hlp Posted December 5, 2013 Share Posted December 5, 2013 And also, which version of TES5Edit were you using ? Link to comment Share on other sites More sharing options...
Sharlikran Posted December 8, 2013 Share Posted December 8, 2013 I was using 3.0.31. Here is the Dropbox link to the file to before I tried editing that NavMesh - https://www.dropbox.com/s/4ijds78vxnuzmzf/Light%20Stone%20Manor.rar I am not quite done fiddling with this. However, the error is no longer there for a reason. I normally load any plugin I am going to look at into the CK. Then I look at the errrors in EditorWarnings.txt. Unless they refer to DLC they need to be resolved. There were NavMesh errors in Tamriel -20, -1 that you needed to fix. There were also issues in the interior cell for the Hall. Remember when you see errors like "PATHFINDING: Navmesh xxxxxxxx Cell '[Whatever you Cell Name Is]' (xxxxxxxx), Triangle 370 Edge 1 and Triangle 282 Edge 1 should be linked, but they are not." Those need to be resolved and you are not gonna resolve them in TES5Edit. You have to go to the NavMesh in the CK and fix it. So far this is what I did: Loaded the plugin in the CK Resolved Overlapping Triangles in Wilderness Tamriel -20, -1 Finalized NavMesh for Tamriel -20, -1 Resolved Overlapping Triangles for Interior Cell LCMHall Finalized NavMesh for Interior Cell LCMHall Saved Plugin with the CK Cleaned Plugin Resolved 4 Deleted NavMeshes, and Finalized the cells where I had the undeleted NavMeshes. Saved Plugin with the CK Cleaned Plugin No errors and no Deleted Navmeshes. Link to comment Share on other sites More sharing options...
zilav Posted December 8, 2013 Author Share Posted December 8, 2013 I tried to copy NavMesh (000E8666), delete it, undelete, save, reload. Works fine for me, so I don't know. There was a similar report recently for navmeshes in FO3Edit, either a coincidence or some very rare bug which I can't reproduce. Dragonblood 1 Link to comment Share on other sites More sharing options...
Nico coiN Posted December 10, 2013 Share Posted December 10, 2013 Hi, TES5Edit devs. First of all, thanks for this unvaluable tool that makes life much more easier for all level modders. I have a request for you. I'm achieving very, very numerous typo fixes in the french version of Skyrim. As I absolutely do not want to make an esp that would thus be filled with incalculable records (and a perfect candidate for conflicts with other mods), I want to port all typos directly into the related Strings files. In other words, I want to edit the text fields from Skyrim.esm, and only the text fields. And, as Skyrim.esm is THE holy esm that should absolutely not be touched in any way, TES5Edit doesn't allow it. Well, we have the opportunity to do it by accessing the Localization/Editor, but it's really a PITA to find the proper entry for a specific 'item'. Here's an example : Let's say that I want to edit the text from the book 'The Firmament' (0001ACD2). I have absolutely no mean to do it in a 'regular' way... I'm actually using a hackish and tricky method to achieve this. This works perfectly fine, but the TES5Edit loading time just after 'plugins-to-load' selection is extremely long (about 2 minutes) before I can do anything... Could you implement an exception, so as the various text fields from Skyrim.esm would become easily editable, as any other official esm (Update and all DLCs esms) or localized esps ones ? Link to comment Share on other sites More sharing options...
zilav Posted December 10, 2013 Author Share Posted December 10, 2013 I'm assuming you made a copy of skyrim.esm and string files and loading it in TES5Edit to edit? It takes long because TES5Edit builds references for all files with load order > 0. Hlp already added an exclusion list for files to skip building references internally, I'll probably expose it somewhere in options so you wil be able to add your copy there and speed up loading process greatly. Dragonblood 1 Link to comment Share on other sites More sharing options...
Sharlikran Posted December 10, 2013 Share Posted December 10, 2013 Zilav does TES5Edit alter the strings files now or does it still just export files you could alter with StrEdit and TESVTranslator? Link to comment Share on other sites More sharing options...
