alt3rn1ty Posted December 19, 2016 Posted December 19, 2016 Yep, it is still those .. xEdit is SSEEdit, TES5Edit, TES4Edit, FO3Edit, FO4Edit, FNVEdit, TES4LODGen, FO3LODGen, FNVLODGen, TES5LODGen, MasterUpdate, MasterRestore, etc. Plus TESDump and a few others I cant remember, and now SSELODGen has been added to the accomplished line up of superb tools all in one exe Edit : struck thru tesdump
alt3rn1ty Posted December 20, 2016 Posted December 20, 2016 Edited previous post, thanks HLP @ Zilav - Does SSELODGen have a command line option to set the Output Path ? So that all files can be bundled into one folder outside of data, for easy packaging into for example a BAIN installer / uninstaller And if so can it also be used in the icon "path to the exe" -outputpath
InsanePlumber Posted December 20, 2016 Posted December 20, 2016 Edited previous post, thanks HLP @ Zilav - Does SSELODGen have a command line option to set the Output Path ? So that all files can be bundled into one folder outside of data, for easy packaging into for example a BAIN installer / uninstaller And if so can it also be used in the icon "path to the exe" -outputpath -O:DataLODGen\ All generated files will be in "DataLODGen" directory where executable (xLODGen.exe) is located. EDIT Remember that before starting xLODGen to first create a directory. (DataLODGen)
alt3rn1ty Posted December 20, 2016 Posted December 20, 2016 Ah so its similar to old DynDOLOD, thought it might be. Going to try a few more things with it when I get home.
alt3rn1ty Posted December 27, 2016 Posted December 27, 2016 Thank you and congratulations on the RelZ of 3.2 I think I am going to start cleaning FO4 masters and get back into that game for a while, looks like its probably done as far as official updates are concerned now
Arthmoor Posted December 27, 2016 Posted December 27, 2016 Don't count FO4 out just yet for official updates. They haven't packaged a GOTY version yet. Which means they may still have more in the pipeline.
alt3rn1ty Posted December 28, 2016 Posted December 28, 2016 I'm hoping they do, I know there are issues remaining which are seriously hindering the modding community, I've just got my Bah Humbug pessimistic head on again
Artaios Posted January 7, 2017 Posted January 7, 2017 Do you think they will update the Special Edition or the CK?
fireundubh Posted January 18, 2017 Posted January 18, 2017 @zilav: Using Add() on QUST\Objectives\Objective\Targets throws an assertion because Add() fails. (Assertion failure (E:\projects\xedit\wbImplementation.pas, line 13485)) I've also tried ElementAssign() with HighInteger and LowInteger to add the Targets element, but these silently fail. How do I add the Targets element? Targets is an RStruct, so AFAIK, Add() should work but does not.
zilav Posted January 18, 2017 Author Posted January 18, 2017 8 hours ago, fireundubh said: @zilav: Using Add() on QUST\Objectives\Objective\Targets throws an assertion because Add() fails. (Assertion failure (E:\projects\xedit\wbImplementation.pas, line 13485)) I've also tried ElementAssign() with HighInteger and LowInteger to add the Targets element, but these silently fail. How do I add the Targets element? Targets is an RStruct, so AFAIK, Add() should work but does not. You probably provided wrong arguments. I copied as override FFDiamondCity03 "Botany Class" [QUST:0002125F], removed Targets from the first Objective and applied script, works fine (Targets is an element at index 3 inside that struct, you already asked a similar question some time ago on GitHub). unit userscript; function Process(e: IInterface): Integer; var t: IInterface; begin t := ElementByPath(e, 'Objectives\Objective'); ElementAssign(t, 3, nil, False); end; end.
fireundubh Posted January 19, 2017 Posted January 19, 2017 17 hours ago, zilav said: You probably provided wrong arguments. I copied as override FFDiamondCity03 "Botany Class" [QUST:0002125F], removed Targets from the first Objective and applied script, works fine (Targets is an element at index 3 inside that struct, you already asked a similar question some time ago on GitHub). Thank you. That worked. I vaguely remember asking a similar question, but I didn't remember where.
