[RELzBETAWIPz] FNVEdit

Post » Wed May 02, 2012 3:40 pm

An initial version of FNVEdit is now available at http://www.newvegasnexus.com/downloads/file.php?id=34703.

This is still a very early version and highly experimental. If you don't know what FNVEdit is, you probably shouldn't be using it right now.
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Richus Dude
 
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Post » Wed May 02, 2012 4:19 pm

Awsum. Now I'll just have to wait for FNV to be released.
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Betsy Humpledink
 
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Post » Thu May 03, 2012 5:21 am

Nice work on getting this out so quickly! :)

Only 15 minutes after the first nvde mod. :P
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carly mcdonough
 
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Post » Wed May 02, 2012 7:35 pm

In case anyone has already downloaded 3.0.5, there was a dependency on FastMM_FullDebugmode.dll which most people will not have. I've uploaded 3.0.6 which should no longer have this dependency.
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Maya Maya
 
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Post » Thu May 03, 2012 1:41 am

Could someone please test 3.0.6 and let me know if it's working? (I'm about to go to bed and would like to make sure that the current version is working before I'm gone...)
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Kathryn Medows
 
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Post » Thu May 03, 2012 1:39 am

Can't test it with NV in the moment (poor European which still waits for delivery of his CD) but it opened up fine in my FO3 directory after I renamed it to FO3Edit. Maybe it helps.

Don't wonder while waiting for the game I am in the mood to experiment a bit ;).
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Nicola
 
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Post » Wed May 02, 2012 6:37 pm

Can't test it with NV in the moment (poor European which still waits for delivery of his CD) but it opened up fine in my FO3 directory after I renamed it as FO3Edit. Maybe it helps.
Yes. Thanks for testing. If that works then it should work in FNVEdit mode too.
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Tanya
 
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Post » Wed May 02, 2012 7:38 pm

The edit entry field for FaceGen hex strings is still not long enough to paste the full string into. It seems that the alt method I happened upon (enter directly into the field, instead of a dialog box) is unavailable (or I can't figure it out anymore).
If FONV attempts to load this incomplete FaceGen hex string, the game will crash.

Here is a full FaceGen face geometry string (the first one, symmetrical face geometry). Spoiler tags since they're super-long.

Spoiler
57 33 1C 3D 00 79 DA BE E8 B2 17 40 02 AD 96 BF 00 EE 69 3C 56 D4 42 BF 3B BE C6 3F 8C CF 8C BE A4 CF 29 3F F6 23 C3 3E 88 3D 9E BE 5A C5 21 40 3C D5 9E 3F 10 99 00 BF 52 D4 6D BE DB 97 50 C0 BC 6D E6 3F 00 C9 35 BE 17 9C A7 40 FE 5E F8 BE 5E 43 C7 BF 4E BE 9F 40 3D 63 93 C0 00 88 E3 BD E4 4F AD C0 E6 9A CC BF 72 0D 29 C0 B2 5B 00 40 60 26 09 C0 37 9B 16 40 B8 E3 18 BD 0C 9A ED 3F 86 2A 3E 40 25 D4 84 C0 2A F0 BF 3F 4C D1 F9 BF D9 43 6A C0 A0 89 EC BF 37 EA A1 40 18 95 35 C0 16 73 02 40 64 A1 0F 3F CC 82 24 40 98 F5 56 3F 5C ED FE 3F B2 19 13 40 B2 B3 A5 BF C8 D4 A0 40 72 9E 8E C0 9A 9D F4 40

Here is all that the FNVEdit will enter.

Spoiler
57 33 1C 3D 00 79 DA BE E8 B2 17 40 02 AD 96 BF 00 EE 69 3C 56 D4 42 BF 3B BE C6 3F 8C CF 8C BE A4 CF 29 3F F6 23 C3 3E 88 3D 9E BE 5A C5 21 40 3C D5 9E 3F 10 99 00 BF 52 D4 6D BE DB 97 50 C0 BC 6D E6 3F 00 C9 35 BE 17 9C A7 40 FE 5E F8 BE 5E 43 C7 BF 4E

As you can see, the second is incomplete, not even half of it. I cannot paste the omitted parts onto the end, the field is just not long enough. It's not even long enough for the Asymmetric geometry line, which is shorter than the symmetric geometry and texture lines.