Nico coiN Posted December 10, 2013 Share Posted December 10, 2013 I made a copy of Skyrim.esm, renamed the extension to esp, added Skyrim.esm as a master with Wrye Bash. Actually, if I want to fix a typo, I do the following : - make a scratch esp in the CK, containing the fixed typo - open TES5Edit - check the scratch esp, Skyrim.esm and Skyrim.esp - take a coffee while TES5Edit handles the loading process There are a bunch of warnings, but this is no matter for what I'm doing. All I want is a fake esp sharing the same Strings files as Skyrim.esm, but with editable fields. - go to the modified record in the scratch esp - drag'n drop the text field from the scratch esp column to the one in Skyrim.esp column - close TES5Edit, checks only the modified Strings files so as they are saved And this is very, very useful when there are very,very numerous typo fixes... Link to comment Share on other sites More sharing options...
zilav Posted December 10, 2013 Author Share Posted December 10, 2013 Why esp? Why adding original Skyrim.esm as a master? Just copy Skyrim.esm to Skyrim2.esm for example and string files too, that's all. When you'll be able to skip building references for it, it'll load blazing fast. @Sharlikran What do you mean under "export"? Those tools don't import anything, they just modify string files directly as TES5Edit does. Dragonblood 1 Link to comment Share on other sites More sharing options...
Nico coiN Posted December 10, 2013 Share Posted December 10, 2013 Why esp? Why adding original Skyrim.esm as a master? Just copy Skyrim.esm to Skyrim2.esm for example and string files too, that's all. When you'll be able to skip building references for it, it'll load blazing fast. Only for conveniency and my own user comfort... As I also make many typo fixes in DLCs, their Strings files are also present in my Strings folder. Plus, as I'm the 'official' french translator for Arthmoor's unofficial patches, I also need to have all the english strings files for Skyrim, Update, all DLCs in order to build and (moreover) update the proper translation dictionnaries to automate efficiently and quickly the most parts of the upcoming releases. Same thing for various other mods which I handle the translation updates. My Strings folder is very populated. Plus, doing this in this way allows me to quickly play the game with the modified Strings files, without having to rename them constantly. I'm aware that my request is very specific and will probably have no use at all for generic users. I agree that Skyrim.esm should remain an untouched sanctuary, but Beth' chose to externalize all the texts. And as long as altering the text doesn't alter the esm... Improving TES5Edit in this way might not be easily feasible, I don't know (I have nearly zero programming skills, and you are the programmers ). It may probably not be worth the effort to do it as there will have few benefits for common users. So, could a custom script handle this task ? My request should only be taken as... a simple request. Absolutely no complaining here. But you can make me saving tons of coffee... Link to comment Share on other sites More sharing options...
Sharlikran Posted December 11, 2013 Share Posted December 11, 2013 @Sharlikran What do you mean under "export"? Those tools don't import anything, they just modify string files directly as TES5Edit does. I thought you disabled the localization function in 3.0.27 and recommended people use StrEdit. Which gave me the impression that TES5Edit didn't alter the strings files at all. I am just asking about it for my personal knowledge. EDIT: I am playing with TES5Edit now to see what it does. I never changed the strings files for anything before. a) I see you can edit the strings files directly. It's not a binary equal though with only the changes I made to the one string I tested. Link to comment Share on other sites More sharing options...
zilav Posted December 11, 2013 Author Share Posted December 11, 2013 I thought you disabled the localization function in 3.0.27 and recommended people use StrEdit. Which gave me the impression that TES5Edit didn't alter the strings files at all. I am just asking about it for my personal knowledge. a) I see you can edit the strings files directly. It's not a binary equal though with only the changes I made to the one string I tested. I disabled translation, not localization. Not binary equal? Don't remember details, but I'm sure it works correctly since it has been used by several mods including previous versions of USKP, and there were no reports about string files saved by TES5Edit. Dragonblood 1 Link to comment Share on other sites More sharing options...
Sharlikran Posted December 11, 2013 Share Posted December 11, 2013 I disabled translation, not localization.Ahhhhhh I see. Not binary equal? Don't remember details, but I'm sure it works correctly since it has been used by several mods including previous versions of USKP, and there were no reports about string files saved by TES5Edit.I doubt that anything is wrong, I'm just making an observation. I'm not trying to ask for any changes or updates either. I am just trying to be more aware of what it does. Link to comment Share on other sites More sharing options...
