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[RELz] TES5Edit

thread 8 esm esp plugins utility TES5Edit

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#1
Sharlikran

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TES5Edit 3.0.23 EXPERIMENTAL is now available on the Nexus.

This is a an experimental release of TES5Edit. If you don't know what TES5Edit is, you probably shouldn't be using it yet. Although we have put a great deal of work into it be aware of what you are doing. Feel free to ask about plugin cleaning in the official [RELz] TES5Edit Plugin Cleaning Emporium. If you require technical assistance the official [RELz] TES5Edit thread is best for that. As always backup you plugins, save games, and use with caution. (at your own risk)

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.

TES5Edit 3.0.23 EXPERIMENTAL by ElminsterAU updated for Skyrim by Zilav, and Sharlikran.

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)


Note: These are all a work in Progress.

Updates on CK Wiki Pages:

Gopher's first video TES5EDIT : Cleaning your mods covers important cleaning aspects of TES5Edit and I look forward to more helful videos from him.

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)

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).

Version 3.0.23 contains the following changes:
  • [TES5] Merged patch updated for Skyrim, currently it merges:
  • - Leveled NPCs, Items, Spells
  • - NPC: Items, Spells, Head Parts, Factions
  • - Race: Hair, Eyes, Spells
  • - Containers
  • - Relations
  • - Form Lists
  • - Keywords on: Armor, Weapon, Ammo, NPC
  • [TES5/FNV/FO3] When performing the UDR function there will be a warning message for deleted NavMeshes.
  • [TES5] Updated record definitions.
  • - BPDT was sorted by a localized name which is inconsistent for different languages (now sorted by a node name)
  • - NPC's tints are now sorted by tint index for better conflict detection
  • - QUST aliases are no longer sorted by index
  • - QUST stages are now sorted by stage index
  • - Improved NavMeshes (thanks to Divstator)
  • [TES5] FaceFX phonemes were empty after copying RACE record.
  • [TES5] Fixed bugs when copying RACE and QUST (empty model was created for RACE; QUST Location Aliases were turning into QUST References).
  • [TES5] Create start-enabled quests sequence SEQ file (you can select several files at once).
  • [TES5] Improved error checking.
  • [FNV] CHAL record was missing some challenge types from Dead Money DLC.
  • [FNV] Disabled DIAL sorting, was causing errors when copying INFO records.
  • No autosaves when "you know what you are doing".
  • Compare with external tool option in Edit window.
  • "Apply Filter for Cleaning" menu. Note that xEdit saves filter settings when you press OK button in filter window, so if you clean plugin and exit the program, your filter settings will be preserved.
  • Filter option for deleted records.
  • Saving messages to [TES5/FNV/FO3/TES4]Edit_log.txt upon exit.
  • Fixed minor bug when Edit can't find game's folder. If your registry settings is invalid due to a Steam bug and Edit is unable to find your game, put it in the game's root folder where the game executable file is (Oblivion.exe, TESV.exe, etc).
  • - Reason: The game's Registry entry is missing. This happens to a lot of people, because Steam likes to remove it whenever the game is updated or its game cache is verified. Run the game's launcher to add the Registry entry back again.

Version 3.0.22 contains the following changes:
Spoiler


ToDo List:

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

Known Issues:

Issue 59: FNVEdit: "Copy as Override" on some dialogs
Issue 60: FNVEdit: "Copy as Override" on a Base Effect associated to a script.
Issue 63: TES4Edit: 3.0.23 throws an assertion failure when cleaning PGRD records from files.
Issue 69: TES5Edit: Adding items to a leveled list does not increase LLCT count.

Current Progress:

Some aditional tweaking needs to be done but we are close to having on open beta. 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 > 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.
Divstator: for his work on Improved NavMeshe Decoding
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, 31 October 2012 - 03:49 AM.


#2
Phinix

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Major respect and thanks for this utility! Just a heads-up/reminder for others using it primarily for cleaning purposes: Remember to re-clean Update.esm, Dawnguard.esm, and Hearthfire.esm whenever your Skyrim version is updated (including beta versions), and also whenever you validate game cache as it will re-download the unclean versions.

Found that out after I started crashing again after days of blissful stability. Now after re-cleaning it's back to being stable, thankfully.

