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Getting XEdit to work under Linux/Wine/Steam-Proton After much time scouring the Internet, you have finally found yourself here for some additional help. You may have also found that XEdit and Linux really don't like each other. Well actually they work just fine together, it's just the setup that is troublesome. I hope to help you solve this problem as it took me forever to figure out by myself what needs to be done by fixing each issue that came up, one-by-one. My Setup: I am writing this tutorial on an install of Ubuntu 18.04 LTS under a pure Gnome 3.28 install. I have Steam installed using Proton v4. I also have wine-3.0. As for XEdit I am using version 4.0.2. Step By Step: 1: Download XEdit Oblivion Skyrim Skyrim Special Edition Fallout 3 Fallout New Vegas Fallout 4 Enderal Fallout 76 2: Install Wine-3.0 3: Unpack XEdit Right click the XEdit 4_0_2.7z and click 'extract here'. Navigate to the newly created folder and; Cut the 'FO3Edit.exe', 'Edit Scripts'(folder), 'FO3EditQuickAutoClean.exe', and paste them in your game installation directory(the directory under Linux will usually be, '/home/<USER>/.steam/steamapps/common/<GAME>') 4: Create Symbolic Link of Fallout.ini using your Linux Terminal ln -s /home/<USER>/.steam/steamapps/compatdata/<STEAM APP ID>/pfx/drive_c/users/steamuser/My Documents/My Games/<GAME>/<GAME>.ini /home/<USER>/Downloads/XEdit/ 5: Create launcher for XEdit in Linux Terminal 1. Create the file with nano(or vi if you like), and save the file with CTRL+X(With nano) nano /home/<USER>/Downloads/XEdit/XEdit.txt //XEdit.txt: [Desktop Entry] Name=XEdit Exec=wine /home/<USER>/.steam/steamapps/common/<GAME>/<GAME>.exe -I:/home/<USER>/Downloads/XEdit/<GAME>.ini Type=Application Categories=Wine; 2. Copy the file to create the .desktop application. cp /home/<USER>/Downloads/XEdit/XEdit.txt /home/<USER>/Downloads/XEdit/XEdit.desktop sudo chmod a+x /home/<USER>/Downloads/XEdit/XEdit.desktop 3. Launch the application by double clicking the .desktop file. Everything should work if wine is installed properly, and if you replaced all the variables(<VARIABLE>) with the correct directories for your scenario
FO4LODGen by Ehamloptiran, Zilav and Sheson Static objects LOD generator tool for Fallout 4 FO4LODGen is now included in the latest xEdit.exe builds posted to However, the current LOD development happens at over at xLODGen - beta with terrain LOD. To generate static object LOD, either rename xEdit.exe to FO4LODGen.exe or start as FO4Edit.exe (xEdit.exe -fo4) and right click a plugin that adds a worldspace and select Other, Generate LOD. Use the -o:"c:\Output" command line parameter to select another output folder instead of the games Data folder. This will make it easier to create BA2 archives, to avoid blurry textures because of loose texture files. For better results, download FO4LODGen Resources from https://mega.nz/#!NQYg3YoR!IJI0-K2Id94LnScyb2RAW5hcBl0LEVSeXdBb71HlKpQ and install FO4LODGen.esp and FO4LODGen - Main.ba2 The FO4LODGen Resources archive includes a doc folder with a small readme.txt and example screenshots that explains what each plugin and the updated meshes/materials do. Hover over the options of the FO4LODGen window to see hints what each setting does. If a texture atlas is not created it will use the vanilla texture atlas (Commonwealth and SanctuaryHillsWorld are supported atm) if possible and single LOD textures if not. ________________________________________________________________ _________________________________________________________________ New features for FO4 no 2D tree LOD - trees are done as object LOD supports all 4 LOD levels 4, 8, 16 and 32 Material swap LOD for references with an enable parent can be enabled/disabled MultiRefLOD - replaces LOD for a group of reference by a single LOD mesh in (higher) LOD levels LOD support for SCOL static collection _________________________________________________________________ Static LOD Levels STAT Static records always had 4 LOD levels but only the first 3 levels were used. Now level 32 bto files actually exist. Export and LODGen.exe have been updated accordingly Material Swap MSWP A reference or base record can link to a MSWP record which is a list of base and swap material *.BGSM file names. Textures definitions and additional shader flags in the material files take precedence of any data/material file defined in a mesh. Material swap linked from a reference is used over material swap linked from static. The material file swap data is exported and used by LODGen.exe. If a material swap file is defined