[Rel] Construction Set Extender

Post » Wed Jan 05, 2011 12:36 pm

Well that would explain a lot of my problems, if not all of them...
however the idea of renaming ALL my scripts, spells and activators seems impossible :shakehead:

I think you can with Tes4Edit - Copy everything into a new Esp. When you do it'll ask for a Prefix to remove and give you a Prefix to add, so you would able to change "00Dolalalalalaaaala" to "ModDolalalalalaaaala". Note that all of the FormIDs will change from this, so you would have to do this in a couple of steps - copy all of the base objects, then open the CS and make the scripts, then attach them to their objects, and finally place them out in the world.

(hmm... Waruddar or PacificMorrowind, is there a better way to do this in Bash?)


I'm wondering for some clarification, though - the script name with an integer prefix doesn't matter, does it? The script name itself won't be used in a script line, so it shouldn't be a problem? Likewise for any object name - if it doesn't appear in a script, it's OK (still bad practice, but it'll work)?
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Jason Wolf
 
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Post » Wed Jan 05, 2011 8:58 pm

Actually, editor IDs that start with a number should be warned about when you hit OK. Or if you want to go a bit further, disallowed with the Extender added; when I had to create a plugin for Nehrim to fix a problem, whoever was in charge of giving some of the items EditorIDs they made the mistake of using 0ObjectName instead of the script-friendly aaaObjectName structure.
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Dylan Markese
 
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Post » Wed Jan 05, 2011 2:05 pm

I'm wondering for some clarification, though - the script name with an integer prefix doesn't matter, does it? The script name itself won't be used in a script line, so it shouldn't be a problem? Likewise for any object name - if it doesn't appear in a script, it's OK (still bad practice, but it'll work)?

As an EditorID, strings that start with numbers seem to be perfectly legal. However, since the 'ScriptName' statement is part of the script itself, the name will always appear in at least one script line.
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Cameron Wood
 
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Post » Wed Jan 05, 2011 10:39 pm

As an EditorID, strings that start with numbers seem to be perfectly legal. However, since the 'ScriptName' statement is part of the script itself, the name will always appear in at least one script line.

:facepalm: Yes that is technically true, but not really what I was getting at. I'm fairly sure there's not a problem with the line scn 00blah because OOO has 100s of them. And I'm fairly sure what Scruggsy was getting at is that the compiler has problems telling if set rBlah to 00MyObject refers to the reference 00MyObject or the integer/hex x004d794f626a656374. I think scn 00MyScript is fine because it's treated as a string anyway.

Those are my guesses, but you can hack the CS too, and can probably tell me :P
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Gavin Roberts
 
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Post » Wed Jan 05, 2011 7:04 pm

(hmm... Waruddar or PacificMorrowind, is there a better way to do this in Bash?)

Right-click the mod, export, editor ids
Open the csv file in excel (or any other spreadsheet program)
Make the changes

Right-click the mod, import, editor ids
Select the updated csv
Let Bash do its thing.

If CBash is enabled, this will work for all record types. If CBash is disabled, it will only work for all record types except: Placed Characters, Placed Creatures, Placed Objects, Cells, Pathgrids, Roads, Lands, Worlds, Infos, and Dialogues.

In all cases, if the record doesn't have an editor id, it won't appear in the csv.

This won't actually update the script text though. A script will have the updated editorID, but the script text will still refer to the old editorID. So they'll still have to be updated by hand atm.
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stevie trent
 
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Post » Wed Jan 05, 2011 5:31 pm

Well it seems most of the tedious labor is done by bash, if updating the scripts by hand is all that is left to do then I'm all up for it
besides, thanks to the new and improved CSE script editor that will take no time at all.:biggrin:

Thank you all !!
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Irmacuba
 
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Post » Wed Jan 05, 2011 11:37 pm

After changing the editor ids, you can also export the scripts as a series of text files, make any changes, and reimport the scripts. It's often easier to work with the text files than to go through the CS (or CSE) for each one. I recommend jEdit to make the changes after they're exported since you can use it to mass search/replace all files in a directory.
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hannah sillery
 
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Post » Wed Jan 05, 2011 6:05 pm

I do far less text-editor scripting now that CSE has functional search-and-replace. Furthermore, if you use Recompile All in CSE, it only recompiles the currently loaded mod, and any errors are dumped to the console. This should make finding every necessary change very simple.
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Sammi Jones
 
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Post » Wed Jan 05, 2011 11:20 pm

Am I the only one who finds the numeric or 'aaa' prefix to force things to the top of the list extremely distasteful and inelegant? I prefix everything DW; not like it's hard to type "DW" to jump down the list to where my stuff is...