#3
display name is already in use

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I checked this issue but unfortunately "compare to" uses the same plugin loader code as the main plugins loader, so the root folder for plugin must be the game's Data path. All I can do is copy or move backup file to Data folder when you select it, but it will remain there when you close the program. Is it acceptable?


Yes, that would be fine, thank you.

#4
alt3rn1ty

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Major respect and thanks for this utility! Just a heads-up/reminder for others using it primarily for cleaning purposes: Remember to re-clean Update.esm, Dawnguard.esm, and Hearthfire.esm whenever your Skyrim version is updated (including beta versions), and also whenever you validate game cache as it will re-download the unclean versions.

Found that out after I started crashing again after days of blissful stability. Now after re-cleaning it's back to being stable, thankfully.


Or .. for wrye bash users .. just place the cleaned files in appropriately named BAINs, enable the 'Refresh Bethsoft Content' in the installers tab header bar menu (or if you are using the beta rebuilds I post occasionally in the wrye bash thread its now called 'Skip Bethsoft Content' - which needs to be disabled (contrary to how it used to be set)) ... Now you can easily undo what a verify cache did to your cleaned bethsoft files by annealing. Two minute job :smile:

------------------

Sharlikran / Zilav - Had a pm or two with Arthmoor reference beta testing official patch and uskp latest beta .. Combined with mods ..

.. and my first TES5Edit merged patch.

Conclusion from the conversation is the merged patch is corrupting VMAD data.

Arthmoor recognised it is something that probably cannot be fixed at the moment, but for the record :

Load Order All cleaned with 3.0.2.3 TES5Edit in order ..
(1.8 game beta, and USKP 1.2.3 updated yesterday)
Spoiler


Used the recommended method for creating the merged patch (select all except bashed patch)
In my case a heap of NPC's were merged

After creation of the merged patch, load it back into TES5Edit for a nosy ( select none, just select merged patch, and the only dependancies = official esm, exe, update, and Unofficial skyrim patch )

Applied filter as if for cleaning in this screenshot

If you want the file for closer examination grab from here

The main thing which grabbed Arthmoors attention was my Papyrus log spewing out Bring Out Your Dead errors which it should not be doing.

Papyrus log
Spoiler


^^ This was a New Game start, with the mods in the load order previously installed.

Edited by alt3rn1ty, 25 October 2012 - 04:53 PM.


#5
Chaky

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I'm sure you all are aware of this, but noone seems to talk about it: It crashes every time I attempt to build reachable info. Doesn't give any error messages, just blinks out.

One more minor bug: for example, if you have COBJ records with same FormID in esm and asp files and esm instance doesn't have item count (COCT) nor item list (CNTO) record defined, and esp does, the program will behave as if esm instance DOES have COCT defined (from esp) and report an error, expecting the list to be valid, while there is no list (CNTO) in esm.

Also, there is one outstanding bug ported from tes4/fo3/fonvedit: while comparing multiple selected records, the "copy to selected records" when applying to record flags it crashes, giving "Assertion failure (D:\Projects\TES5Edit\wbImplementation.pas, line 4461)".

Edited by Chaky, 25 October 2012 - 05:40 PM.


#6
DunmerThief

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@zilav, TES5Edit reports these values as 0.01 more than what is displayed in the CK. I only loaded Skyrim.esm in the CK. Compare this to this and this.

Edited by DunmerThief, 25 October 2012 - 06:16 PM.


#7
Sharlikran

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Or .. for wrye bash users .. just place the cleaned files in appropriately named BAINs, enable the 'Refresh Bethsoft Content' in the installers tab header bar menu (or if you are using the beta rebuilds I post occasionally in the wrye bash thread its now called 'Skip Bethsoft Content' - which needs to be disabled (contrary to how it used to be set))

Do you have a CK Wiki page or some like to a walkthrough for making the BAIN file? I'm pushing users towards using TES5Edit, Wrye Bash, BOSS, and for merging plugins TESVGecko (as well as other features) and TESVSnip (Once it's fixed).

