoding is not programming intensive because all you are really doing is updating the pre existing routines for Skyrim's format.

Please refer to the on site wiki: DecodingRecords

Getting Set Up:

You will need an SVN client like TortoiseSVN to submit your changes. Instructions are listed here on Google Code.

Special Thanks:

Listed in alphabetical order.

AndalayBay: Without her help getting me in touch with Elminster we would all still be waiting for confirmed record definitions, and even longer for a working TES5Edit.
Bethesda: For their awesome program, and for this forum so we can accomplish this task.
ElminsterAU: For all his hard work on FO3/FNV/TES4Edit over the years.
Zilav: For all his hard work helping with the project.

Edited by Sharlikran, 17 October 2012 - 10:12 AM.


#2
Arthmoor

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Might be time to update the OP, yes? Is there really anything left to actually decode?

#3
Sharlikran

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Might be time to update the OP, yes? Is there really anything left to actually decode?

I just got a new job so I'll have to update that as time allows. Yes NAVI, NAVM for sure. It's a little late and I'm too tired to think of what else.

EDIT: I did make some changes while you were posting that, so just refresh the screen.

Edited by Sharlikran, 16 October 2012 - 03:49 AM.


#4
Psymon

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I do think a log file that is automatically saved would be beneficial but just in case, I have been right clicking the messages window. After that I choose select all, and the right click again and copy. Then I can post that in a forum or save it to a text file or whatever. For now would that be an option for you?

Not to be too snide, but is that a question or a statement?

As it is that is the only option.

Well I've made my request. Perhaps I'm the only one who would think it of value. I think having the record would encourage more mod users to report. I think many see it needs cleaning but don't want to be bothered by the extra steps.

anyway having options about backing up and not in the data folder is a huge step forward for me. thanks again - I hope others though, who may see the value in the txt file, step forward.

#5
zilav

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The point of disabling the nag screen would be to stop it from performing those autosaves at all. Would this be something better suited as an enhancement request on the tracker for Elminster to eventually look at? I'm guessing this isn't as easy as it sounds?

That is easy, we just need to decide what to disable. If I understand it right, you want to disable autosaves when -IKnowWhatImDoing switch is present?

#6
Sharlikran

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Not to be too snide, but is that a question or a statement?

It was meant to be an honest, non cynical question. I think it's a great idea. For now I'd still like to see it added, it's still worth doing. I don't know how my comment was taken but I didn't mean any discontent.

I'm off to be before I pass out.

Edited by Sharlikran, 16 October 2012 - 03:58 AM.


#7
display name is already in use

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That is easy, we just need to decide what to disable. If I understand it right, you want to disable autosaves when -IKnowWhatImDoing switch is present?


I'm in favour of this.

#8
Arthmoor

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That is easy, we just need to decide what to disable. If I understand it right, you want to disable autosaves when -IKnowWhatImDoing switch is present?

Yes, exactly. Along with the nag screen that asks you to save periodically.

#9
zilav

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Yes, exactly. Along with the nag screen that asks you to save periodically.

Done.

I'm also finishing a merged patch for Skyrim, now it merges:
* Leveled NPCs, Items, Spells
* NPC: Items, Spells, Head Parts, Factions
* Race: Hairs, Eyes, Spells
* Containers
* Relations
* Form Lists
* Keywords on: Armor, Weapon, Ammo, NPC

Did I miss anything vital? Keep in mind I'm not going to write a DBash (though it is possible with xedit engine), it is just a temporary substitution until the real Bashed patch is ready.

#10
Sharlikran

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Did I miss anything vital? Keep in mind I'm not going to write a DBash (though it is possible with xedit engine), it is just a temporary substitution until the real Bashed patch is ready.

Not trying to have too many things added as you mentioned, but these are important as well if it's possible to add them: ARMA, ARMO, WEAP, COBJ, AMMO, MISC, OTFT. Not to mention they are related to what you are already patching.

What might be pushing it and adding too much would be WTHR, LIGH, CLMT, IMGS, LGTM but Sydney would love you if did. :biggrin:

Edited by Sharlikran, 16 October 2012 - 08:33 AM.


#11
zilav

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Merged patch only merges lists. WTHR, LGTM and others are not lists.
I'm not sure about COBJ and OTFT, this can probably lead to a mess like recipes which require dozens of materials from several mods.

#12
Sharlikran

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Ahhh okay makes sense.

#13
SLuckyD

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Strange behavior/bug report (using v3.0.22):

1- Edit loads two copies of Skyrim.esm, even when I check only one of them when loading (why is there even two listed as choices?). This makes it take twice as long to load. Also, why are the BSA files loaded?

