[RELzBETAWIPz] TES4Edit

Post » Tue May 08, 2012 8:12 pm

He said all but two of them (that is, 56) are being used. Only 1 isn't assigned, and the other is for an NPC that was never added. :)
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Svenja Hedrich
 
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Post » Wed May 09, 2012 2:19 am

(stuff)
Wow. I can't believe none of us caught the "crossing midnight" bug before now. Amazing.
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Jonathan Braz
 
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Post » Wed May 09, 2012 6:39 am

Hi - I'm a bit of a newbie here so hope this isn't a Dumb Question:
I'm using TES4Edit 3.0.15 to check our mod for errors and the report includes:
[30:18]               Object -> Found a CONT reference, expected: FLOR,LTEX,STAT,TREE[30:18]             Above errors were found in :Object #32[30:18]               Object -> Found a CONT reference, expected: FLOR,LTEX,STAT,TREE[30:18]             Above errors were found in :Object #30[30:18]               Object -> Found a CONT reference, expected: FLOR,LTEX,STAT,TREE[30:18]             Above errors were found in :Object #23[30:18]               Object -> Found a CONT reference, expected: FLOR,LTEX,STAT,TREE[30:18]             Above errors were found in :Object #21[30:18]               Object -> Found a CONT reference, expected: FLOR,LTEX,STAT,TREE[30:18]             Above errors were found in :Object #15[30:18]               Object -> Found a CONT reference, expected: FLOR,LTEX,STAT,TREE[30:18]             Above errors were found in :Object #13[30:18]           Above errors were found in :RDOT - Objects[30:18]         Above errors were found in :Region Data Entry[30:18]       Above errors were found in :Region Data Entries[30:18]     Above errors were found in :ECSouthSeas [REGN:018399CF]
I did include containers in the region generation and I'm pretty sure it worked fine. Obviously the region generator object data will never be used again but is there a reason I shouldn't have used CONT objects in region generation? Is this likely to cause problems? Come to that, should I delete all the object definition data from the regions to save a bit of bulk from the file?
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Kayleigh Williams
 
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Post » Tue May 08, 2012 6:44 pm

Hi - I'm a bit of a newbie here so hope this isn't a Dumb Question:
I'm using TES4Edit 3.0.15 to check our mod for errors and the report includes:
[30:18]               Object -> Found a CONT reference, expected: FLOR,LTEX,STAT,TREE[30:18]             Above errors were found in :Object #32[30:18]               Object -> Found a CONT reference, expected: FLOR,LTEX,STAT,TREE[30:18]             Above errors were found in :Object #30[30:18]               Object -> Found a CONT reference, expected: FLOR,LTEX,STAT,TREE[30:18]             Above errors were found in :Object #23[30:18]               Object -> Found a CONT reference, expected: FLOR,LTEX,STAT,TREE[30:18]             Above errors were found in :Object #21[30:18]               Object -> Found a CONT reference, expected: FLOR,LTEX,STAT,TREE[30:18]             Above errors were found in :Object #15[30:18]               Object -> Found a CONT reference, expected: FLOR,LTEX,STAT,TREE[30:18]             Above errors were found in :Object #13[30:18]           Above errors were found in :RDOT - Objects[30:18]         Above errors were found in :Region Data Entry[30:18]       Above errors were found in :Region Data Entries[30:18]     Above errors were found in :ECSouthSeas [REGN:018399CF]
I did include containers in the region generation and I'm pretty sure it worked fine. Obviously the region generator object data will never be used again but is there a reason I shouldn't have used CONT objects in region generation? Is this likely to cause problems? Come to that, should I delete all the object definition data from the regions to save a bit of bulk from the file?

I would suggest that you can ignore that error if the region generation worked. It means that Elminster (TES4Edit creator) never expected containers to be included for region generation, as no vanilla regions ever contained them. So the error is mention that it was expecting FLOR, LTEX, STAT, and TREE records, while CONT was unexpected.
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Lizbeth Ruiz
 
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Post » Tue May 08, 2012 8:20 pm

me too have a question...

