terso Posted February 24, 2015 Share Posted February 24, 2015 terso, on 24 Feb 2015 - 4:57 PM, said: hi , can you explain a bit how the search system works , is it possible to search for an id by beginning with the name like typing "nazeem" somewhere ? Yes, you can search either by FormID or partial EditorID. how ? , i mean how to do that , do i have to press ctrl+f or ? , i tried ctrl+f , a window opened , i ticked non player actor character , then wrote in the field the name , pressed jump to first matched , find all records ... no results Link to comment Share on other sites More sharing options...
Sharlikran Posted February 24, 2015 Share Posted February 24, 2015 Section 2.3.2 Left-Side Panel covers that in the Fallout Training manual. Link to comment Share on other sites More sharing options...
terso Posted February 24, 2015 Share Posted February 24, 2015 so there's no way to make a search by full name ! , like farkas or nazeem ... Link to comment Share on other sites More sharing options...
zilav Posted February 24, 2015 Author Share Posted February 24, 2015 so there's no way to make a search by full name ! , like farkas or nazeem ...First, unique NPCs usually have the same EditorID as name, or almost the same enough for partial matching. Second, you can sort all NPCs by "Name" column and quickly lookup interested records manually. Third, you can Apply Filter in right click menu and use "Name contains" option. I have a feeling that you didn't even try to find and prefer to post your conclusions first. Read linked training manual and try to actually work with TES5Edit, then maybe the majority of your questions will go away on their own. Dragonblood 1 Link to comment Share on other sites More sharing options...
terso Posted February 24, 2015 Share Posted February 24, 2015 thank you , i forgot about the filter thing (by the way , i am all the time working on tess5edit , but only found the link for the manual today from sharlikran's previous response , i wasn't trying to undermine the mod in any way) , and it wasn't a conclusion it was a question , sorry if i didn't place the question mark . Link to comment Share on other sites More sharing options...
pStyl3 Posted February 26, 2015 Share Posted February 26, 2015 zilav, could you tell me what changes have been made between the snapshot builds svn1882 and svn1888 ? It appears that, while TES4Edit v3.1.0 svn1882 (and all other prior svn's) are working just fine if they are run through Oblivion-MO 1.2.18, the snapshots svn1888 (and all versions after that) will not find any .bsa files if run through Oblivion-MO. To be precise, this kind of error message will appear: ... [00:00] Background Loader: [Oblivion - Meshes.bsa] Loading Resources. [00:00] Background Loader: Fatal: <EStreamError: Cannot open C:\Spiele\Steam\steamapps\common\Oblivion\Data\Oblivion - Meshes.bsa.Das System kann die angegebene Datei nicht finden> [00:13] Background Loader: finishedThat german sentence means:The system cannot find the given file. I know that you don't support bugs which are connected to MO, but if you could tell me what had been changed from svn1882-->svn1888, I could pass that onto Tannin. Link to comment Share on other sites More sharing options...
KNakamura Posted February 26, 2015 Share Posted February 26, 2015 Hm. Is this *meant* to be run on the official DLC? ETA: It's removing 80 records from both update and dawnguard. I'm not sure this is a by-intent thing. Link to comment Share on other sites More sharing options...
Arthmoor Posted February 26, 2015 Share Posted February 26, 2015 As I said, I added a new script only. Small hotfix to avoid removing non empty worldspaces, cells and topics http://pastebin.com/4KJHksR0 So the process of "cleaning" is following: 1. ITM clean plugin (to remove ITM and also empty groups like Persistent and Temporary) 2. apply ITPO script 3. ITM clean plugin again (remove empty groups after ITPO script and ITM worldspaces, cells and topics if child records were ITPO and deleted) After KN mentioned this in chat, I went to look over what he did. His results of what ITPO pulled out of Update.esm are here: http://pastebin.com/PVRgQHgH The vast majority of this should NOT be getting removed though. Things the ITM cleanup should catch: 000209F2 0009CCCE 0009CCC9 (once the previous record is gone, this is an ITM) 0009CCCB 0009CCC7 (once the previous record is gone, this is an ITM) Things ITPO is removing but should be leaving in place: 00000031 (Keep for both Update.esm and Dawnguard.esm) 00018C92 000192B8 00018A57 (Keep for both Update.esm and Dawnguard.esm) 00024CD4 0005570A 0006440C 0006B683 00096800 000D3648 000F9957 00100EF7 00100EFF 00100F0F 00100F10 00100F13 00100F18 0010D971 0010D972 00046BB2 0007495C 000870D5 000F0A3D 0001C75A (keep for Update.esm, should be thrown out for Dawnguard.esm) 0001C661 (keep for Update.esm, should be thrown out for Dawnguard.esm) 000EC3CD 000F0A3E 001038BF (keep for Update.esm, should be thrown out for Dawnguard.esm) 000870D6 (keep for Update.esm, should be thrown out for Dawnguard.esm) 000EC3CF (keep for Update.esm, should be thrown out for Dawnguard.esm) 000EC3CE (keep for Update.esm, should be thrown out for Dawnguard.esm) 000AF8BE (keep for Update.esm, should be thrown out for Dawnguard.esm) 0001B417 (keep for Update.esm, should be thrown out for Dawnguard.esm) 00013217 (keep for Update.esm, should be thrown out for Dawnguard.esm) 0005177C (keep for Update.esm, should be thrown out for Dawnguard.esm) 0009753B 00089011 00089010 00013213 (keep for Update.esm, should be thrown out for Dawnguard.esm) 0002E8FF 00000ED1 000E3F3B 000E3F3D (keep for Update.esm, should be thrown out for Dawnguard.esm) 00100E8B 000BACC3 (keep for Update.esm, should be thrown out for Dawnguard.esm) 0002ADF3 (keep for Update.esm, should be thrown out for Dawnguard.esm) 00013215 000E8456 (keep for Update.esm, should be thrown out for Dawnguard.esm) 000E8452 (keep for Update.esm, should be thrown out for Dawnguard.esm) 00013465 000FF09A (keep for Update.esm, should be thrown out for Dawnguard.esm) 0002ADF4 Link to comment Share on other sites More sharing options...