#8
Plutoman

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Btw: I should have a fully up and running SkyBash within a week, including full interaction w/ BOSS. I'll add capability to be run via command line w/ parameters for more bash tags for custom settings from Wrye Bash. Waiting on some database interactions from Leviathan, but it's pretty far along now that I've finished the BOSS-API interaction.

#9
Sharlikran

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...TES5Edit reports these values as 0.01 more than what is displayed in the CK. I only loaded Skyrim.esm in the CK. Compare...

Some numbers in the CK are integers and are not floats. TES5Edit simply divides the numer and we don't control how Delphi handles it or the accuracy. Since we are not converting moles of Na and moles of Cl into salt, I'm ok with a decimal being a little off.

#10
Nephenee13

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Some numbers in the CK are integers and are not floats. TES5Edit simply divides the numer and we don't control how Delphi handles it or the accuracy. Since we are not converting moles of Na and moles of Cl into salt, I'm ok with a decimal being a little off.


I won't be satisfied till TES5Edit fully supports salts!

#11
DunmerThief

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Some numbers in the CK are integers and are not floats. TES5Edit simply divides the numer and we don't control how Delphi handles it or the accuracy. Since we are not converting moles of Na and moles of Cl into salt, I'm ok with a decimal being a little off.

I see. Thanks for the clarification.

#12
Sharlikran

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I see. Thanks for the clarification.

You would not believe the crazy things the CK does when it writes the plugin. Some flags or numbers only need a 8 bit integer, yet, the CK uses a 32 bit intiger.

#13
alt3rn1ty

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Do you have a CK Wiki page or some like to a walkthrough for making the BAIN file? I'm pushing users towards using TES5Edit, Wrye Bash, BOSS, and for merging plugins TESVGecko (as well as other features) and TESVSnip (Once it's fixed).


There's the Wrye Bash Pictorial Guide - Installers advanced.pdf and Installers Creation.pdf

Though written for Oblivion, that part of WBPG does not need amendment for Skyrim apart from obviously the oblivion files being used to make BAINs out of, it all still works the same way for Skyrim mods.

And if you want to link a particular image instead of the pdf,s, just right click any of those images at nexus, open it in a new tab, and link the url like so

#14
zilav

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Conclusion from the conversation is the merged patch is corrupting VMAD data.

Two questions:
1) Why are there so many NPC records in merged patch? There is nothing merged in them. How did they end up there? TES5Edit doesn't add ITM records to merged patch.
2) Looking at Non-Player Character (Actor) \ 00013267 <Safia> I can clearly see that the properties there are shuffled (at least compared to my version of USKP 1.2.2b which might be outdated). No way TES5dit could do that, did you resave merged patch in CK?

Unlike Fallout3 and New Negas where scripts where straightforward and embedded in records, Skyrim with "papyrusgate" complicates creation of anything merged/bashed. I'm starting to think of removing records with VMADs from merged patch leaving only leveled lists and containers.

Actually I'll do what Arthmoor will tell me, because I don't know anything about Papyrus.

#15
frihyland

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There is also Skybash that perhaps does more and better merging than either Wrye Bash or TES5Edit. Pluto is asking for testers before he makes the final release public.

#16
zilav

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There is also Skybash that perhaps does more and better merging than either Wrye Bash or TES5Edit. Pluto is asking for testers before he makes the final release public.

It is not a competition. I'll add a warning message box when user clicks merged patch in TES5Edit to use Bashed Patch instead (when it'll be ready).

#17
Arthmoor

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Actually I'll do what Arthmoor will tell me, because I don't know anything about Papyrus.

If the VMAD data in records that can have it isn't able to be copied reliably, then you should block it from being merged. That will end up blocking out quite a bit though since lots of stuff can have scripts attached.

The odd thing here is that when you do a "copy as override" the VMAD data on an NPC is carried over just fine. I've done this several times with no ill effects. The merged patch corrupted them instantly though as those logs showed. Is the merged patch using a different procedure to do the record copying?

#18
Inki

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I noticed a slight inconvenience under specific circumstances, which might or might not warrant any action, unless of course it is simply due to my not being able the use TES5Edit properly.

I basically wished to compare "automatic" cleaning of Update.esm vs. what I would clean manually by inspecting it, partly to test my own understanding of the proper criteria. So I first cleaned Update.esm using the in-built functions for doing so, and saved the result as UpdateC.esm so I could compare it against another version that I would clean myself.

