Jump to content

Recommended Posts

  • Replies 2.1k
  • Created
  • Last Reply

Top Posters In This Topic

Top Posters In This Topic

Popular Posts

Thread where I'll be posting the latest updates. Primarily for testing and discussion, new ideas.   Please remember those are developer versions from subversion control and so can destr

Sneak preview on the upcoming TES5LODGen - no LOD atlases - unlimited number of textures per worldspace - unlimited number of textures per mesh - LOD textures of any resolution - tileable textures on

Uploaded new build. They fixed SPGD in the latest SSE CK update, so xEdit handles all of it's form versions equally like the game (and now CK too) does.

Posted Images

Yes, I know, but on Friday the latest build available via GitHub releases didn't have the theme support built in despite the changelog saying so. I went back over the weekend and it had been updated at some point and that build is now working.

Link to post
Share on other sites

@Arthmoor I update the releases tab each time he makes a new build. 1) Because of bug fixes in the GitHub issues section 2) Bug fixes not already mentioned in the GitHub issues 3) New features that need testing or bug fixes for new features.  Current version is SSEEdit-2145bfd or 3.2.3m. I would get it and check the release notes. Scroll to the bottom to see the new feature "Show Only Master and Leafs". The latest Experimental build is always first and there is only one. The others are left for reference because they are before Eliminster's changes.

Also the download has the latest LOD EXE files and a few updated scripts. Specifically changes to Weather Editor.pas for use with Themes.

@zilav You might want to add it to the releases tab. The reason is that your link is the EXE from the commit. He adds a new EXE to each commit if he build a new EXE. So your link will always be outdated.

Link to post
Share on other sites
5 minutes ago, Sharlikran said:

You might want to add it to the releases tab. The reason is that your link is the EXE from the commit. He adds a new EXE to each commit if he build a new EXE. So your link will always be outdated.

My links points to the repo (always the latest commit), not some particular commit.

Link to post
Share on other sites

All I was trying to point out is that on Friday (last week) when I grabbed what was linked on the Releases tab, it said themes were in it. They weren't. That's since been corrected. So it's all good now. No need to keep going on about it :P

Link to post
Share on other sites

Please excuse me, but I wonder if I delete two HeadPart records in my WIP mod via xEdit, is it literally like I've never had created them in the Creation Kit in the first place? Or are they "disabled" only, and in reality there will always be some kind of leftover of these records in my mod?

If the later is true, I'd like to rebuild my little mod entirely and do backups of WIP versions even more regularly this time around. smile.gif

Thanks in advance for any answer to this.

Link to post
Share on other sites
37 minutes ago, Pokestar said:

Please excuse me, but I wonder if I delete two HeadPart records in my WIP mod via xEdit, is it literally like I've never had created them in the Creation Kit in the first place? Or are they "disabled" only, and in reality there will always be some kind of leftover of these records in my mod?

If the later is true, I'd like to rebuild my little mod entirely and do backups of WIP versions even more regularly this time around. smile.gif

Thanks in advance for any answer to this.

They're deleted as if you never created them. If they're actually used anywhere, it's more complex. You need to delete those usages/references too.

Link to post
Share on other sites

If you remove the records from your mod with xEdit then your mod is no longer touching them. That said, it's still possible the changes your mod made have become baked into your saved game and won't revert back to their previous settings.

Link to post
Share on other sites

3.2.3p was able to load to the end, but after that, until 3.2.4, the following error appears and loading does not complete.

SSEEdit 3.2.4 EXPERIMENTAL (2B0B0DA3) starting session 2018-08-02 11:59:44

.......

