[RELzBETAWIPz] FNVEdit

Post » Thu May 03, 2012 5:44 am

I've just uploaded version 3.0.8 to http://www.newvegasnexus.com/downloads/file.php?id=34703.

What's new?

- more record definitions updated, especially WEAP (see above)
- fixed painting and scrolling bugs in tree view control
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stacy hamilton
 
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Post » Wed May 02, 2012 7:39 pm

Some feedback from my testing:

1. When you try to edit a Model -> MODL - Model Filename, in the old version you can single-click the file name to allow in-cell editing of that filename. In the new version you can't do that, single-clicking in the cell doesn't do anything and your forced to Edit-> dialoge box. Not a big deal, but thought I should mention it.

2. I seem to have hit a snag in both versions in which I try to replace a model filename (which also has a texture-set defined for it), and Fo3Edit doesn't like this at all and won't save. It will save just fine for objects that don't have a texture set defined. Is this a known issue? (screenshot attached from latest build). Again not a big deal.

3. Suggestion: Check for errors and such functions should always give feedback on what it's doing and if they don't find any problems. Even better if there is a common format to messages that declare an invoked function has concluded its work, and when it starts-up (so the user can "see" it running).

Cheers,

Miax
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kiss my weasel
 
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Post » Thu May 03, 2012 12:41 am

In the new version you can't do that, single-clicking in the cell doesn't do anything and your forced to Edit-> dialoge box.
Just hit F2 to get the in-place editor.

2. I seem to have hit a snag in both versions in which I try to replace a model filename (which also has a texture-set defined for it), and Fo3Edit doesn't like this at all and won't save. It will save just fine for objects that don't have a texture set defined. Is this a known issue? (screenshot attached from latest build). Again not a big deal.
Screenshot? Attached?

3. Suggestion: Check for errors and such functions should always give feedback on what it's doing and if they don't find any problems. Even better if there is a common format to messages that declare an invoked function has concluded its work, and when it starts-up (so the user can "see" it running).
Agreed. But not a high priority right now. Also, as long as the record definitions for FNVEdit aren't fully done, I would strongly advise against running Check for Errors with it (as you will get heaps of false error reports).
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Heather M
 
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Post » Thu May 03, 2012 2:15 am

Screenshot? Attached?
Gotcha, thanks for the clarification!

The screenshot is from the PM I sent in the Nexus forums from a while back, I'll re-attach it shortly.

Cheers,

Miax
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Andrew Perry
 
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Post » Wed May 02, 2012 11:00 pm


What are these intended to communicate? It looks like they should have displayed a formID or something to point to where the problem is, but none are there. v3.0.8 on Oblivion btw.
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BRAD MONTGOMERY
 
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Post » Wed May 02, 2012 6:23 pm


What are these intended to communicate? It looks like they should have displayed a formID or something to point to where the problem is, but none are there. v3.0.8 on Oblivion btw.
These messages tell me that there are more bytes contained in these chunks than are specified in my record definitions.

There is a reason why 3.0.8 is currently still marked as EXPERIMENTAL... I've currently activated a lot of diagnostic messages which will be disabled again later when I'm sure the record definitions are correct.
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El Khatiri
 
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Post » Thu May 03, 2012 5:19 am

Not sure if this has been reported but there seems to be a bug in comparing values that are overridden, i have included a screenshot of it. It doesn't show the data values for FalloutNV.esm
http://img513.imageshack.us/img513/2950/bugkm.png
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jadie kell
 
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Post » Wed May 02, 2012 11:21 pm

Caelx,

what your screenshot shows is exactly the opposite of the bug that I fixed in 3.0.8. On my system, and many others, pre-3.0.8 didn't draw the first (fixed) column correctly once you scrolled to the right. The changes I made in 3.0.8 fixed that.

The one thing that the 3 screenshots I've seen so far of the problem you describe have in common is that the title bar of FNVEdit doesn't look like standard windows in any of the 3.

What version of Windows are you using? And what do you have running that messes with how the title bar looks?

EDIT:

Ok, I see the problem if I switch to "Windows Classic", it goes away when I use Aero.
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Jennifer Munroe
 
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Post » Thu May 03, 2012 7:01 am

Caelx,

what your screenshot shows is exactly the opposite of the bug that I fixed in 3.0.8. On my system, and many others, pre-3.0.8 didn't draw the first (fixed) column correctly once you scrolled to the right. The changes I made in 3.0.8 fixed that.

The one thing that the 3 screenshots I've seen so far of the problem you describe have in common is that the title bar of FNVEdit doesn't look like standard windows in any of the 3.

What version of Windows are you using? And what do you have running that messes with how the title bar looks?

EDIT:

Ok, I see the problem if I switch to "Windows Classic", it goes away when I use Aero.

Yeah it might be the problem, I am using Windows XP.
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Amy Smith
 
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Post » Wed May 02, 2012 11:10 pm

I've just uploaded version 3.0.9 to http://www.newvegasnexus.com/downloads/file.php?id=34703.

What's new?