I then cleaned the worldspace records manually from a fresh new copy of Update.esm, and proceeded to use the compare functionality to compare the results.

I noticed many more differences than I expected, but they were all due to <Error: No strings file for lstring ID 00005272> - type of errors with cell names (FULL - Name) in the renamed UpdateC.esm. That surprised me at first, but then I immediately realized that it is perfectly understandable, since the localization strings are all of course listed under the plugin name.

It then occurred to me, that if there were a localization option that would allow only the string ID to be displayed and compared without trying to follow through with finding it, this specific kind of comparison would not show these errors/differences. Of course, the circumstances here are a bit unique, and this kind of comparison might not happen too often, but I thought I'd mention it anyway.

P.S. I proceeded to clean more record groups manually, but I soon noticed, that due to the pervasiveness of errors/differences of this kind, it is really not possible in practice to compare my result against the automatically cleaned version.

Edited by Inki, 26 October 2012 - 04:41 AM.


#19
zilav

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The odd thing here is that when you do a "copy as override" the VMAD data on an NPC is carried over just fine. I've done this several times with no ill effects. The merged patch corrupted them instantly though as those logs showed. Is the merged patch using a different procedure to do the record copying?

Indeed odd because merged patch shares exactly the same code with "copy as override". I don't understand how it could corrupt VMAD in that case. However resaving merged patch in CK can be a bad idea since scripts can reside in bsa files of masters which I think must be loaded in CK along with merged patch. But that patch linked above doesn't have any masters, so associated scripts are not loaded in CK. Again I'm noob with papyrus and that is only my assumption.

@Inki: Delocalize plugin you want to work with, do your stuff and (optionally) localize it back. I don't see any point in making a switch to show lstring IDs.

Edited by zilav, 26 October 2012 - 05:00 AM.


#20
Arthmoor

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I don't know, but that's what happened. Those properties are not corrupted in the Bring Out Your Dead mod ( it's mine, I would have noticed :P ) but they are when it gets added to the merge patch.

Copy as override works though, because I tried it, and got no errors back in the logs. There must be something it's doing differently.

#21
Inki

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@Inki: Delocalize plugin you want to work with, do your stuff and (optionally) localize it back. I don't see any point in making a switch to show lstring IDs.

Thanks for your suggestion. but I don't think I will follow it, especially in the case I described. I do not wish to start editing/creating string files for fear of what conflicts might possibly arise with the original indexing system or whatever. If I really feel the need, I will probably be able to find my own way around this.

Now I am more content just noting that what I attempted is not feasible. But thanks for your reply anyway.

Edited by Inki, 26 October 2012 - 05:21 AM.


#22
zilav

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I don't know, but that's what happened. Those properties are not corrupted in the Bring Out Your Dead mod ( it's mine, I would have noticed :tongue: ) but they are when it gets added to the merge patch.
Copy as override works though, because I tried it, and got no errors back in the logs. There must be something it's doing differently.

Please tell me what mods to download to reproduce this. I want to check it myself.

#23
alt3rn1ty

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~ No way TES5dit could do that, did you resave merged patch in CK?


I do not have the ck installed currently, I only install it as required (very little in my case, last time was about a month ago) - Once I have finished doing what I want to with it (creating the dummy esp for Vanilla Reduced Textures) .. I un-install it.

Data folder has nothing loose in there which I do not know about (thanks to wrye bash clean data command being very efficient at this process)

The only utilties I use are Wrye Bash and BOSS

BOSS used to load order correctly with the bashed patch last as always, and during the merged patch creation the bashed patch was de-selected as previously mentioned .. and the bashed patch was rebuilt on completion of creating the merged patch (which as you know only does levelled lists currently)

Please tell me what mods to download to reproduce this. I want to check it myself.


So the only mods are as per the load order posted in the spoiler ..