2- In certain instances, Edit doesn't recognize various subrecords in BPTD records (returns errors when loading). After loading, Edit doesn't display those subrecords' data (it's greyed out). Ironically, if the plugin's BPTD is 'flagged' as corrupt/erroneous, Edit will save the record binary-identical.

3- In certain instances, Edit saves the BPTD records' data in a shuffled order. In the linked plugins, two body parts are present - Torso then Head.. but Edit saved it Head then Torso. All the data is correct, and I doubt this affects anything adversely - I was just wondering why Edit does that. What makes the above ironic is that when Edit DOES properly id and display the BPTD data, it saves it as shuffled.

4- Edit adds XNAM subrecords to all CELL records automatically. XNAMs inside CELLs are legacy data deleted when the plugin is saved in the CK.

5- (just a question really) How did you decide on the criteria to auto-update ONAM lists in master files (and can it be disabled)? I saved a copy of Update.esm and it added all kinds of entries. I assume you believe the same as I do, in that if a placed object in a master is edited in another master, it should be included in the ONAM. I ask because if this were the true criteria, Ma Beth should have already included those entries in subsequent releases of Update.esm (if the earlier versions were mistakes).

6- Edit's one-touch-clean solution (well, actually r-click then one-touch heheh) doesn't work for dirty edits containing shuffled VMAD data (which you are probably aware of, but I'm listing anyway to be thorough).

Original Test Plugin (for BPTD issues)
Edit-Shuffled Plugin
Plugin which shows loading errors for BPTD data
Pic showing those loading errors
Pic showing the double-loaded Skyrim.esm

(All plugins were made using only the CK, and not touched with ANY other app than Edit. The one which shows errors in Edit will probably show errors if loaded in the CK - this is because I may have altered data using the CK which doesn't make sense.. for the sole purpose of decoding the plugin data structure, NOT as a 'real' plugin. The CK errors, if any, have no bearing on the BodyPartData.. which I think I only changed the edid of in order to get it to save to the plugin.)


About the "Edit-Shuffle"...
I described the above shuffled plugin as "destroyed" in another thread, based on a binary comparison (which shows them almost completely different). Looking into it further last night, I found that all the decompressed data is actually still intact - only entire groups of subrecords were reordered (hence the innumerable differences in the the bin-comp). As I said, I really doubt this affects anything adversely - but it can make for dirty edits, and casts a shadow on the app's current version's trustability in my opinion.

I really don't know why that third plugin won't be recognized properly... it's pureCK. The only reason I can think of is that Edit has session-related issues... based on it not reading one properly, while shuffling one that it does.

But because of the shuffling of data (which throws off MOST of the compressed data in a bin-comp), and the unwanted additions of ONAM entries and XNAM subrecords, I wasn't able to continue testing Edit (since identifying corrupt/changed data in bin-comps became near-impossible for me).

#14
zilav

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1- Edit loads two copies of Skyrim.esm, even when I check only one of them when loading (why is there even two listed as choices?). This makes it take twice as long to load. Also, why are the BSA files loaded?

Second skyrim.esm? Hmm never seen that, however I am forcefully injecting skyrim.esm and update.esm at the beginning of the list since Skyrim always loads them even if they are not in plugins.txt. Probably the check for existence doesn't always work, need to look again at it.
BSA are loaded because they can hold localization files.

2- In certain instances, Edit doesn't recognize various subrecords in BPTD records (returns errors when loading). After loading, Edit doesn't display those subrecords' data (it's greyed out). Ironically, if the plugin's BPTD is 'flagged' as corrupt/erroneous, Edit will save the record binary-identical.
3- In certain instances, Edit saves the BPTD records' data in a shuffled order. In the linked plugins, two body parts are present - Torso then Head.. but Edit saved it Head then Torso. All the data is correct, and I doubt this affects anything adversely - I was just wondering why Edit does that. What makes the above ironic is that when Edit DOES properly id and display the BPTD data, it saves it as shuffled.

It didn't know about PNAM because I couldn't find a way to assign "pose matches" field when was decoding BPDT. You see I'm not a modder and my knowledge of CK is limited. I added it now. Thanks.

4- Edit adds XNAM subrecords to all CELL records automatically. XNAMs inside CELLs are legacy data deleted when the plugin is saved in the CK.

TES5Edit is based on FNVEdit, so it is a leftover from it's records definitions which I forgot to remove. Since nor CK nor game itself never complained about it I never had a chance to notice. I'll remove it. Thanks again.

5- (just a question really) How did you decide on the criteria to auto-update ONAM lists in master files (and can it be disabled)? I saved a copy of Update.esm and it added all kinds of entries. I assume you believe the same as I do, in that if a placed object in a master is edited in another master, it should be included in the ONAM. I ask because if this were the true criteria, Ma Beth should have already included those entries in subsequent releases of Update.esm (if the earlier versions were mistakes).

