Sharlikran Posted December 10, 2014 Share Posted December 10, 2014 I want to run that script for repairing the edges or whatever for the Navmesh. I updated the Dovahkiin Retreat and Lydia won't cross a bridge although I know I have finalized the spot she won't cross and there is a green line. I do have one other plugin that alters that nevmesh but it only adds a door so it's the vanilla navmesh. Sorting the mods differently doesn't matter. What is the idea for that, do I load all the mods I think might cause the issue or is this like cleaning mods and I only load the one plugin. Link to comment Share on other sites More sharing options...
Mator Posted December 10, 2014 Share Posted December 10, 2014 Can you guys release 3.0.33 soon please. :3 So much good stuff, I don't want to have to support 3.0.32 anymore in my scripts. Link to comment Share on other sites More sharing options...
zilav Posted December 10, 2014 Author Share Posted December 10, 2014 There are some problems left with 3.0.33, and I also need to finish the record specific flags for Skyrim. Just don't have much time at the end of the year. Dragonblood 1 Link to comment Share on other sites More sharing options...
zilav Posted December 11, 2014 Author Share Posted December 11, 2014 Uploaded new build. It fixes issue 177 Dragonblood 1 Link to comment Share on other sites More sharing options...
Leonardo Posted December 13, 2014 Share Posted December 13, 2014 I'm running the latest stable TESxEdit 3.0.32. Is there anything in TESxEdit svn 1859 that a normal mod user like me need except for better mod cleaning? Link to comment Share on other sites More sharing options...
hlp Posted December 13, 2014 Share Posted December 13, 2014 Speed. Elminster did make a lot of performance enhancement. Link to comment Share on other sites More sharing options...
Leonardo Posted December 13, 2014 Share Posted December 13, 2014 I see. Was that to make TESxEdit more operational when using TES4LODGen and/or Mod Organizer? Link to comment Share on other sites More sharing options...
zilav Posted December 13, 2014 Author Share Posted December 13, 2014 I see. Was that to make TESxEdit more operational when using TES4LODGen and/or Mod Organizer? Overall speed and memory optimizations. There was a fix for TES4LODGen too hanging on some mods. Dragonblood 1 Link to comment Share on other sites More sharing options...
Leonardo Posted December 13, 2014 Share Posted December 13, 2014 Overall speed and memory optimizations. There was a fix for TES4LODGen too hanging on some mods. So the -O parameter in TESxEdit was needed for TES4LODGen. Correct? Link to comment Share on other sites More sharing options...
DayDreamer Posted December 14, 2014 Share Posted December 14, 2014 I want to run that script for repairing the edges or whatever for the Navmesh. I updated the Dovahkiin Retreat and Lydia won't cross a bridge although I know I have finalized the spot she won't cross and there is a green line. I do have one other plugin that alters that nevmesh but it only adds a door so it's the vanilla navmesh. Sorting the mods differently doesn't matter. What is the idea for that, do I load all the mods I think might cause the issue or is this like cleaning mods and I only load the one plugin. It's like cleaning mods. You probably have to fix both mods. Load it, (optionally run Check Edges), run Clean Edges, run check for ITM, run remove ITM, save. Load it in CK, and save again. That's because the remove ITM removes navmeshs, but doesn't update the master NVMI. CK will fix it. Link to comment Share on other sites More sharing options...
alt3rn1ty Posted December 17, 2014 Share Posted December 17, 2014 Zilav - Think I found a minor problem with one of the scripts. Sub-block numbering is not correct in a report generated by "Skyrim - List used scripts" I was using it to find a missing script in Relighting Skyrim - Dawnguard.esp When looking in the Scripts report.txt, the missing script was listed as : MODTimeOfDayScript0 - MISSING! ------------------------------------------------------------ \ [03] Relighting Skyrim - Dawnguard.esp \ [4] GRUP Top "WRLD" \ [1] GRUP World Children of Tamriel "Skyrim" [WRLD:0000003C] \ [8] GRUP Exterior Cell Block 0, -1 \ [1] GRUP Exterior Cell Sub-Block 2, -3 \ [3] GRUP Cell Children of [CELL:000093A9] (in Tamriel "Skyrim" [WRLD:0000003C] at -22,16) \ [0] GRUP Cell Temporary Children of [CELL:000093A9] (in Tamriel "Skyrim" [WRLD:0000003C] at -22,16) \ [6] [REFR:03011DC1] (places AzuraSuperBlue01 [LIGH:000E2175] in GRUP Cell Temporary Children of [CELL:000093A9] (in Tamriel "Skyrim" [WRLD:0000003C] at -22,16)) \ [2] VMAD - Virtual Machine Adapter \ [2] Data \ [0] Scripts \ [0] Script \ [0] scriptName Note that :[8] GRUP Exterior Cell Block 0, -1 and [1] GRUP Exterior Cell Sub-Block 2, -3 In TES5Edit those are as follows : [8] GRUP Exterior Cell Block -1, 0 and [1] GRUP Exterior Cell Sub-Block -3, 2 screenshot Using svn 1859 Link to comment Share on other sites More sharing options...