I guess it's just the diehard Morrowind modder in me (this was more-or-less mandatory in Morrowind because there were no FormIDs, so two mods that used the same EditorID would conflict), but doing that has always struck me as just unprofessional...
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Destinyscharm
 
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Post » Wed Jan 05, 2011 8:05 pm

I generally prefix scripts with the project name or simply "tejon", but I started on Morrowind too so maybe that's why. Formulator doesn't have Oblivion.esm as a master and contains hundreds of scripts, so I did a few "z" and "zz" names there to sort within the project. But CSE makes the aaa practice unnecessary in the first place, due to my ingenius request that scripts from the current mod sort to the top by default. :D
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Carlos Rojas
 
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Post » Thu Jan 06, 2011 6:44 am

I did mention this but a really big bug with construction set for anyone building a new worldspace is the very limited HeightMap Editor u need to use it to generate the lod land meshes for any worldspace but if your worldspace is bigger than 16x16 grid i needs to be done in sections as the HeightMap only see whats loaded in it to a max of 16 x 16 grids. Each time you generate the land lod files in the HeightMap editor you have to restart the construction set as if you try and generate the lod land meshes more than once only they will be corrupted after the 1st time. This makes this a very time consuming process . Would be great if you get the HeightMap editor to load the full worldspace at once. If all that make some sort of sense
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Markie Mark
 
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Post » Wed Jan 05, 2011 7:22 pm

I do far less text-editor scripting now that CSE has functional search-and-replace. Furthermore, if you use Recompile All in CSE, it only recompiles the currently loaded mod, and any errors are dumped to the console. This should make finding every necessary change very simple.
I will take the oppurtunity to thank for the smart Recompile All function in CSE. Enhanced Economy consists of 50-60 scripts by now, and sometimes I want to recompile all. With CSE this is no problem.


Am I the only one who finds the numeric or 'aaa' prefix to force things to the top of the list extremely distasteful and inelegant? I prefix everything DW; not like it's hard to type "DW" to jump down the list to where my stuff is...

I guess it's just the diehard Morrowind modder in me (this was more-or-less mandatory in Morrowind because there were no FormIDs, so two mods that used the same EditorID would conflict), but doing that has always struck me as just unprofessional...
I agree - and I've not even modded for Morrovind. I prefix quest names (which need to be unique) with "tno", and scripts with mod initials. And typing "EE" to jump directly down to EE scripts doesn't take long time...
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David Chambers
 
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Post » Thu Jan 06, 2011 12:55 am

Am I the only one who finds the numeric or 'aaa' prefix to force things to the top of the list extremely distasteful and inelegant? I prefix everything DW; not like it's hard to type "DW" to jump down the list to where my stuff is...

I guess it's just the diehard Morrowind modder in me (this was more-or-less mandatory in Morrowind because there were no FormIDs, so two mods that used the same EditorID would conflict), but doing that has always struck me as just unprofessional...


I fully agree with you. I've never modded for Morrowind, yet still I think it wrong to just prefix with one or more "a"s instead of using a prefix more unique to the mod or the modder.
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Zoe Ratcliffe
 
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Post » Thu Jan 06, 2011 4:11 am

Am I the only one who finds the numeric or 'aaa' prefix to force things to the top of the list extremely distasteful and inelegant? I prefix everything DW; not like it's hard to type "DW" to jump down the list to where my stuff is...

I guess it's just the diehard Morrowind modder in me (this was more-or-less mandatory in Morrowind because there were no FormIDs, so two mods that used the same EditorID would conflict), but doing that has always struck me as just unprofessional...


Nope. I add "RPS" to the front of every EditorID/reference in any mod I make, often followed by the initials of the mod. I did a tiny bit of morrowind modding, but it just seems good practice.
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City Swagga
 
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Post » Wed Jan 05, 2011 6:18 pm

ShadeMe I think I may have a small problem with this addition to the contruction set.
I am running win7 64Bit I have obivion and Nehrim loaded onto a second HD seperate directories.
I am using MTes4 Manager to switch between the two programs. I can get the one for Oblivion to Open as per Normal operations with the updated features working.
But I am no longer able to get Mtes4 Manager to switch it back to Nehrim it says that there is an Open file somewhere. I cann't seem to find which one it could be I have done a cold start on the computer to try to be able to switch it back but no luck.
On a side note everytime I try to Open any Nehrim file with CSE it locks up.
The program starts as pernormal with added features but when I select the files to be edited and click OK It goes through the loading process and it will lock up at somepoint most of the time it is just after the loading of the files and then the processing of information more often then not it will be on some food barrel I have waited upto 15 Min. to see if it is just busy as the HD is still hitting and the CPU is still very active but while those conditions continue, it does not come go into a working order. I have already removed all DLL's Minus the one this program added but no change.
I can get normal CS to Open the files that I want opens. Any Ideas or help would be appreciated Thanks.
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Isabell Hoffmann
 
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Post » Thu Jan 06, 2011 1:58 am

Am I the only one who finds the numeric or 'aaa' prefix to force things to the top of the list extremely distasteful and inelegant? I prefix everything DW; not like it's hard to type "DW" to jump down the list to where my stuff is...


