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About Kesta

  • Birthday 07/29/1991

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    Technology, Video games, Sci-Fi

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  1. I brought this into the discord chat with Elminster directly. Basically, it's available for conflict resolution, but not for record comparison (which I learned isn't actually new at all, just something I never noticed before because it wasn't automatic ^^')
  2. Yes, that's what I thought, and what was asking (for the record view ) Ok for the Asset Manager. Nice to know about the sound file behavior too, didn't know how it worked. I noticed however that it miss several textures when using the "List all refeenced assets" function, and I can't explain why ? A few weapons and creatures have their NIFs properly listed, but the texture pointed to by these same NIFs aren't... I'm not sure if this is a regression or just something I never noticed before. (I suppose you'd want a reproductible test case ?)
  3. Mmmh, not sure how this is expected to work. Right click->apply filter don't impact record view afaik. Still tried this one for the sake of it, but didn't get expected result: And the new filtering option on the top of the comparison view only allow filtering by field name or value, not status, in the version I have (just downloaded latest experimental 1h ago). Also, why I'm in the question mode: It seems the asset manager script got a few updates since my last version. Is it still under WIP somehow ? Getting a lot of false positive for sounds because records reference .wav but game actually use the filename with .xwm extension. I looked into it but script's design and my limited pascal/delphi skill prevented me for hacking a workaround. Some additional option to check against it would be welcome.
  4. Just dropping by after a few months of inactivity. Tested that new experimental build. New features are absolutely awesome <3 Is there any plan to add something like "hide identical fields" feature in record comparison view ? (similar as "hide no conflict row" in regular mode).
  5. For LAND record, the DATA field (4 unkown bytes) appear to be an indicator of which fields the record contains. For sure if it's 1D000000 , the landscape won't have Vertex Colors, even if there is actual datas in the VCLR field. 1F000000 seems to be the default where everything work.
  6. Didn't thought about exporting them externally... should have ^^ Though come to think of it, I think the CK also have an option to export the content of the objectwindow. As for the LOD, yeah, I can do it too. I'll share it whenever it's actually working for me, in case you want to make some polish and include it (let's face it, for what I need, I'm just going to hardcode matching pattern and discovery path >_< )
  7. Can't really do that with that one sadly :/ What surprise me is that I always assumed the block/sub-block were just computed based on cell's coordinate, didn't expect there could be duplicate sub-groups for them. Also, it never went through Snip or other sh*t, but the actual worldpsace should have been built with Anwyn as far as I know. Maybe that's the issue. Thanks for the answer. I'll see if there is a viable way to nuke the WRLD record and rebuild it cleanly with the CELL data from the corrupted one. Two additional unrelated question/request while i'm posting here: Is there a chance for additional spreadsheets ? Food and Ingredients ones would be useful. Do you have some pieces of script somewhere (you or sheson) to make automatic lod assignments to static ? The "auto-populate" function from the CK, but in batch, and a bit more flexible.(That one I can actually write myself, just don't want to re-invent the wheel, especially since I know a lot of work have been done in xEdit scripting about LODs). Pretty sure there is something like this somewhere, at least in dyndolod, that I can adjust to my needs.
  8. I just noticed that there is a "put worldspace reference under the right cell" script. Is this something that's supposed to fix this kind of oddities: Also, any idea why those even happens in the first place ? (that's not in vanilla worldspace).
  9. Sorry for the stupid question, I'm completely rusty with LODs: How do I get TES5LODGen to handle references of vanilla retextures done with texture set ? I aparently don't have anything for them in the .bto Edit: Nevermind, Needed to link them up to a LOD model... got confused, I thought it'd pick them up based on model path, which is a dyndolod specific thing if I'm not mistaken.
  10. Nothing as far as the current knowledge of the engine go. That's a dev load order, so it just have skyrim + DLCs, ussep, memory patches, UI / tools mods, and the two beyond skyrim plugin, plus that one for testing. So no interference at this level. The same NPC is also used in an other alias from an other quest, which fail to start as well without the ITM, but work properly with it. But that still wouldn't explain why the ITM solve it :/ I'll probably have an other pass of test on the issue later on. Like disabling memory patches (who knows...), but right now I'm a bit worn out by this kind of cr*p.
  11. So... turns out I jumped into conclusion a bit to quickly. Aliases filling doesn't seem to care much about the loc ref type of a unique actor. There was indeed a bug that prevented the alias to fill properly. But it wasn't the loc ref type, even though that's when I removed it that the quest suddenly started working. After some trimming of all the edits I had here and there, here is a view of the plugin that solved the bug: Now, if you'll excuse me, I think I'm just going to cry in that corner over there. The "just_achr.esp" allow the alias filled by the base NPC to fill, and the parent quest to work properly. Disabling this plugin end up in the quest not filling its aliases, and thus not working.
  12. Thanks. I'll check for extended cases (other loc ref type, start game enabled, and eventually some other relevant filling type) and send it along the 3 other issues I'd wish to see reported.
  13. Potential candidate for "check for errors" : Unique NPCs for which the actor reference have a "Boss" location reference type will fail to fill quest aliases through "Unique Actor" filling type, on start enabled quest. That's just the raw report, the fact that the quest is start game enabled or not, or the fact that the locreftype is "Boss" is likely unrelevant. I'm not 100% sure this should go under "check for errors". I mean, it definitely is an error, but not a technical problem like a null formid or the other thing usually checked through this functionality. Maybe I should just write a custom checker for this kind of things ? (there is a few other errors related to aliases, most of them reported properly by the CK, that xEdit have no clue about). Thoughts ?
  14. As far as I know, xEdit scripting informations are centralized here: https://www.creationkit.com/index.php?title=TES5Edit_Scripting_Functions Anything you know know / learned that's not here, feel free to add it there (at least in the discussion page). Also tagging @Mator, he had a WIP tutorial at some point, (more like an actual guide, less like a reference). Not sure where it's at now, lot of things happened since then.
  15. Sorry for making such a big a request kindof out of nowhere but.. Would it be possible to have another status (and thus font color) for records / sub-records which are "Conflict looser, but the conflict winner have me as a master". So for instance: If value A is at 1 in Skyrim.esm, 2 in Update.esm, and 3 in MyMod.esp, (MyMod.esp having both Skyrim and Update as masters) then the record in Update.esm would have this new status and color. Suggested color: Light purple. Alternatively, an option to have those cases displayed as "master" (even if the record isn't defined directly in it, they're still in a "it make sense that I am being overriden") could do the trick. Right now there is no difference between a regular conflict between two independant mods, and "chained conflicts" between an intermediate master and its child plugin. I do know that this is essentially what modgroups have been designed for (so I do get that the answer might just be a straight "No, not possible, rely on mod groups"), but sadly they're nowhere near as convenient as I'd like them to be.
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