EDIT: It seems the message about double-clicking on fields got considered (concerning FormList accidents), but the fact that the FaceGen hex code fields are too short did not. I can double-click to alter FaceGen strings in FO3Edit (older version) but I cannot in FNVEdit. The double-click on the field was long enough to enter FaceGen strings. Fixing one but not the other essentially makes it impossible to manipulate FaceGen data in FNVEdit.
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Daniel Holgate
 
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Post » Wed May 02, 2012 10:59 pm

Anyway, thanks Elminster.
Hella this!
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Matt Bigelow
 
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Post » Thu May 03, 2012 3:23 am

Thanks as always Elminster for the quick and great work. :)

Seems to be working well so far, still playing around with it all.
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Jeff Tingler
 
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Post » Wed May 02, 2012 10:32 pm

Thanks much. The new GECK still crashes and corrupts files when editing name and description, so I used it already. Good work. :)
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Charity Hughes
 
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Post » Wed May 02, 2012 11:53 pm

Huzzah! Thank you, Elminster. :)

Also, WOW, that was fast! O_O
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Charles Weber
 
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Post » Thu May 03, 2012 2:22 am

Huzzah! Thank you, Elminster. :)

Also, WOW, that was fast! O_O

Now we're the ones behind. :P

He Ninja'd us! :ninja:
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Sammygirl500
 
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Post » Thu May 03, 2012 4:04 am

Now we're the ones behind. :P

He Ninja'd us! :ninja:
And how! I don't even have the game just yet. *eagerly awaits a friend getting off work* I'm starting to wonder if getting his 10% discount will have been worth the wait...
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RUby DIaz
 
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Post » Wed May 02, 2012 5:20 pm

Nice work on getting this out so quickly! :)

Only 15 minutes after the first nvde mod. :P
:facepalm: Utilities such as this are far more important than some tacky (oh-looky-I-made-the-very-first-one-I'm-so-awesome) nvde mod.

Even though I've yet to receive my copy of FO:NV (anyday now) this is the first "mod" I have downloaded :goodjob:
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Etta Hargrave
 
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Post » Wed May 02, 2012 7:31 pm

I have a feeling that the Vegas nvde mods are going to be far worse than what we endured with Fallout 3 :rofl:

I am grateful that Nexus puts up a wall between it and the rest of the content. :)
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Ricky Meehan
 
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Post » Thu May 03, 2012 3:50 am

I've uploaded Version 3.0.7 at http://www.newvegasnexus.com/downloads/file.php?id=34703.

What's new?

- updated many of the record definitions to match NV changes
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Alba Casas
 
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Post » Wed May 02, 2012 10:06 pm

Wow. That was fast. Thanks, EU. :foodndrink:
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Emma Pennington
 
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Post » Wed May 02, 2012 7:43 pm

I've uploaded Version 3.0.7 at http://www.newvegasnexus.com/downloads/file.php?id=34703.

What's new?

- updated many of the record definitions to match NV changes


Downloaded and ready for installation when I get home tonight.

Thanks!
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Laura-Jayne Lee
 
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Post » Wed May 02, 2012 6:45 pm

I don't know if this is a FNVEdit bug or not, but if you copy a weapon that is moddable into an override file when you actually apply the mod it does not change the stats. For example I copied the varmint rifle into the override file and simply changed the shell casing, after I apply the expanded magazine mod the rifle still hold only 5 bullets instead of 8, after i deactivate the override file it correctly recognizes that the extended mag. mod is installed in the rifle.
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HARDHEAD
 
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Post » Thu May 03, 2012 3:48 am

I don't know if this is a FNVEdit bug or not, but ...
Quite possible. As stated in the initial post, this is currently a highly experimental version.

Can you attempt creating the same mod using GECK and let me know if works?

If yes, could you please provide me with the .esp's (the one from GECK and the one from FNVEdit) which are supposed to be identical, but behave differently?
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Michael Russ
 
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Post » Thu May 03, 2012 12:15 am

Quite possible. As stated in the initial post, this is currently a highly experimental version.

Can you attempt creating the same mod using GECK and let me know if works?

If yes, could you please provide me with the .esp's (the one from GECK and the one from FNVEdit) which are supposed to be identical, but behave differently?

Sending you a PM with the link. But it looks like some of the "VATS unknown" is used to store the info for the mod effects.
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Milad Hajipour
 
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Post » Thu May 03, 2012 12:28 am

Sending you a PM with the link. But it looks like some of the "VATS unknown" is used to store the info for the mod effects.
The problem is that the DNAM field has gotten longer with some additional fields which FNVEdit currently doesn't recognize and cuts off. I'll fix that (one of) the next release(s) of FNVEdit.

The initial release was simply based on a quick reverse engineer of the .esm file without the benefit of knowing what fields actually exist (as it was done before GECK was released). I'm now in the process of going over the record definitions in detail using the FO3 and FNV GECKs side by side to find out any new/changed fields for any record type and updating my record definitions. 3.0.7 already contains many improvements, but I haven't gotten to weapons yet (going through the record types in the same order as they are displayed in the treeview in FNVEdit, 3.0.7 is up to "encounter zone").
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Arrogant SId
 
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Post » Thu May 03, 2012 6:41 am

Not sure if this is meant to be renamed as TES4Edit.exe and used on Oblivion, but doing so has lost the protection against altering Oblivion.esm. I was just able to change a formID in it, and it offered to save that.
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Angelina Mayo
 
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Post » Wed May 02, 2012 5:52 pm

*Edit will change the NOID in the main file's header if a Form is injected into it. You can safely choose to not save said change. I'm pretty sure it's always been that way.

Also, I've been using the new builds with Oblivion and they've worked very well so far.
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MatthewJontully
 
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