Why would it be distasteful? How often are you even looking at other peoples' editor IDs? :P

The 'aaa' method makes it quick and easy to find your stuff without having to go down a list for it. So I understand perfectly well why some modders do it. I did it with ABR because it was a group project and I wanted to be able to find everyone's stuff easily. I don't generally do it with my own stuff, because I know where my own stuff is, and it's usually tagged with something relating to the mod.
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Miranda Taylor
 
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Post » Wed Jan 05, 2011 11:33 pm

Why would it be distasteful? How often are you even looking at other peoples' editor IDs? :P

It was a bigger issue in Morrowind - EditorIDs trumphed so one mod's "aaaMyObject" would overwrite another mod's "aaaMyObject", even though they were separate mods. (This is where the mod isolation issue came from as well - sometimes you would want to overwrite another mod's "aaaMyObject" and could do so without parenting the mod in Morrowind.)

Umm... more to the point though, I think we're losing common ground with CSE as the discussion continues (and we're getting close to the post limit), so maybe limit the discussion to "Would it be good to warn or ban editorIDs that start with numerals?" My vote is an error notice when you use an editorID as a reference, and a one-time warning when you make a new object.


Very minor bug report: References are reported as floats with the Get Variable Indices button.
A bit bigger bug - the reference indicies won't update.
Not bug report - after updating the indicies, the save dependent scripts bit detected the correct script and saved it - that is a big time saver and thank you!
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Marnesia Steele
 
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Post » Thu Jan 06, 2011 1:09 am

I like using an abbreviated version of the mod name, like ObXP for Oblivion XP as an example. This works for individual and group work. And if somebody else wants to help out or poke around in my scripts - they know where to find them :) Personally, I don't like the aaa thing either... I've seen ZZ which is just as bad, imo.
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Rozlyn Robinson
 
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Post » Wed Jan 05, 2011 7:49 pm

I didn't remember to snag a hang report on it, but when trying to edit my Faregyl+Anequina patch, CSE would hang when trying to view cells in either Dune or Corinthe. I think it's related to spam overload from animation errors because both locations seem to have them. I had to resort to backing CSE out so I could do the work I needed to do there. It felt dirty and I don't like feeling dirty. :brokencomputer:
Hide the console window in such cases. I'm trying my best to teach it some manners.

Request: Source Code :wink_smile:
Let me find my Mayan calendar to validate that request.

Bit of a first post but a few people here know me. So hi!

Back to the problem I'm having and the probable cause, I believe there's a compatibility issue with CSE and 64-bit Windows. I have Windows 7 64-bit and have tried removing the dlls out of the plugins folder, but it still did not load properly. The most I get out of it is that the right side of the screen goes black when switching tabs (Lighting to Interior Data triggers it) on the Cells dialog, as if it failed to draw something. Maybe you've got something hard-coded to the System folder that shouldn't be, or a variable or dll that's actually 16-bit? (64-bit versions of Windows cannot run 16-bit programs.)
CSE was developed on Win7 64-bit. Please post the contents of the following logs: obse_editor, obse_loader, Construction Set Extender


Am I the only one who finds the numeric or 'aaa' prefix to force things to the top of the list extremely distasteful and inelegant? I prefix everything DW; not like it's hard to type "DW" to jump down the list to where my stuff is...

I guess it's just the diehard Morrowind modder in me (this was more-or-less mandatory in Morrowind because there were no FormIDs, so two mods that used the same EditorID would conflict), but doing that has always struck me as just unprofessional...
What about the zz prefix ? All of my scripts use it, but then again, 'twas in the before-time.

I did mention this but a really big bug with construction set for anyone building a new worldspace is the very limited HeightMap Editor u need to use it to generate the lod land meshes for any worldspace but if your worldspace is bigger than 16x16 grid i needs to be done in sections as the HeightMap only see whats loaded in it to a max of 16 x 16 grids. Each time you generate the land lod files in the HeightMap editor you have to restart the construction set as if you try and generate the lod land meshes more than once only they will be corrupted after the 1st time. This makes this a very time consuming process . Would be great if you get the HeightMap editor to load the full worldspace at once. If all that make some sort of sense
I'll take a look when I get the time.


ShadeMe I think I may have a small problem with this addition to the contruction set.
I am running win7 64Bit I have obivion and Nehrim loaded onto a second HD seperate directories.
I am using MTes4 Manager to switch between the two programs. I can get the one for Oblivion to Open as per Normal operations with the updated features working.
But I am no longer able to get Mtes4 Manager to switch it back to Nehrim it says that there is an Open file somewhere. I cann't seem to find which one it could be I have done a cold start on the computer to try to be able to switch it back but no luck.
On a side note everytime I try to Open any Nehrim file with CSE it locks up.
The program starts as pernormal with added features but when I select the files to be edited and click OK It goes through the loading process and it will lock up at somepoint most of the time it is just after the loading of the files and then the processing of information more often then not it will be on some food barrel I have waited upto 15 Min. to see if it is just busy as the HD is still hitting and the CPU is still very active but while those conditions continue, it does not come go into a working order. I have already removed all DLL's Minus the one this program added but no change.
I can get normal CS to Open the files that I want opens. Any Ideas or help would be appreciated Thanks.
Check if the editor is running in the background delinquently. As for your other issue, hide the console and look for warning messages in the plugin's log file.

New Thread: http://www.gamesas.com/index.php?/topic/1158265-rel-construction-set-extender/
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Taylrea Teodor
 
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