Honestly? No clue since I didn't touch that code. I tried not to alter anything that doesn't lead to errors with Skyrim. You'd better ask Oblivion/FO3/FNV modding gurus since the rules for ONAM are the same for Skyrim.

6- Edit's one-touch-clean solution (well, actually r-click then one-touch heheh) doesn't work for dirty edits containing shuffled VMAD data (which you are probably aware of, but I'm listing anyway to be thorough).

I had a version in the past that was showing VMAD and sorted properties by their name, but unfortunately due to a current limitations in code it was skipping fragments section and that could lead to a false ITM detection. So I disabled it to be on a safe side. The code will be updated and VMAD will be working, it is not a question. But it is not the main priority now. The worst thing that could happen is some ITM records won't be cleaned. Unfortunate, but not game breaking at all. Thats why the real cleaning can only be performed by mod's author, even mod cleaning guide states that fact. It was/is true for Oblivion, FO3, FNV, and now Skyrim.

About the "Edit-Shuffle"...

It is called sorting. Edit sorts a lot of arrays and subrecords where appropriate to be able to compare records. Without sorting the whole idea of ITM detection won't work. Edit also has a code for internal records "fixup" to correct errors from CK and again to assist records comparison. Thats how it was designed in the first place by Elminster several years ago, and that method was proved to be viable by dozens of thousands of modders and users for 3 different games utilizing the same gamebryo engine. And so far Skyrim is not an exception.
Edit was never intended for low level binary identical editing and saving.

p.s. Again thanks for reports, next time please open issues at the google code page, much easier to track them that way.

#15
JustinOther

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1- Edit loads two copies of Skyrim.esm, even when I check only one of them when loading (why is there even two listed as choices?). This makes it take twice as long to load. Also, why are the BSA files loaded?

Windows won't let you have two Skyrim.ESM files right next to each other, so it must be the hardcoded forms. Are you referring to "Skyrim.exe", also with load index [00]? If so, that's intentional as that injects hardcoded forms not found in Skyrim.ESM but present in the CK. It doesn't increase the time it takes to load.

BSAs: *Edit behaves just like the engine and digs into BSAs to get to string files and whatnot such that one doesn't necessarily need all their vanilla assets unpacked.

ONAM: There doesn't seem to be any method to the madness as to which Update.ESM cell children overrides are listed vs. which ones aren't while in previous games with ONAM it seems like every instance was listed. GIven there's no harm in *Edit being thorough and it's the same system as the Fallouts, I'd bet that some Update.ESM cell child overrides aren't listed due to different people merging with version control and/or that ONAM wasn't in from the onset and Update.ESM has been added to but never rebuilt.

Edited by JustinOther, 16 October 2012 - 01:35 PM.


#16
Arthmoor

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The CK's version control is its own nightmare, it pretty much does what it wants and you live with the results. There's a reason it's not officially supported and why you have to go through a significant amount of hell to get it set up.

#17
Sharlikran

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Arthmoor, Zilav correct me if I'm wrong. I believe we have stated in other threads that VMAD, NAVI, and NAVM are the records not to mess with, won't be cleaned, or shouldn't be cleaned until they are properly decoded. (Or implemented in VMAD's case) Was there anything else?

Edited by Sharlikran, 16 October 2012 - 02:15 PM.


#18
zilav

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Arthmoor, Zilav correct me if I'm wrong. I believe we have stated in other threads that VMAD, NAVI, and NAVM are the records not to mess with, won't be cleaned, or shouldn't be cleaned until they are properly decoded. (Or implemented in VMAD's case) Was there anything else?

It is not about cleaning, it is about comparing that VMAD is the same for different records. CK likes to change the order of script properties for no reason each time you save a plugin. It likes to do that with a lot of other stuff too, but Edit sorts it back. But not VMAD.

#19
Arthmoor

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NAVM can be cleaned if all the data is identical to its masters. NAVI should not be touched for cleaning, except to remove NAVM forms that have been cleaned from a plugin.

VMAD should be fine too so long as it is known to be identical, but the way it gets stored semi-randomly by the CK makes that a crap shoot as to when it will show up that way.

#20
Sharlikran

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Those are both good answers, I appreciate that. For now I'm not making instructions for advanced users just those new to the tool. I'm looking for a safe spot so to speak for the CK Wiki pages. For example if I say don't mess with those three things (NAVI, NAVM, VMAD) for now then people are less likely to run into the Issues we are noticing. Maybe the modding guru's can see what and what not to do but this is for novice users.