- should fix the painting issues described by Caelx under XP and Vista/Win7 when not using Aero.
- more updates to record definitions
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James Shaw
 
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Post » Thu May 03, 2012 2:41 am

Thank you very much, it works well for me.
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aisha jamil
 
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Post » Wed May 02, 2012 6:27 pm

These messages tell me that there are more bytes contained in these chunks than are specified in my record definitions.

If it helps any, those showed up when I ran the UOP ESP file through the clean filter to make sure it was ready.

Also, did you see my previous post about being able to edit Oblivion.esm? Seems that's limited to trying to change a formID in it from the left-pane menu.
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Stu Clarke
 
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Post » Wed May 02, 2012 6:18 pm

If it helps any, those showed up when I ran the UOP ESP file through the clean filter to make sure it was ready.
You can ignore it for TES4.

Also, did you see my previous post about being able to edit Oblivion.esm? Seems that's limited to trying to change a formID in it from the left-pane menu.
Yes, seen it.
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{Richies Mommy}
 
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Post » Thu May 03, 2012 6:26 am

I've just uploaded 3.0.10 to http://www.newvegasnexus.com/downloads/file.php?id=34703

What's new?

- further updates to record definitions
- check for error now gives feedback about elapsed time while running and when it's done
- fix for nasty GECK bug: duplicated top-level groups get merged automatically
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Camden Unglesbee
 
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Post » Thu May 03, 2012 5:03 am

I think I've run into my first load order problem. I've made a couple of mods that interact with one another via a compatibility patch, but had to update one of them, so it now has a more recent modified date than the compatibility patch, messing up load order. The New Vegas launcher doesn't seem to balk at it (not sure if that means its working as it should though) but attempting to load the files into NVEdit gives me a "An error occured while loading modules..." error. Is there some stopgap way to re-order the files without FOMM? I guess I could open/edit/resave the patch to give it a more recent date. I guess another question is then, does anyone know how the NV launcher is handling load order?
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HARDHEAD
 
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Post » Thu May 03, 2012 2:05 am

Imp, I haven't used it myself yet, but http://www.newvegasnexus.com/downloads/file.php?id=34969 should probably do the job.
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Auguste Bartholdi
 
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Post » Thu May 03, 2012 4:38 am

http://www.newvegasnexus.com/downloads/file.php?id=34703 fixes a bug in the automatic merging of duplicated top-level groups (the merging didn't mark the merged group as modified, so the merged in records didn't get saved).

It also now contains the complete definitions for all conditional functions (thanks to the NVSE team).
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Leticia Hernandez
 
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Post » Thu May 03, 2012 4:28 am

Thanks for the update. :)
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lolli
 
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Post » Wed May 02, 2012 7:50 pm

I've just uploaded version 3.0.12 to http://www.newvegasnexus.com/downloads/file.php?id=34703.

What's new?

- (mostly minor) updates to record definitions
- fixed a critical bug in the WEAP record definition (could result in data loss)
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FITTAS
 
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Post » Thu May 03, 2012 8:01 am

I've uploaded version 3.0.13 to http://www.newvegasnexus.com/downloads/file.php?id=34703.

The main purpose of this release is to sync up the official releases of http://www.tesnexus.com/downloads/file.php?id=11536, http://www.tesnexus.com/downloads/file.php?id=15781, http://fallout3nexus.com/downloads/file.php?id=637 and http://www.newvegasnexus.com/downloads/file.php?id=34703.
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Christie Mitchell
 
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Post » Wed May 02, 2012 4:54 pm

I've said it before, and I'll say it again --- Elminster, you are one of my heroes. :)

The diligent work that you put into all of this is both inspiring, and incredibly appreciated. I am in awe at how quickly you've gotten a working version out for NV, and knowing how heavily this impacts many modders ability to / willingness to / ease of designing mods for the new game... well, again, thank you. Your efforts not only help the modders, but help the entire community by acting as a catalyst - and your dedication here is helping to assure that the needed time for NV mods to reach a certain amount of "maturity" is much more accelerated than it otherwise would be.


Hats off to you, my friend. :)
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Ron
 
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Post » Thu May 03, 2012 4:34 am

Thanks Elminster. :) These releases are great!! :goodjob:

Cheers,

Miax
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Celestine Stardust
 
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Post » Thu May 03, 2012 5:24 am

Imp, check out:
http://newvegasnexus.com/downloads/file.php?id=34969

You'll need python installed.

edit: Just realized it had been answered previously. Screen didn't refresh correctly. Will leave the link in place though for others.
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Solène We
 
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Post » Thu May 03, 2012 2:04 am

I've uploaded version 3.0.15 to http://www.newvegasnexus.com/downloads/file.php?id=34703.

- double click on a FormID in the message view while holding CTRL jumps to that record
- fixed crash when changing perk effect type to Entry Point
- Quest Stage field for Quest + Stage Perk Effect Type now has a drop down with all stages available for the selected quest
- single click on an already selected field now opens the editor again
- fixed in-place editor to properly cover the complete field and have it's text align exactly with the text normally displayed
- MasterUpdate and MasterRestore modes are supported
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Samantha Wood
 
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Post » Wed May 02, 2012 10:49 pm

http://img517.imageshack.us/img517/3793/assertionfail.jpg

The illustrated error comes up when attempting to mass-select several records and apply the "initially disabled" flag to them.
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Harry Leon
 
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