Arthmoor Posted February 26, 2015 Share Posted February 26, 2015 Also as a side note, if this ITPO stuff is to become part of the general cleaning process it needs to get folded in to the automated menu option once all the bugs are worked out. There's no way in hell you're going to get end users to go through all that, and some mod authors will probably balk too. Let's not do anything that might undermine the work done so far to get the message out about mod cleaning. Link to comment Share on other sites More sharing options...
Sharlikran Posted February 26, 2015 Share Posted February 26, 2015 The intention of the ITPO script was for research into the Bash Patch. Also if Mator wants to use it for Mator Smash that's fine. However it should not be part of the cleaning process. I don't feel it should be used on the DLC or plugins. Link to comment Share on other sites More sharing options...
Arthmoor Posted February 26, 2015 Share Posted February 26, 2015 That may be so, but intention or not, it doesn't appear to be behaving as it likely should if it's capable of flagging false positives like this. Link to comment Share on other sites More sharing options...
UnmeiX Posted February 26, 2015 Share Posted February 26, 2015 Actually, can you please make a test plugin with just that "crashing" record and show what to remove to make game CTD? I will add a small check and warning message in TES5Edit if it encounters such plugins in future. Most certainly. I'd have done so sooner, but I neglected to check back here after my post. >.< The plugin containing the questionable record is here. After a little more research, I found that there were two components to this wild edit; a 'water velocity' (XWCU) edit (which I'd removed) and an edit to XWCN (unknown). I'm not sure of the purpose of either one, but removing the water velocity edit without removing the XWCN edit as well prevents the main menu from loading. Can you list the FormID that is vital to the mod functioning? It would help to make TES5Edit more accurate. Normally this would be tested with a fresh plugin made from the CK. However, with that information we can see if it needs to be considered when evaluating ITMs or if it's something the mod author shouldn't have done to begin with. EDIT: Zilav's idea is probably better but knowing the FormID from SOS wilds that causes the issue would still be nice. The formID is 0000B223. There's no formID in SOS wilds that's causing the issue; this is an edit made to the DoomstoneNorthernCoast01 world cell at Block 1,0, Sub-Block 4,3. Link to comment Share on other sites More sharing options...
zilav Posted February 26, 2015 Author Share Posted February 26, 2015 That may be so, but intention or not, it doesn't appear to be behaving as it likely should if it's capable of flagging false positives like this. Parent and sibling animations were set to benign conflict level, so script removed them. Don't know when and why that happened because in previous games they are not benign. I set them back to normal and uploaded new version. The other removed records are LCTN since they also have benign elements (black font). I either need to set them back to normal conflict level, or just don't remove benign conflicting records in script and handle only identical ones. Dragonblood 1 Link to comment Share on other sites More sharing options...
fadingsignal Posted February 27, 2015 Share Posted February 27, 2015 Is there still a place to get 3.0.33 while 3.1.0 is in the experimental stage? TES5Edit is incredible, and I'm so grateful for all of the work put into it. Link to comment Share on other sites More sharing options...
GBRPlus Posted February 28, 2015 Share Posted February 28, 2015 Hello everyone, thanks for your great work. I Notice one bug in Tes4 When magic effect is edited by Tes4edit- record corrupted! it opens in CSE with warning & after save corrupt last countereffect in record.... Please fix it if possible. Link to comment Share on other sites More sharing options...
zilav Posted February 28, 2015 Author Share Posted February 28, 2015 Hello everyone, thanks for your great work. I Notice one bug in Tes4 When magic effect is edited by Tes4edit- record corrupted! it opens in CSE with warning & after save corrupt last countereffect in record.... Please fix it if possible. Make sure you use the latest version. Please provide steps to reproduce the problem. Dragonblood 1 Link to comment Share on other sites More sharing options...
