[donuts][RELz/BETA/WIPz] FO3Edit

Post » Wed Dec 09, 2009 3:11 pm

FO3Edit 2.1.0 BETA has been uploaded to http://fallout3nexus.com/downloads/file.php?id=637

What's new in 2.1.0?
  • All records with the exception of IMAD and a couple of fields in NAVI and NAVM are fully decoded (non of the undecoded fields contain FormIDs so adding/removing/changing masters is now fully supported)
  • When setting/resetting the persistent flag on references in exterior cells the record is correctly moved between the main worldspace cell and the appropriate (based on position) grid cell
  • Undeleting a record (removing the deleted flag) now copies all values from the master record and (in case of a reference record) correctly moves the record into the correct child group
  • New function "Undelete and Disable References" finds all reference records marked as deleted and:
    • Undeletes it
    • Sets "Initially Disabled" flag
    • Sets Z Position to -30000
    • Removes Persistent flag if present (this makes sure that the Initially "Initially Disabled" flag and changed Z Position is not overridden by values already stored in the save game. Also makes sure that if the mod is uninstalled the object gets reset to vanilla position and enable state).
    • Removes the XESP (Enable Parent) subrecord (this is required to make sure that the "Initially Disabled" flag has any effect)
    • Removes the XTEL (Teleport/Door Portal) subrecord (this is required to prevent GECK/CS from complaining about references to non-persistent objects)

  • Records in child groups (exterior CELLs in WRLDs, References in CELLs, INFOs in DIALs) now show an additional "virtual" field in the first row which specifies the Record that owns the child group they are contained in. This has 2 functions:
    • Records that are moved into a different owner (e.g. a Reference moved from a child worldspace into the parent worldspace) but without any changes to their contents will no longer be classified as "Identical to Master" as this virtual field takes part in normal conflict detection. This prevents problems where such records have been faultily removed by the "Remove "Identical to Master" Records" function
    • The virtual field is editable. This allows moving records to a different owner.

  • Lots of small changes and enhancements all over the place that I've forgotten to write down ;)



FO3Edit is an advanced graphical module viewer/editor and conflict detector.

When started it will automatically find your Fallout 3 Data directory. You then get a dialog to select which modules you want to load with the current selection from your plugins.txt as default value. Once you have confirmed that dialog the selected modules will start loading in the background. Depending on your system it should take 30 seconds to a few minutes (!) for all modules to load. You can follow the progress in the message window. (Don't panic if it seems to freeze, it just takes time).

The tree view on the left side now shows all active modules in their correct load order. By navigating that tree view you can look at every single record in any of your modules.

Once a record has been selected the detailed contents of that record is shown on the right side. The detail view shows all versions of the selected record from all modules which contain it. The left most column is the master. The right most column is the module that "wins". This is the version of the record that Fallout 3 sees.

Both the detail view and the record list use the same color coding to signal the conflict state of individual fields (in the detail view) and the record overall (in the record list).

Background color:
White - Single Record
Green - Multiple but no conflict
Yellow - Override without conflict
Red - Conflict

Text color:
Black - Single Record
Gray - Hidden by Mod Group
Purple - Master
Gray - Identical to Master
Orange - Identical to Master but conflict Winner
Green - Override without conflict
Orange - Conflict winner
Red - Conflict loser

Conflict detection is not simply based on the existence of multiple records for the same FormID in different modules but instead performs a comparison of the parsed subrecord data.

The record tree view on the left side has a context menu where you can activate filtering. Filtering is based on the same conflict categorization as the background and text color.

Yes, filtering will take a while. It has to decode and compare the contents of every single record which turns up more then once.

Be warned, this program uses a lot of memory. Performance on a system with less then 2GB of RAM will most likely be sub-optimal. Activating the filtering uses even more memory.

Important:
If you get an error about d3dx9_*.dll not being installed, you need to update your DirectX to at least the March 2008 Version.

The most current DirectX version can be found here:
http://www.microsoft.com/downloads/details.aspx?familyid=2DA43D38-DB71-4C1B-BC6A-9B6652CD92A3&displaylang=en
or here:
http://www.microsoft.com/downloads/details.aspx?FamilyID=740ac79a-5b72-447d-84f9-ee6407ed1a91&DisplayLang=en (make sure to install it after unpacking it).
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Lucky Girl
 
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Post » Wed Dec 09, 2009 7:13 pm

Thank you. Thank you very much. Downloading now.

This is a monumental step forward for FO modding.
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JD bernal
 
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Post » Thu Dec 10, 2009 3:31 am

Yup download started.
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Eliza Potter
 
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Post » Wed Dec 09, 2009 4:38 pm

First issue. The Weapons and Armor spreadsheets do not seem to function and produce a Range Check failure when visited and just Fallout3.ESM selected. Not a big deal as I assume this is still a work in progress.
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Kelsey Anna Farley
 
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Post » Wed Dec 09, 2009 9:29 pm

Any chance of some kind of dropdown function list for CTDAs? That's the most maddening part...