fireundubh Posted February 5, 2017 Posted February 5, 2017 @zilav and @hlp: I haven't seen any commits to the main repo since December/3.2, but in case you're interested (and still active?), I've made some commits to a fork.
zilav Posted February 6, 2017 Author Posted February 6, 2017 On 05.02.2017 at 6:11 PM, fireundubh said: @zilav and @hlp: I haven't seen any commits to the main repo since December/3.2, but in case you're interested (and still active?), I've made some commits to a fork. There is almost nothing to update, xEdit is complete as it can ever be right now.
fireundubh Posted February 16, 2017 Posted February 16, 2017 How would you write a decider that returns IwbEnum for use in wbInteger()? For example, the CTDA\Run On element needs to use a different wbEnum for certain functions, such as IsLeftUp (Idle Animations). I'm not really sure how callbacks work for wbInteger(), so I'm at a bit of a loss as to how to change the enum based on the edit value of CTDA\Function.
zilav Posted February 17, 2017 Author Posted February 17, 2017 8 hours ago, fireundubh said: How would you write a decider that returns IwbEnum for use in wbInteger()? For example, the CTDA\Run On element needs to use a different wbEnum for certain functions, such as IsLeftUp (Idle Animations). I'm not really sure how callbacks work for wbInteger(), so I'm at a bit of a loss as to how to change the enum based on the edit value of CTDA\Function. When the same field has different meanings depending on some other values, it should be wbUnion. Check how Parameters 1 and 2 in CTDA switch their meaning depending on the Function field.
fireundubh Posted February 17, 2017 Posted February 17, 2017 1 hour ago, zilav said: When the same field has different meanings depending on some other values, it should be wbUnion. Check how Parameters 1 and 2 in CTDA switch their meaning depending on the Function field. Thank you! That helped a lot.
fireundubh Posted February 18, 2017 Posted February 18, 2017 So, I've created a new TMemIniFile setting for a checkbox. It is set correctly in the file when the checkbox is ticked and unticked. I've monitored the file to verify. But the moment that TfrmMain is closed, the setting in the file (along with its new section) is removed from the file, as though the changes were temporary and the file was reset to its previous state. Any idea what's up? edit 1: Looks like the settings file is reset when Settings.UpdateFile runs in TfrmMain.FormClose. edit 2: Reinitializing the settings file at that point solved my problem. I guess what was happening is that TfrmMain.DoInit was running before TfrmFileSelect.FormCreate, so TMemIniFile.Create in TfrmMain.DoInit was creating a copy of the original before modifications were made by the checkbox in TfrmFileSelect, and that copy was effectively being restored in TfrmMain.FormClose.
zilav Posted February 19, 2017 Author Posted February 19, 2017 On 17.02.2017 at 0:04 PM, fireundubh said: Thank you! That helped a lot. Thanks, updated too. Though can't check myself, trusting you fully here.
zilav Posted February 22, 2017 Author Posted February 22, 2017 On 17.02.2017 at 0:04 PM, fireundubh said: Thank you! That helped a lot. Finally found time to check that (FNV GECK + PowerUp), and I don't see anything new for those condition functions, no parameters and no changes in Run On list. Where did you get that information?
fireundubh Posted February 23, 2017 Posted February 23, 2017 On 2/22/2017 at 1:24 AM, zilav said: Finally found time to check that (FNV GECK + PowerUp), and I don't see anything new for those condition functions, no parameters and no changes in Run On list. Where did you get that information? In the GECK, the unique Run On objects for idle animation functions are used only in Gameplay>Idle Animations. I used SysExporter to extract the ComboBox values. You can run Check for Errors on NVDLC02 with an earlier version of xEdit to find an error message referring to, if I remember correctly, [20].
zilav Posted February 24, 2017 Author Posted February 24, 2017 7 hours ago, fireundubh said: In the GECK, the unique Run On objects for idle animation functions are used only in Gameplay>Idle Animations. I used SysExporter to extract the ComboBox values. Ah ok, I thought it is a general setting for those conditions functions similar to parameters.
fireundubh Posted February 27, 2017 Posted February 27, 2017 @zilav: When you click a form field and a dropdown list appears in its place, where is that dropdown list populated in the code?
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