Sharlikran Posted February 28, 2015 Share Posted February 28, 2015 Make sure you use the latest version. Please provide steps to reproduce the problem. In response to that I did notice something. Using svn 1910 or 3.1, if I use just Oblivion.esm and the UOP, I can drag two values from Oblivion.esm to the UOP and the count field for Counter Effect Count is not updated automatically. The FormID I used was 000008D5 Absorb Magicka. You wouldn't do that normally but just for testing that's what I did. EDIT: Loading the plugin and saving it in the CS does not corrupt the record. It will still have 6 records as opposed to the previous 4 records. However, because I am not familiar with the Oblivion CS I don't know where the CS log file is so I couldn't look for warnings. Link to comment Share on other sites More sharing options...
zilav Posted March 1, 2015 Author Share Posted March 1, 2015 In response to that I did notice something. Using svn 1910 or 3.1, if I use just Oblivion.esm and the UOP, I can drag two values from Oblivion.esm to the UOP and the count field for Counter Effect Count is not updated automatically.The code to update the counter is there, but all internal changes are disabled for Oblivion by default. I think Elminster made it for a reason, and we need to revise all internal changing code in Oblivion to even guess why. So I'd say this is a responsibility of user to properly update counter for now. Dragonblood 1 Link to comment Share on other sites More sharing options...
GBRPlus Posted March 1, 2015 Share Posted March 1, 2015 The code to update the counter is there, but all internal changes are disabled for Oblivion by default. I think Elminster made it for a reason, and we need to revise all internal changing code in Oblivion to even guess why. So I'd say this is a responsibility of user to properly update counter for now. I will make screenshots today. Link to comment Share on other sites More sharing options...
Sharlikran Posted March 1, 2015 Share Posted March 1, 2015 I will make screenshots today. Since I tested this and I can alter the record without any issues, what benefit will the screen shot provide other then showing what you already explained. I believe you when you say that the last part of the Counter Effects was truncated. However, I can't reproduce the issue you are reporting with svn 1910 or 3.1.0. I don't know what the CS will do if the Count is not manually updated. When the count is manually updated there are no issues. If you want to discuss it further then you would need to do what Zilav had already mentioned. Start with a fresh new plugin in the CS. Alter something and save the plugin with the CS. Then go into TES4Edit, with svn 1910 and alter the record. As you update the plugin with TES4Edit list each exact step you perform. This should not include any other plugins, copying records from other plugins, or copying values from other plugins. If you are copying values from another plugin the repeat the first step by making a second plugin with the CS, altering something and saving the plugin. Then copy values from either test plugins made from the CS and list the exact steps. GBRPlus 1 Link to comment Share on other sites More sharing options...
zilav Posted March 2, 2015 Author Share Posted March 2, 2015 Uploaded new version, bugfix for LODGen and a pair of new scripts. Dragonblood 1 Link to comment Share on other sites More sharing options...
GBRPlus Posted March 2, 2015 Share Posted March 2, 2015 Since I tested this and I can alter the record without any issues, what benefit will the screen shot provide other then showing what you already explained. I believe you when you say that the last part of the Counter Effects was truncated. However, I can't reproduce the issue you are reporting with svn 1910 or 3.1.0. I don't know what the CS will do if the Count is not manually updated. When the count is manually updated there are no issues. If you want to discuss it further then you would need to do what Zilav had already mentioned. Start with a fresh new plugin in the CS. Alter something and save the plugin with the CS. Then go into TES4Edit, with svn 1910 and alter the record. As you update the plugin with TES4Edit list each exact step you perform. This should not include any other plugins, copying records from other plugins, or copying values from other plugins. If you are copying values from another plugin the repeat the first step by making a second plugin with the CS, altering something and saving the plugin. Then copy values from either test plugins made from the CS and list the exact steps. ok. I will try Link to comment Share on other sites More sharing options...
zilav Posted March 8, 2015 Author Share Posted March 8, 2015 Uploaded new version, lets start with 3.1.1 The only fix is for LODGen error reading some BSA archives, no other changes for now. Dragonblood 1 Link to comment Share on other sites More sharing options...
thinkdude Posted March 9, 2015 Share Posted March 9, 2015 false alarm, fixed problem Link to comment Share on other sites More sharing options...
Mator Posted March 9, 2015 Share Posted March 9, 2015 Not sure if this is an xEdit issue, but it may be, so here's a report while I look into stuff:links to logs:http://pastebin.com/0jMKaTB3http://pastebin.com/8pz1iUEW Link to comment Share on other sites More sharing options...
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