Also, a way to copy/paste perk effect/spell effect blocks as a whole would be a godsend.
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luis ortiz
 
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Post » Wed Dec 09, 2009 6:37 pm

First issue. The Weapons and Armor spreadsheets do not seem to function and produce a Range Check failure when visited and just Fallout3.ESM selected. Not a big deal as I assume this is still a work in progress.

Sorry about that, these tabs are a leftover from TES4Edit and should have been removed for now. There are simply too many unknowns in these records in FO3 yet. I'll remove them for the next release.
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Jason Wolf
 
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Post » Thu Dec 10, 2009 2:15 am

Any chance of some kind of dropdown function list for CTDAs? That's the most maddening part...

Yes, I have all the information I need available. I plan to add comboboxes for everything marked as an "enum".

Also, a way to copy/paste perk effect/spell effect blocks as a whole would be a godsend.

You can use drag and drop to copy information around. To get different perk records to display at the same time, multi select them in the left hand navigation treeview and then use "Compare selected" from the context menu. you can then drag and drop information (including whole blocks) around between records.
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Ruben Bernal
 
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Post » Wed Dec 09, 2009 8:59 pm

A big step forward for FO3 modding. :D I'll be keeping my eye on this in case I decide to start making mods again myself. :)
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Guinevere Wood
 
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Post » Wed Dec 09, 2009 9:00 pm

Bingo, thanks. Now I can get off my [censored] and start working.
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Alina loves Alexandra
 
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Post » Wed Dec 09, 2009 7:35 pm

Oh, in case it isn't obvious, I'm very very interested in any confirmed information anyone might have about anything that is currently labeled as "unknown".
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CSar L
 
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Post » Wed Dec 09, 2009 6:14 pm

You can use drag and drop to copy information around. To get different perk records to display at the same time, multi select them in the left hand navigation treeview and then use "Compare selected" from the context menu. you can then drag and drop information (including whole blocks) around between records.


I was more hoping to be able to copy stuff *within* a record. For example, I have a perk with an Effect -- I want to copy that whole Effect to the same Perk. If I drag the 'Effect' to the 'Effects' header part, I get a little plus icon, but it doesn't actually add anything to that record. Also, would want to be able to do the same between records -- copy an Effect from Spell/Perk A into Spell/Perk B *without* overwriting things.

edit: also, some kind of option to reduce the delay between clicking an entry the second time and having the editbox show up would be great (not referring to the big edit window warning, just the normal delay).

Is there a function to the window that pops up if you double click something? There doesn't seem to be a way to edit anything in that window.
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Jessica Stokes
 
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Post » Thu Dec 10, 2009 2:53 am

Oh, in case it isn't obvious, I'm very very interested in any confirmed information anyone might have about anything that is currently labeled as "unknown".


MSTT is 'Moveable Static' - aka, any static that can be affected by havok physics. I'm guessing they split STAT into STAT and MSTT to save processing power on statics that weren't moveable.

Also, what's the difference between Reference Info and Reachable Info?
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Gracie Dugdale
 
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Post » Wed Dec 09, 2009 1:46 pm

Bingo, thanks. Now I can get off my [censored] and start working.


Haha, that's the best news I've heard all day. :P :D Always liked your Oblivion mods!
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JAY
 
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Post » Wed Dec 09, 2009 10:06 pm

I was more hoping to be able to copy stuff *within* a record. For example, I have a perk with an Effect -- I want to copy that whole Effect to the same Perk. If I drag the 'Effect' to the 'Effects' header part, I get a little plus icon, but it doesn't actually add anything to that record. Also, would want to be able to do the same between records -- copy an Effect from Spell/Perk A into Spell/Perk B *without* overwriting things.

* contect menu on the "effects" field -> add (this should add an empty additional effects entry)
* use drag'n'drop (start on the "effect" field and drop onto the "effect" field for the whole block) to copy whatever value you want into it or edit by hand

edit: also, some kind of option to reduce the delay between clicking an entry the second time and having the editbox show up would be great (not referring to the big edit window warning, just the normal delay).

Just use F2. I'm not quite sure where that delay comes from (but probably has to wait until the system wide configured double click time expires to be sure it's a single click and not a double click).

Is there a function to the window that pops up if you double click something? There doesn't seem to be a way to edit anything in that window.

Yes, it makes it possible to read long texts like script source.
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Angelina Mayo
 
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Post » Wed Dec 09, 2009 8:07 pm

offtopic a bit, whats with all the donuts i see popping up. did everyone give up on fishysticks or something.
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Rudi Carter
 
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Post » Wed Dec 09, 2009 5:42 pm

Got it. Maybe I'll map F2 to middle click for this program :P.
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Emily abigail Villarreal
 
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Post » Wed Dec 09, 2009 4:25 pm

Wow, I just went from having a hard time getting my raider race to work in game, to easily making the ingame raiders playable. Thanks!
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kitten maciver
 
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Post » Thu Dec 10, 2009 2:11 am

Small request (which may already be implemented in a way I'm not aware of):
For subrecords which are form IDs, it would be great to have a 'go to' option in the context menu which would then just select that form ID in the tree view.

edit:
Also, a way to drag records from the tree view into form ID subrecord parts would be great (for making things like FLSTs)
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Sammi Jones
 
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Post » Wed Dec 09, 2009 3:13 pm

Small request (which may already be implemented in a way I'm not aware of):
For subrecords which are form IDs, it would be great to have a 'go to' option in the context menu which would then just select that form ID in the tree view.