Official game patch beta 1.8.151
Vanilla Reduced Textures - available here (The esp for this is not worth the download for your purpose, its an empty (dummy) esp purely to get the game to load the bsa full of vanilla replacing textures) .. Unless having an empty esp somehow throws a spanner in the works.
Whiterun Lighting fix - available here, doubt if this will have anything with npc's
USKP 1.2.3 beta (updated beta for USKP 1.8.151 available here)
Colourful lights no shadows - Available here
Remove ambient interior fog - here
Bring out your dead - here
Grace Darklings Ranger Armour - here
Run for your lives - here
The Paarthurnax dilemma - here

merged patch you already have linked above, created with all the above selected for merging

bashed patch created with svn 2688 (dev 301) - de-selected at time of creating merged patch

Nothing else in use to affect the creation of the merged patch (loose file texture replacers are the only additional data added to the game).

Edited by alt3rn1ty, 26 October 2012 - 11:32 AM.


#24
alt3rn1ty

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There is also Skybash that perhaps does more and better merging than either Wrye Bash or TES5Edit. Pluto is asking for testers before he makes the final release public.

Its tempting, but requires java which I am un-willing to install. I know most of the concerns with it are related to the browser java plugin (which is different to java script for those who do not know, different beast altogether) which is installed unless you choose not to .. But I still have my reservations even if I did not allow the browser plugins and oracle are proving to be just as slow as sun responding to threats (latest recent proven crytical one in the last week will not be fixed until february 2013 apparently, which only requires a user to visit a web site with a malvertisement to become owned - Oracle are not inspiring confidence for this old doubter :))

Edited by alt3rn1ty, 26 October 2012 - 11:50 AM.


#25
zilav

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merged patch you already have linked above, created with all the above selected for merging

I downloaded
Bring Out Your Dead.esp
Run For Your Lives.esp
The Paarthurnax Dilemma.esp
I'm also have USKP 1.2.2b

Merged patch has 2 masters: Skyrim.esm and Unofficial Skyrim Patch.esp, and contains only 5 NPC records
Non-Player Character (Actor) \ 00013286 <Heimvar>
Non-Player Character (Actor) \ 00013654 <Narri>
Non-Player Character (Actor) \ 000136BC <Lynly>
Non-Player Character (Actor) \ 00019C00 <Grosta>
Non-Player Character (Actor) \ 00026F0F <JulienneLylvieve>
because USKP modifies factions/items on them, and that changes are merged. VMAD records are exact copies from Run For Your Lives.esp which is loaded last.

So I don't understand how you end up with merged patch contaning dozens of NPCs without masters and shuffled script properties.
I can't reproduce this.

#26
alt3rn1ty

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Just did another build of it ..

http://www.bild.me/b...193Untitled.png

http://www.bild.me/b...56Untitled1.png

http://www.bild.me/b...65Untitled2.png

same result :huh:

Here's all the TES5Edit messages if it may help ..
Spoiler

Edited by alt3rn1ty, 26 October 2012 - 12:50 PM.


#27
zilav

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Pack all your esp files and give me download link.

#28
alt3rn1ty

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.. back soon with an edit to this post ...

Edit: 7zipped https://rapidshare.c...t3rn1ty-esps.7z

Edited by alt3rn1ty, 26 October 2012 - 12:58 PM.


#29
Sharlikran

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Zilav, can you please add a second location to look in the registry for version 3.0.24 of xEdit. This is for 64 bit installs, and these locations were specifically from Windows 7 Professional. I looked at the findings given to me in a Nexus forum and compared them to the BOSS source code to confirm.

HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Bethesda Softworks\Skyrim
HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Bethesda Softworks\Fallout3
HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Bethesda Softworks\FalloutNV
HKEY_LOCAL_MACHINE\SOFTWARE\Wow6432Node\Bethesda Softworks\Oblivion

BOSS's Code
Spoiler


#30
CABRON

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I have a question,
Last nite I tried to clean up a conflict between Ethereal Elves mod (which modifies all elven races) and Custom Jennasa (which modifies her apperence and adds some perks)- While checking both mods there was a conflict with her appearence, because Skyrim had one set of values, Ethereal Elves had another and finally the Custom mod had the ones I wanted. Sincw Boss had the Custom the lowest on the load order so to keep her appearence I mached the appearence stats of Etheral elves to match the ones from Skyrim and they went grey (so no conflict anymore)...so everything is cool now? even if I changed the load order since the Ethereal Elves values for Jennasa match Skyrim then Custom Jennasa would always "win out"?


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