its data takes precedence to determine the LOD textures, flags and values. Enable Parents XESP If a reference has an XESP enable parent marker and its flag bit 8 is set (name currently unknown #8), the form id of the enable parent is used in the bto to enable/disable its object LOD. LODGen.pas can also exports all enable parent form ids regardless of this flag #8, so all object LOD reacts properly to their parents state. Further testing how load order changes affect this is required. Linked References with MultiRefLOD KYWD References linking to a reference marker with the keyword "MultiRefLOD" KYWD:00195411 are groups of objects that have some of their LOD levels replaced by the LOD level data of the base record of the marker. Typically the LOD level 4 is based on the object LOD of each individual reference of the group, while higher LOD levels are replaced by a single LOD object representing the entire group. Static Collections SCOL Static collections are groups of arranged statics. Statics that have LOD defined work just the same as if the static was used by a reference. LODGen.pas exports the additional positional data, while LODGen.exe handles the correct transformation and rotation in 3D space. _________________________________________________________________ Vanilla object LOD Vanilla static object LOD uses only a very limited set of available options like shader flags. In fact there is only two types of LOD, non-transparent LOD and transparent LOD. LOD only supports binary transparency, the threshold is defined as 128 FO4 doesn't seem to support snow/ash LOD shaders like TESV FO4 vanilla LOD does not use vertex colors like TESV _________________________________________________________________ LODGen.exe object LOD The game engine supports some shader flags or values that are not used in vanilla LOD, allowing for additional features. The flags/values are either already set in the LOD source NIF/BGSM or require updated NIF/BGSM. Data in BGSM takes precedence over data in nifs. So setting a flag or value in a single BGSM changes the behaivvior of all NIFs using that BGSM. The use of these additional features is optional. Read older nif formats from other games while exporting BTO in the newer format Use DoubleSided flag - improved LOD for trees and other transparent objects. Use Backlight Power - improved LOD for trees Use Alpha Threshold - set alpha threshold to value of source LOD - useful if LOD textures has true alpha channel Keep entire source LOD shader 1:1 - Passthru. Obviously this can cause game to CTD if using unsupported setting
Some of you may know I created a mod called Auto Loot for Fallout 4. Well, Auto Loot has a crazy holotape system for configuring the mod in-game, and that system involves 89 terminal scripts, 1,250 menu items, 55 global variables, 21 form lists, and 11 perks, spells, effects, actors, and actor references, and 1 cell. So, I wrote a script for xEdit to help me keep this mess under control. Here's what SourceCraft currently features: Automatically generates complete, ready-to-compile terminal scripts in Papyrus (.psc files) Support for GetGlobalValue and HasPerk menu items Uses tokenized templates (.txt files) for the overall script structure, terminal fragment functions, and code snippets Determines whether menu items are toggles or settings If menu items are toggles, determines whether menu items toggle "on" or "off" (0 or 1, AddPerk or RemovePerk) If menu items are settings, generates code that sets a GlobalVariable to the expected value If menu items are toggles or settings that should toggle or set multiple properties, generates code that uses a while loop to set those properties If menu items are settings that run on a reference, generates appropriate code (e.g., Player.AddPerk) Generates all required terminal fragment functions (no redundant code) Generates all required property declarations (no unused properties) Adds comments to terminal fragment functions with the menu item text Once I enhance, expand, and refactor the terminal script generator a bit more, I plan to break the script into modules and support other script types - where applicable. No screenshots - because this is all code - but here's a script I generated after getting while loop generation working.
As for Skyrim just here only ask questions about Fallout 4. When creating a modification adding new STAT with NavCut for workshop I noticed that none of the meshes from Vanilla or DLC which have NavCuts do not have "Obstacle" flag for them. (creationkit.com reference) I have add "Obstacle" flag to the new STAT with NavCuts or not?