Arthmoor Posted December 23, 2013 Share Posted December 23, 2013 Did you guys kill the case sensitivity fix at some point? I just found out that somewhere along the way the UOP has lost a capitalization fix for the Skingrad city sign because Edit ignored the change in case and counted it as an ITM when it's not. Link to comment Share on other sites More sharing options...
zilav Posted December 23, 2013 Author Share Posted December 23, 2013 Nope, maybe it was not marked to keep case yet. What record type and field? Dragonblood 1 Link to comment Share on other sites More sharing options...
Arthmoor Posted December 23, 2013 Share Posted December 23, 2013 It's an ACTI record in this case, the FULL field. Fixing the text from "SkinGrad" to "Skingrad" since the G should not be capitalized. Link to comment Share on other sites More sharing options...
zilav Posted December 24, 2013 Author Share Posted December 24, 2013 That's strange, FULL fields keep case in all of the records. I've just tried to copy some named activator from Skyrim.esm and change the case, it is marked as override like it should be. Dragonblood 1 Link to comment Share on other sites More sharing options...
Arthmoor Posted December 24, 2013 Share Posted December 24, 2013 Is this also working for Oblivion? Because that's where I was doing this. UOP = Unofficial Oblivion Patch. Link to comment Share on other sites More sharing options...
zilav Posted December 24, 2013 Author Share Posted December 24, 2013 Nope, only in Skyrim. We kind of decided not to alter anything for previous games to preserve "compatibility", but if you wish this can be extended for all games. ps. Damn I spent too much time on this game, even "Skingrad" didn't ring a bell Dragonblood 1 Link to comment Share on other sites More sharing options...
zilav Posted December 31, 2013 Author Share Posted December 31, 2013 Uploaded a new "Happy New Year" version @Nico CoinYou can now add plugins to skip building references for in Options, or hold Shift when clicking OK in plugins selector to skip all of them. Should increase loading times greatly if you are using a copy of Skyrim.esm for translation.Link in the first post. Dragonblood 1 Link to comment Share on other sites More sharing options...
Screwball Posted December 31, 2013 Share Posted December 31, 2013 Quick script request - find all objects in a particular cell/location which have the defaultDisableHavokOnLoad script attached to them. Reason - such objects can, if taken (picked up), cause a lot of unnecessary log errors. #13564 contains a good example of this. Trying to find those objects is a time consuming task because the CK only lists the base objects using the script, not the actual objects (FormID) in the location. This would help enormously when trying to isolate the offending object. How the results are shown is probably immaterial - a text file listing them, restricting the existing view(s) to just those objects, highlighting them (foreground/background) - whichever is easiest to do. Could also be expanded to allow searching for any script, though that's not part of this request. Link to comment Share on other sites More sharing options...
zilav Posted December 31, 2013 Author Share Posted December 31, 2013 Skyrim - Filter by script.pas Dragonblood 1 Link to comment Share on other sites More sharing options...
Nico coiN Posted December 31, 2013 Share Posted December 31, 2013 Thanks Zilav. I'll try this new release next week. Many thanks to the xEdit team. Happy new year and best wishes from the french Elder scrolls community ! Link to comment Share on other sites More sharing options...
Screwball Posted December 31, 2013 Share Posted December 31, 2013 Skyrim - Filter by script.pas Thanks Zilav - looks like exactly what I was after. Unfortunately it gives me an error when I try to use it Error in unit 'ApplyFilterForPapyrusScript' on line 88 : Undeclared Identifier 'FilterScripted' Link to comment Share on other sites More sharing options...
zilav Posted December 31, 2013 Author Share Posted December 31, 2013 You must use the TES5Edit version from the first post. Dragonblood 1 Link to comment Share on other sites More sharing options...
Screwball Posted December 31, 2013 Share Posted December 31, 2013 Oh - that's not 3.0.31? If that's the only link to it then I'm afraid I'll pass - I won't go anywhere near google. Link to comment Share on other sites More sharing options...
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