[00:09] Background Loader: loading "BeeingFemaleBasicAddOn.esp"...
[00:09] Background Loader: [BeeingFemaleBasicAddOn.esp] Loading file
[00:09] Background Loader: [BeeingFemaleBasicAddOn.esp] File loaded (CRC32:9CF1BF65)
[00:09] Background Loader: [BeeingFemaleBasicAddOn.esp] Start processing
[00:09] Background Loader: [BeeingFemaleBasicAddOn.esp] Adding master "Skyrim.esm"
[00:09] Background Loader: [BeeingFemaleBasicAddOn.esp] Adding master "Update.esm"
[00:09] Background Loader: [BeeingFemaleBasicAddOn.esp] Adding master "BeeingFemale.esm"
[00:09] Background Loader: [BeeingFemaleBasicAddOn.esp] Header processed. Expecting 231 records
[00:09] Background Loader: [BeeingFemaleBasicAddOn.esp] GRUP Top "KYWD" processed
[00:09] Background Loader: [BeeingFemaleBasicAddOn.esp] GRUP Top "TXST" processed
[00:09] Background Loader: [BeeingFemaleBasicAddOn.esp] GRUP Top "SOUN" processed
[00:09] Background Loader: Fatal: <EAssertionFailed: Assertion failure (P:\TES5Edit\wbImplementation.pas, line 13048)>
[00:18] Background Loader: finished

Link to post
Share on other sites

2.3.5 fixes the problem with loading the file: https://github.com/TES5Edit/TES5Edit/compare/f2e254d093f7...7d951ea3beee

But the file in question is broken. It has the "localized" header flag set, but the actual records inside the file contain full string data instead of 32bit string IDs.

Removing the header flag and then directly closing SSEEdit and saving the file should result in a correct (but none-localized) file.

Link to post
Share on other sites

Sorry for the inconvenience to people related to my remarks this time. 

Surely this esp is giving a ferocious error message.

There are as many MOD as stars. There will be other strange esp. 
Even if such a thing is included, it will issue a warning with an error message and complete the load until the end.
And SSEEdit thought that each work as "Edit" should be possible, I commented.

I confirmed the operation of 3.2.5. I will try out the suggested method. But I will try to communicate to the original author.

Link to post
Share on other sites
  • 2 weeks later...

Just dropping by after a few months of inactivity. Tested that new experimental build. New features are absolutely awesome <3 

 

Is there any plan to add something like "hide identical fields" feature in record comparison view ? (similar as "hide no conflict row" in regular mode).

Link to post
Share on other sites

Mmmh, not sure how this is expected to work. Right click->apply filter don't impact record view afaik. Still tried this one for the sake of it, but didn't get expected result:

image.thumb.png.83d31cdc16fdf4376c403d5a4a2ed6e0.png

 

 

And the new filtering option on the top of the comparison view only allow filtering by field name or value, not status, in the version I have (just downloaded latest experimental 1h ago).

 

 

Also, why I'm in the question mode: It seems the asset manager script got a few updates since my last version. Is it still under WIP somehow ? Getting a lot of false positive for sounds because records reference .wav but game actually use the filename with .xwm extension. I looked into it but script's design and my limited pascal/delphi skill prevented me for hacking a workaround. Some additional option to check against it would be welcome.

Link to post
Share on other sites

You need "by conflict status overall" (background color), this is what xEdit uses for cleaning:

  • Single record - record is not overridden
  • Multiple - "green" ITM
  • Benign - "yellow" but conflict doesn't affect the game (happens on fields merged at runtime for example or when XLCN is added to cells in Skyrim)
  • Override without conflict - "yellow"
  • Conflict - "red"
  • Critical conflict - "fuchsia" red on fields marked as critical in xEdit definitions, what is critical is somewhat subjective though

Regarding impact on records view, only "Hide no conflict rows" option affects it, there is no filtering by conflict right now for individual record fields.

Assets Manager mostly checks for explicit assets, when asset name is defined in plugin. Sounds are kind of implicit - no matter the extension in the plugin, whe game will search for xwm first, and then fallback to wav. And this behavior changes from game to game.

 

Link to post
Share on other sites

Yes, that's what I thought, and what was asking (for the record view :P )

 

 

Ok for the Asset Manager. Nice to know about the sound file behavior too, didn't know how it worked.

I noticed however that it miss several textures when using the "List all refeenced assets" function, and I can't explain why ? A few weapons and creatures have their NIFs properly listed, but the texture pointed to by these same NIFs aren't... I'm not sure if this is a regression or just something I never noticed before. (I suppose you'd want a reproductible test case ?)

Link to post
Share on other sites

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 account

Sign in

Already have an account? Sign in here.

Sign In Now

×
×
  • Create New...