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zilav

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  1. Like
    zilav got a reaction from Dragonblood in [WIPz] TES5Edit   
    Uploaded new build.
    Updated FO4 definitions and better handling of new plugins.txt format in Beta patch.
    Combined references will be displayed as [Placed Object] in square brackets and mesh name is added into the name
     
    [REFR:000782AA] (places BldWoodPBgRoomCorner03 [sCOL:0001E597] in GRUP Cell Temporary Children of MinutemenHoldingCell "Minutemen Holding Cell" [CELL:000782A8] in Precombined\000782A8_0105A45C_OC.nif)
     
    New option in filter window by precombined status.
  2. Like
    zilav got a reaction from Dragonblood in [WIPz] TES5Edit   
    What about COMCodsworth [QUST:000BBD94] in Automatron with similar missing data? Or it is intended change?
  3. Like
    zilav got a reaction from Dragonblood in [WIPz] TES5Edit   
    If those quests and related removed data still work in game with DLCs loaded, then this flag is indeed meant for inheritance similar to how NPCs inherit portions of data from templates. Maybe this is another difference between the public cut version of CK and the real one.
    But if this is indeed a genuine error, then I can't belive how they allowed it to slip through into the relase versions of DLCs because those data removals should be breaking quests.
  4. Like
    zilav got a reaction from Dragonblood in [WIPz] TES5Edit   
    It is too late now. If I add that behaviour, anyone who at least once opened Options window and clicked Ok has them saved in ini, so master file refs will be built for them automatically since the game master file won't be in that list. I'd need to implement versioning for options to solve this, and that's too much work for non existing problem without any benefits except for a few users.
  5. Like
    zilav got a reaction from Dragonblood in [WIPz] TES5Edit   
    When you convince my why is it so important to have that embedded in xEdit, and how is it any better than building refs with a single hotkey like I showed above. I have a feeling that to build master file references in xEdit someone needs to pass nine gates of hell, set myriads of options, click hundreds of times, etc., hence asking it to be automatic. And I could understand that if it were true, but it is not
  6. Like
    zilav got a reaction from Dragonblood in [WIPz] TES5Edit   
    No difference. GUI menu does exactly the same.
     
    I don't see any valid reason to implement that when you can just hotkey and quickly use on demand. I treat such changes as subjective tuning for personal workflow, and that's not what I like to do. You can't imagine how many times I had to restrain myself from making personal changes in xEdit when I was the only active developer. But instead I concentrated on adding scripting as it is universal approach to expand functionality of any application.
     
    Possible since refs are arrays, but not so fast and easy to implement. Certainly if Elminster will come back it would probably take an hour or two for him, but waaaay longer for me. I almost never fiddle with internal code and usually ask Hlp for any engine updates. I'm leaving decision on this up to him, but personally prefer to wait for Elmister. He will return at some point to taste Fallout 4
  7. Like
    zilav got a reaction from Dragonblood in [WIPz] TES5Edit   
    Drop into Edit Scripts, press F7 (change hotkey to your taste) when you want to build master file refs
    { Hotkey: F7 } unit BuildMasterRef; function Initialize: integer; begin AddMessage('Building the game master file references, please wait...'); BuildRef(FileByIndex(0)); Result := 1; end; end.
  8. Like
    zilav got a reaction from Dragonblood in [WIPz] TES5Edit   
    xEdit already builds references on startup. Or you mean for the game master file?
  9. Like
    zilav got a reaction from Dragonblood in [WIPz] TES5Edit   
    Uploaded new version to support changes in Wasteland Workshop DLC (unexpected navmesh subrecord error in ACTI record).
    Added children records of quest (SCEN, DLBR, DIAL, INFO) to ONAMs list and some other minor changes.
  10. Like
    zilav got a reaction from Dragonblood in [WIPz] TES5Edit   
    My vague guess is that this flag means to "inherit" quest data data from the master record to overcome the rule of one. There are people among us who already have CK and can tell more if they want/could.
  11. Like
    zilav got a reaction from Dragonblood in [WIPz] TES5Edit   
    It doesn't support parsing of Oblivion meshes (yet), so textures referenced from within meshes won't be copied.
  12. Like
    zilav got a reaction from Dragonblood in [WIPz] TES5Edit   
    Actually I skipped adding Oblivion support until meshes are parseable, no reason to copy meshes without textures.
  13. Like
    zilav got a reaction from Dragonblood in [WIPz] TES5Edit   
    That's one of the oldest script you found, it even adds and sets keyword count manually
    Since actor values are forms in Fallout 4, I don't see why it wouldn't work.
  14. Like
    zilav got a reaction from Dragonblood in [WIPz] TES5Edit   
    That report was not from me, I just passed it
  15. Like
    zilav got a reaction from Dragonblood in [WIPz] TES5Edit   
    This is complicated right now since alignment code is not accessible from scripts. Comparing lists by sortkey won't be reliable if they contain duplicate entries, Bethesda uses that trick a lot since Skyrim to increase the spawn odds for some entries, this is not an error.
     
    Yes bashed patch has wrong swapped values for blocks and subblocks, needs to be fixed there. I don't even know how the game is still able to access those records under wrong groups.
  16. Like
    zilav got a reaction from Dragonblood in [WIPz] TES5Edit   
    Without atlas and using custom (not available) LODGen script. It is in the works, not ready for release yet.
  17. Like
    zilav got a reaction from Dragonblood in [WIPz] TES5Edit   
    Uploaded.
    Took some time because we were in the middle of some lodgen stuff update.
  18. Like
    zilav got a reaction from Dragonblood in [WIPz] TES5Edit   
    I don't have meta.ini and results.txt, those are not vanilla files.
    So, the "clean" data folder advantage of MO is a myth?
  19. Like
    zilav got a reaction from Dragonblood in [WIPz] TES5Edit   
    Do you mean the builds in general or the one with door navmesh checking in FO3/FNV?
  20. Like
    zilav got a reaction from Dragonblood in [WIPz] TES5Edit   
    No changes, It is still 0.95 as Fallout4.esm
  21. Like
    zilav got a reaction from Dragonblood in [WIPz] TES5Edit   
    Better wait for CK first, maybe it will have something related to CDX so no need to decode anything.
  22. Like
    zilav got a reaction from Dragonblood in [WIPz] TES5Edit   
    2.1.2 is a very old version, a lot has changed since then.
  23. Like
    zilav got a reaction from Dragonblood in [WIPz] TES5Edit   
    Does CK move those refs too into persistent cell when you open and save esp? Afaik all exterior persistent refs must be under a single persistent cell, all other exterior cells are temporary and can't hold persistent references.
  24. Like
    zilav got a reaction from Dragonblood in [WIPz] TES5Edit   
    I was surprised to see children groups without parent records, that never happened in any of previous games, so that's really surprising. Maybe it is just an error in ESM from buggy CK, we'll see soon. There is no problems with representation in xEdit afaik.
  25. Like
    zilav got a reaction from Dragonblood in [WIPz] TES5Edit   
    Dialogues in FO4 no longer have their own top group and are in children group of quest records, so to modify them you need to copy all parent records. The same as to modify exterior REFR both parent CELL and WRLD records have to be copied.

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