I want to have a simple list of the caveats when using TES5Edit at the moment. If there are too many "well if.." situations it might get confusing for those new to the tool. I guess I'm looking for a lowest common denominator kind of thing. If there could be issues under certain circumstances then I'm looking for a simple and easy way to just say if you are new to the tool don't touch this. If you are an expert then you can if you know what and why.

#21
PROMETHEUS_ts

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tried to merge two plugins but it didnt work the plugin after load is stuck in forever load untill crash of CK ....

#22
Arthmoor

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TES5Edit isn't a merging tool, why would you have even tried that?

#23
PROMETHEUS_ts

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I was sugested on the dark cration forum to try it ...

#24
alt3rn1ty

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I was sugested on the dark cration forum to try it ...


Maybe confused with TESVGecko

#25
zone22

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So what does this mean?
[00:18] Background Loader: [MidasSkyrim.esp] Building reference info.
[00:18] Background Loader: Error: record EXPL contains unexpected (or out of order) subrecord VMAD 44414D56
[00:18] Background Loader: Errors were found in: MidasEXHavokAvalanche [EXPL:03A50000]
[00:18] Background Loader: Contained subrecords: EDID VMAD OBND MODL MODT DATA

#26
Sharlikran

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I was sugested on the dark cration forum to try it ...

No TESVGecko and TESVSnip are merging tools. TESVSnip is still in development and is not ready for public release.

#27
Arthmoor

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@zone22: That you've probably got an invalid mod there. I can't find any means for attaching a Papyrus script to an explosion effect in the CK. VMAD covers Papyrus scripting and properties.

Edited by Arthmoor, 16 October 2012 - 04:21 PM.


#28
Sharlikran

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So what does this mean?
[00:18] Background Loader: [MidasSkyrim.esp] Building reference info.
[00:18] Background Loader: Error: record EXPL contains unexpected (or out of order) subrecord VMAD 44414D56
[00:18] Background Loader: Errors were found in: MidasEXHavokAvalanche [EXPL:03A50000]
[00:18] Background Loader: Contained subrecords: EDID VMAD OBND MODL MODT DATA

I have been aware of the VMAD entry in Midas Magic for some time. I am still trying to reproduce an EXPL or Explosion record that causes the CK to add a VMAD record. If I can not do so with the upcoming release of the new CK (v1.6.91 possibly a different version number) then at that time I will determine it was made with an older CK and Bethesda uses something other then VMAD for its explosion data.

The error itself means the there is a subrecord present that should not be there. They are normally just left over from older versions of the CK. They normally disappear if you load and save the plugin with the current version of the CK which is v1.6.89. In this case that will not disappear but still may be unused and has been replaced by Bethesda by something else like IPDS or Impact Data Settings.

It is defiantly a valid plugin, probably not made with something other than the CK. For now I would just ignore it and use the plugin.

Edited by Sharlikran, 16 October 2012 - 04:32 PM.


#29
Arthmoor

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Actually Midas Magic predates the CK by a pretty wide margin. It was first uploaded to Nexus in December of 2011. So it likely used Snip to generate everything.

There is no interface in the CK for adding a Papyrus script to an explosion effect (and never has been), but interestingly enough the CK will not complain about it being there, nor does it strip the VMAD when the mod is saved out using 1.6.89.

#30
scar78065

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tried to merge two plugins but it didnt work the plugin after load is stuck in forever load untill crash of CK ....


That happens even in FNVEdit. Some mods just won’t merge at all with xEdit. Better to get mods that don’t overlap. May or may not work until the project is finished and modders start cleaning their mods.

The main reason I was using FNVEdit was to merge mods :P Just so you know this is how i figured out to do it.
  • Install the two mods you want to merge.
  • Open FNVEdit.
  • Right click on the Left panel and click “Create merge patch” and name whatever (say: merged mod)
  • Then expand each mod and highlight everything under “File Header” and right click, go to “Deep copy as override into…” put into “merged mod.”
  • Then expand “merged mod” and click on “File Header” then on the View tab of the right panel you need to delete the two mods you merged from “Master Files” list.
  • Close and save.
  • Save in the CK. Ck will fix most problems and restructure the info.
  • Open back up with FNVEdit and clean and save.
  • Repeat steps 4 – 8 for any other mods you want to merge.
I also repackage and reinstall the merged mod after each new merge. It took me a while to find bits and piece to figure it all out. Never could find a guide. A big help was the FNVEdit Training Manual found on Nexus. Not all mods will merge without having errors. Once you merge oh say 75ish+ mods it will start have some odd errors pop up each time you add a new mod like the newest mod's info being randomly replaced. Easy to fix with drag and drop. It really helps if the modder cleaned the mod to begin with. Even if it is clean and there are no errors it can still break your game!
Looks like TES5Edit has the same functionality though TESVGecko may be much better to use since it is made for merging.


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