zilav Posted December 20, 2015 Author Share Posted December 20, 2015 MODT I'll add it to the source for reference but leave commented out. I just don't see how those values can be used for modding, looks like engine optimization data for the game, keeping it decoded will make a lot of records verbose without any benefit. Maybe you have any idea how it can be used in practic for modding? STAT-NVNM Updated. It is also used in FURN. Thanks. Dragonblood 1 Link to comment Share on other sites More sharing options...
KatzSmile Posted December 20, 2015 Share Posted December 20, 2015 No, i have no idea why they need to have MODT at all. Link to comment Share on other sites More sharing options...
Jon Posted December 20, 2015 Share Posted December 20, 2015 It's probably not much help, possibly not enough to bother changing the records for, but I took a look at GDRY. The first 6 floats are 2 RGB colors, with certainty. Based on their descriptions in the EditorID there is a clear correlation to the resulting colors. I believe the first color is sky/fog and the second color is light/ray. The next 4 floats are all scales to control the appearance. I believe Unknown 7 is "Intensity" and the 8th is "Multiscatter" judging by the "gr info" output from the console, which unfortunately did not output the current values from the current weather/gdry settings. Its output was: phase = 0.00, 0.00 air = 0.00, 0.00, 0.00 fwd = 0.00, 0.00, 0.00 back = 0.00, 0.00, 0.00 intensity = 0.00 fog = 0 | 0.00, 0.00, 0.00 multiscatter = 0.01 grid = 0 quality = 2 Taking out grid/quality (performance affecting) and the fog boolean that's 16 floats, which the record only stores 15. But it would appear to list 4 colors where there are only 3 at most in the record (Unknown 12-14 might also be color). If you would rather wait for the CK to update the record with anything, I certainly understand. Link to comment Share on other sites More sharing options...
zilav Posted December 20, 2015 Author Share Posted December 20, 2015 If you would rather wait for the CK to update the record with anything, I certainly understand. Yes we will need to update all names to the ones that CK will use, but if this can help you now then why wait. https://github.com/TES5Edit/TES5Edit/commit/42d8b69660370fbb39ef07800d0d6327994ab898 Dragonblood 1 Link to comment Share on other sites More sharing options...
michaelrw Posted December 20, 2015 Share Posted December 20, 2015 Right click -> Other -> Build Reference Info References information is not built by default for the game master file because it takes time. omg wow... ill add this to the list of features that i never knew existed (after 4 years of using tesEdit) that can make my life easier.. lol thx zilav Link to comment Share on other sites More sharing options...
Kesta Posted December 22, 2015 Share Posted December 22, 2015 Don't want to clutter this thread more than it should so I opened an external topic here : http://www.afkmods.com/index.php?/topic/4337-unexpected-ck-error/ But if Dr.Zilav could have a look in there, I'd be grateful as it seems somehow related to record's definition. Link to comment Share on other sites More sharing options...
Stuyk Posted December 23, 2015 Share Posted December 23, 2015 I know you guys are busy working on decoding it all. I do have a theory regarding 'TNAM' types. A few of us believe they are tied to .pex scripts or a .pex script specifically. We don't know which one it is though. Currently the TNAM value 'Unknown 9' in the keyword section controls what goes into a menu. Maybe you guys have some leads on this so I can help figure this one out? Link to comment Share on other sites More sharing options...
zilav Posted December 23, 2015 Author Share Posted December 23, 2015 In short - we are waiting for CK to decode. Dragonblood 1 Link to comment Share on other sites More sharing options...
expired6978 Posted December 25, 2015 Share Posted December 25, 2015 Race MPGN - Morph Group Name MPPC - ?? MPPI - Morph Preset Intensity (I think this is a float?) MPPN - Morph Preset Name MPPT - Morph Preset Texture MPPF - ?? (Possibly controls whether MPPI is an integer or a float, defaulting to 0 when its non-existent) TTGP - Tint Template Group TTET - Tint Template Texture TTEF - ? TTEB - ? TETI - Template Index - 2 byte (?) 2 byte (index) TTEC - Tint Template Colors ---------Palette -------------Color (CLFM) -------------Alpha?? (float) -------------2 byte (template index) 4 byte (?) TTED - ?? The template indexes are important for mapping, I'm not sure how they are generated yet but they must be unique per color as far as I can tell. I've been decoding in this area to investigate RGB tinting for skin/makeup/hair. Templates can be Masks, Palettes, and Texture types. ColorForm FNAM - Playable should be 'Flags' 1 - Playable 2 - Hair Color? (Only appears on hair) CNAM Unknown - Appears to be 0 everywhere except for when flags has 2, in which case its 3F or 3E (Will keep an eye out for these engine side) Link to comment Share on other sites More sharing options...
zilav Posted December 25, 2015 Author Share Posted December 25, 2015 Thanks, updated. MPPI is not a float, nor integer. Probably a combination of values and/or enumeration. Attached RACE records dump if you are interested. RaceDump.7z Dragonblood 1 Link to comment Share on other sites More sharing options...
zilav Posted December 25, 2015 Author Share Posted December 25, 2015 Uploaded new version. FO4 definitions update, RACE records can now be copied. Trees row height setting in Options for bigger fonts. Dragonblood 1 Link to comment Share on other sites More sharing options...