Hold CTRL down, then click. Also, for fields where the text doesn't fit, hold SHIFT down and move the mouse over them to get a tooltip with the full text.

With the CTRL+Click, you can do that any number of times and then simply return to where you came from with the little back and forward buttons in the top right corner. If you have a mouse with more then 2 keys you can also use the "back" and "forward" keys on your mouse.


edit:
Also, a way to drag records from the tree view into form ID subrecord parts would be great (for making things like FLSTs)

Not as simple as it seems because the moment you click to drag an entry from the navigation treeview it gets selected. But I'll see what I can do. A better way to select values for FormID fields then having to type the number in is definitely planned. TES4Edit didn't need these things so much because it was more a tool for finetuning and correcting instead of creating lots of new contents from scratch.

EDIT: public service announcment: I'm getting some sleep now, don't expect any more answer for the next 8 hours or so ;)
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Ann Church
 
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Post » Thu Dec 10, 2009 2:44 am

Hold CTRL down, then click. Also, for fields where the text doesn't fit, hold SHIFT down and move the mouse over them to get a tooltip with the full text.

With the CTRL+Click, you can do that any number of times and then simply return to where you came from with the little back and forward buttons in the top right corner. If you have a mouse with more then 2 keys you can also use the "back" and "forward" keys on your mouse.

I figured it was something like that :P. And I was wondering what those back and forward buttons were for.

Not as simple as it seems because the moment you click to drag an entry from the navigation treeview it gets selected. But I'll see what I can do. A better way to select values for FormID fields then having to type the number in is definitely planned. TES4Edit didn't need these things so much because it was more a tool for finetuning and correcting instead of creating lots of new contents from scratch.

EDIT: public service announcment: I'm getting some sleep now, don't expect any more answer for the next 8 hours or so ;)

Good to hear. I guess for now I will be fifty-fifty between FO3Edit and FOMM since FOMM has dropdown for form ID select which makes certain things much easier. But it's great to have both :).
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jess hughes
 
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Post » Wed Dec 09, 2009 12:18 pm

I've just got a query about how we're supposed to input conditions. I'm trying to make a perk that works when you activate something out of combat, but I can't seem to input the "IsInCombat" function. I've tried using the opcode from http://fose.silverlock.org/Fallout3Commands.html and I've tried converting the opcode to decimal, but it doesn't display the name. I'd assume it was just that some of the function names wasn't included, only the numbers used for the other functions don't seem to match up to the list either.
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~Amy~
 
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Post » Wed Dec 09, 2009 3:11 pm

I've just got a query about how we're supposed to input conditions. I'm trying to make a perk that works when you activate something out of combat, but I can't seem to input the "IsInCombat" function. I've tried using the opcode from http://fose.silverlock.org/Fallout3Commands.html and I've tried converting the opcode to decimal, but it doesn't display the name. I'd assume it was just that some of the function names wasn't included, only the numbers used for the other functions don't seem to match up to the list either.


You have to cut off the first 1. So 1121 is 121 -> 289 -> IsInCombat. Just tested and works fine. The first 0/1 is for console/nonconsole.

Also, theres a minor typo in the PRKC label. It's not Index, it controls the reference the CTDA is called on.

0 = player
1 = current weapon/activation target
2 = hit target (for combat)
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Svenja Hedrich
 
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Post » Wed Dec 09, 2009 8:13 pm

offtopic a bit, whats with all the donuts i see popping up. did everyone give up on fishysticks or something.

Donuts was started by throttlekitty as a way to find modding threads. Since Bethesda won't give us a modding thread, it was felt we needed a way to find modding threads easily. Why did throttlekitty choose donuts, according to him/her, it because he/she likes donuts. At least the is what the initial post said. Since then we've picked it up and run with it. It isn't trying to replace fishy sticks, its used in an entirely different context, but may become just as popular.

Edit:
Oh yeah, I forgot to say. Thanks for releasing this. TES4Edit was fantastic, and I'm glad you decided to make a version for FO3. I'm also hoping to see FO3LODGen some day too ;)
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Robert Jr
 
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Post » Wed Dec 09, 2009 8:41 pm

Ah, thanks. Works perfectly.
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yessenia hermosillo
 
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Post » Wed Dec 09, 2009 6:06 pm

Kudos for the great work! Should I be worried about the duplicate formID's in GMST? As far as I know, game settings records are tracked by EDID?

Cheers
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Imy Davies
 
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