alt3rn1ty Posted December 17, 2014 Share Posted December 17, 2014 Also found a "Skywind Conversion Scripts.zip" in the Edit Scripts\ folder - Does that need to be there ? Link to comment Share on other sites More sharing options...
lmstearn Posted December 20, 2014 Share Posted December 20, 2014 Hi folks Found BOSS load order list: C:\%AppData%\Local\Skyrim\loadorder.txt Does this require manual deletion? Probably as feature request at github, but have the latest log entries at the beginning rather than the end of the log (so that certain users don't get the wrong info when not checking the dates ) Link to comment Share on other sites More sharing options...
zilav Posted December 20, 2014 Author Share Posted December 20, 2014 Why would you want to delete it? It places plugins that are not active in the correct order. All mod managers support it. Dragonblood 1 Link to comment Share on other sites More sharing options...
zilav Posted December 21, 2014 Author Share Posted December 21, 2014 New version is up.Some updates to fallout games definitions and fixes for Issue 177 Issue 182 Dragonblood 1 Link to comment Share on other sites More sharing options...
lmstearn Posted December 21, 2014 Share Posted December 21, 2014 BOSS? for Skyrim? We all use Loot don't we? Link to comment Share on other sites More sharing options...
zilav Posted December 21, 2014 Author Share Posted December 21, 2014 It doesn't matter since all mod managers and plugin order changing programs support BOSS load order list format, except Skyrim Launcher of course. And no, I don't use LOOT and use BOSS for everything including Skyrim, it all comes down to personal preferences. lmstearn 1 Link to comment Share on other sites More sharing options...
Crashpilot Posted December 21, 2014 Share Posted December 21, 2014 BOSS? for Skyrim? We all use Loot don't we? No, we don't. Link to comment Share on other sites More sharing options...
Arthmoor Posted December 22, 2014 Share Posted December 22, 2014 Well we all ought to be given that BOSS is obsolete and not being maintained anymore Link to comment Share on other sites More sharing options...
zilav Posted December 22, 2014 Author Share Posted December 22, 2014 Well we all ought to be given that BOSS is obsolete and not being maintained anymore But still I prefer a logical human ordered list instead of a machine produced one, even though LOOT's order should be more advanced in theory. Dragonblood 1 Link to comment Share on other sites More sharing options...
hlp Posted December 22, 2014 Share Posted December 22, 2014 Na! I do it by hand, it' easier Link to comment Share on other sites More sharing options...
newt111 Posted December 22, 2014 Share Posted December 22, 2014 Well we all ought to be given that BOSS is obsolete and not being maintained anymore I tried it for a bit, but when I noticed it reordered certain mods when I added a new one, thereby screwing with my custom patches, I gave up. BOSS + BUM for me Link to comment Share on other sites More sharing options...
alt3rn1ty Posted December 22, 2014 Share Posted December 22, 2014 Also found a "Skywind Conversion Scripts.zip" in the Edit Scripts\ folder - Does that need to be there ? Zilav I reckon this was something that has been removed ages ago, probably left in that folder because I have just been overwriting the install with newer svn Its not in the last two svn archives anyway. I dont have any older than those. Link to comment Share on other sites More sharing options...
Deathbydestiny Posted December 22, 2014 Share Posted December 22, 2014 But still I prefer a logical human ordered list instead of a machine produced one, even though LOOT's order should be more advanced in theory. I do find the way LOOT sorts things to be a little nonsensical, sometimes it doesn't always know best and so I need to add rules for certain things. I trust it 9/10 of the time Link to comment Share on other sites More sharing options...
zilav Posted December 22, 2014 Author Share Posted December 22, 2014 Zilav I reckon this was something that has been removed ages ago, probably left in that folder because I have just been overwriting the install with newer svn Its not in the last two svn archives anyway. I dont have any older than those. Those are scripts I used to convert Morroblivion to Skywind, they demonstrated various scripting functions and how things can be done. There were not a lot of demo scripts back when I added scripting to xEdit, so I added Skywind scripts as an example. Later more scripts were written and they became kind of obsolete. Dragonblood 1 Link to comment Share on other sites More sharing options...
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now