ShmooZ Posted December 29, 2015 Share Posted December 29, 2015 So can I use regular newest version of TES5Edit for DynDOLOD installation on Skyrim in MO? A little fuzzy on which is the developer's version and why it is referred to as xEdit. So far I just have SKSE and Unofficial Patches installed. I have downloaded everything else for DynDOLOD install. When clicking the link it shows FO4Edit. Sorry I am such a noob with distance mods! Link to comment Share on other sites More sharing options...
zilav Posted December 29, 2015 Author Share Posted December 29, 2015 All xEdits are the same renamed program: TES4Edit, TES5Edit, FO4Edit, etc. You can rename it yourself to whatever you are going to use it for. Location of the latest build is linked in the opening post, it's name doesn't matter. Dragonblood 1 Link to comment Share on other sites More sharing options...
Nico coiN Posted January 4, 2016 Share Posted January 4, 2016 I have a question : is there some similar tool as xEdit for the original Morrowind game ? (I have nearly 0 modding knowlege in Morrowind) Link to comment Share on other sites More sharing options...
hlp Posted January 4, 2016 Share Posted January 4, 2016 Sharlikran included partial decoding of TES3 in xEdit, but we have to make some change to the program logic in order for it to be functional. Link to comment Share on other sites More sharing options...
InsanePlumber Posted January 4, 2016 Share Posted January 4, 2016 I have a question : is there some similar tool as xEdit for the original Morrowind game ? (I have nearly 0 modding knowlege in Morrowind) I use Morrowind Enchanted Editor It is not xEdit but if you does not have what you like then you like what you have. Link to comment Share on other sites More sharing options...
zilav Posted January 6, 2016 Author Share Posted January 6, 2016 Uploaded new build. Mostly definitions update for FO4. However there is a new asked feature useful for any xEdit version. Pressing F5 while standing on a record or plugin calls SaveAs.pas script which allows to save plugin under a different name. So to edit plugin without restarting xEdit: make a copy and don't activate in mod manager load copy in xEdit make changes press F5 and save over original plugin repeat Script also remembers saved as plugin names for each plugin, so the next time you press F5 simply hit Enter to overwrite. Together with "fcf" console command to close plugin files handles and "hlp" command to hot load plugins it is now possible to quickly make changes and see them in the game without restarting the game itself and xEdit. Dragonblood 1 Link to comment Share on other sites More sharing options...
Arthmoor Posted January 16, 2016 Share Posted January 16, 2016 Today's beta made some significant changes in the master file, resulting in the following errors showing up with the latest FO4Edit build (I just got it from Nexus before posting this): http://pastebin.com/6RuSPvA5 Link to comment Share on other sites More sharing options...
Mator Posted January 16, 2016 Share Posted January 16, 2016 Jesus Arthmoor, that's a long log. I guess that's what happens when the RACE record definitions get messed up, but still holy poop. Link to comment Share on other sites More sharing options...
Arthmoor Posted January 16, 2016 Share Posted January 16, 2016 Yes, it's stupid long, and was apparently also lagging the site. Moved the contents to Pastebin Mator 1 Link to comment Share on other sites More sharing options...
zilav Posted January 16, 2016 Author Share Posted January 16, 2016 Will update later, we are in the middle of another complex update right now to handle QUST children records properly. Dragonblood 1 Link to comment Share on other sites More sharing options...
hlp Posted January 16, 2016 Share Posted January 16, 2016 I reverted all the GroupRecord changes As for Beta 3 what is the point of adding a new field (YNAM in INNR) if it's going to be both identical and null on every form ? At least the APPR in RACE is filled with data. Link to comment Share on other sites More sharing options...
Arthmoor Posted January 16, 2016 Share Posted January 16, 2016 Who knows, possibly prep work they're doing for upcoming DLC? Link to comment Share on other sites More sharing options...
Sharlikran Posted January 17, 2016 Share Posted January 17, 2016 On a different topic, and when you aren't working on FO4 Stuff. Would you be willing to look at the JIP and Lutana source code and see which functions are unique to those NVSE plugins hlp? They aren't recognized by FNVEdit and a user PMd me with a request to be added to both FNVEdit and Wrye Flash for FNV. I was thinking some of the plugins would just extend functionality of NVSE and some functions would be unique. I am hoping the list of unique functions is short. Looking at the xEdit code is easy enough but the plugin code was making my head spin. Link to comment Share on other sites More sharing options...
fireundubh Posted January 18, 2016 Share Posted January 18, 2016 On a different topic, and when you aren't working on FO4 Stuff. Would you be willing to look at the JIP and Lutana source code and see which functions are unique to those NVSE plugins hlp? Somebody has already done that work. edit: I copied the list to a text file and sorted the list: NVSE Functions. Link to comment Share on other sites More sharing options...
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