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Showing results for tags 'xedit'.
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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 instal
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Cleaning the Official Master ESMs NOTE : I do not have any Bethesda games installed anymore, and xEdit has changed greatly since I last had it installed. Anyone wishes to re-do this topic in a new thread bringing it up to date .. Crack on This guide assumes using TES5Edit on Skyrim Nexus, Or SSEEdit on Skyrim SE Nexus Due to this guide being dual purpose ( For Skyrim and Skyrim SE ) for the rest of this guide I will refer to both tools as xEdit. Screenshots of tools used may be one or the other, or older versions, which does not matter, the images are only to il
- 156 replies
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- master files
- sseedit
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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
- 1 reply
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- source code generator
- papyrus
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I'm wondering if it is possible to use the merge Plugins standalone (Nexus 69905-2-3-1) to merge the ESP files after they have been added to a WB307 project created from a monitored installation? I'm testing with using the feature to create a project which includes all of the current videos available for VOTW as a single project. Project creation worked perfectly, The question stems from realizing that all of those esp files can be merged into a single esp. But I'm having issues getting the Merge plugins standalone configured correctly I believe. Following Gamer Poets video, I'm realizing
- 6 replies
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- merged plugins
- xedit
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I copied this file, "generate bash tags.pas" from Esserbee's guide for FNV. The script mentions it's compatible with TES5 and therefore I ask you guys, is this the best way of generating those bash tags for Skyrim plugins? Is there an alternative? What's the best way of doing it? Should I always inspect each plugin to check if all needed bash tags are set? Thanks! Link to Esserbee's guide, relevant section on generating bash tags where the script can be downloaded.
- 1 reply
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- xedit script
- xedit
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Hey there, I'm testing this mod and both xEdit and Wrye Bash report an error. xEdit outputs: [00:02] Background Loader: <Warning: File [01] Skyrim Bigger Trees Full.esp with Group GRUP Cell Children of [CELL:000096C5] (in Tamriel "Skyrim" [WRLD:0000003C] at 20,-9) is missing an overriden record for [CELL:000096C5] (in Tamriel "Skyrim" [WRLD:0000003C] at 20,-9) This is a known error and has been brought up in the mod's forum, but no answer was provided. Is there a generic way to fix this in xEdit? Here is the cell in question.
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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?
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xedit-lib Description xedit-lib is a project to build a DLL Wrapper for the xEdit framework. This will allow developers in the TES/FO modding communities to make use of xEdit's record definitions and functionality to read and write plugin files from the language of their choice. Developers can then focus on implementing larger solutions rather than constantly re-inventing the wheel. The library will include extensive documentation, a full suite of tests, and plug-and-play wrappers for multiple programming languages. The languages which I plan on building wrappers for, in order o
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{ Merge Plugins Standalone } Gallery - Latest documentation News - Public beta made available, 09/22/2015, 11:59PM (PST) - Alpha made available 05/23/2015 - Development started 04/29/2015 Description Merge Plugins Standalone (or just Merge Plugins), is a tool for combining mods from Bethesda games which have .ESP/.ESM files. It uses the xEdit codebase as an API, and can be used with Skyrim, Oblivion, Fallout New Vegas, and Fallout 3. Merge Plugins Standalone is the successor of my Merge Plugins xEdit Script. Features Merge Plugins Standalone is a feature rich application that