I created a mod, then loaded it in TES4Edit, end before background loader finishes processing the file it displays such messages:

[00:09] Background Loader: Error: record CELL contains unexpected (or out of order) subrecord XRNK 4B4E5258[00:09] Background Loader: Errors were found in: trfcaGarden "Castle, Garden" [CELL:010103F9][00:09] Background Loader: Contained subrecords: EDID FULL DATA XCLL XCLW XOWN XCMT XCCM XRNK [00:09] Background Loader: Error: record CELL contains unexpected (or out of order) subrecord XRNK 4B4E5258[00:09] Background Loader: Errors were found in: trfcaAlchWorkshopBase "Alchemist's Workshop, Basemant" [CELL:01015CE6][00:09] Background Loader: Contained subrecords: EDID FULL DATA XCLL XOWN XCMT XCWT XCLW XRNK 

and when I check for errors then I get:

Error: record CELL contains unexpected (or out of order) subrecord XRNK 4B4E5258Errors were found in: trfcaAlchWorkshopBase "Alchemist's Workshop, Basemant" [CELL:01015CE6]Contained subrecords: EDID FULL DATA XCLL XOWN XCMT XCWT XCLW XRNK Error: record CELL contains unexpected (or out of order) subrecord XRNK 4B4E5258Errors were found in: trfcaAlchWorkshopBase "Alchemist's Workshop, Basemant" [CELL:01015CE6]Contained subrecords: EDID FULL DATA XCLL XOWN XCMT XCWT XCLW XRNK Error: record CELL contains unexpected (or out of order) subrecord XRNK 4B4E5258Errors were found in: trfcaGarden "Castle, Garden" [CELL:010103F9]Contained subrecords: EDID FULL DATA XCLL XCLW XOWN XCMT XCCM XRNK Error: record CELL contains unexpected (or out of order) subrecord XRNK 4B4E5258Errors were found in: trfcaGarden "Castle, Garden" [CELL:010103F9]Contained subrecords: EDID FULL DATA XCLL XCLW XOWN XCMT XCCM XRNK 


The point is that these two cells do not cause any problems in the game - no crashes at all, CS loads them fine. So, is these T4Edit errors are something to not care about, or what? How to tackle them, if at all?
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Emma Copeland
 
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Post » Wed May 09, 2012 12:37 am

me too have a question...

I created a mod, then loaded it in TES4Edit, end before background loader finishes processing the file it displays such messages:

[00:09] Background Loader: Error: record CELL contains unexpected (or out of order) subrecord XRNK 4B4E5258[00:09] Background Loader: Errors were found in: trfcaGarden "Castle, Garden" [CELL:010103F9][00:09] Background Loader: Contained subrecords: EDID FULL DATA XCLL XCLW XOWN XCMT XCCM XRNK [00:09] Background Loader: Error: record CELL contains unexpected (or out of order) subrecord XRNK 4B4E5258[00:09] Background Loader: Errors were found in: trfcaAlchWorkshopBase "Alchemist's Workshop, Basemant" [CELL:01015CE6][00:09] Background Loader: Contained subrecords: EDID FULL DATA XCLL XOWN XCMT XCWT XCLW XRNK 

and when I check for errors then I get:

Error: record CELL contains unexpected (or out of order) subrecord XRNK 4B4E5258Errors were found in: trfcaAlchWorkshopBase "Alchemist's Workshop, Basemant" [CELL:01015CE6]Contained subrecords: EDID FULL DATA XCLL XOWN XCMT XCWT XCLW XRNK Error: record CELL contains unexpected (or out of order) subrecord XRNK 4B4E5258Errors were found in: trfcaAlchWorkshopBase "Alchemist's Workshop, Basemant" [CELL:01015CE6]Contained subrecords: EDID FULL DATA XCLL XOWN XCMT XCWT XCLW XRNK Error: record CELL contains unexpected (or out of order) subrecord XRNK 4B4E5258Errors were found in: trfcaGarden "Castle, Garden" [CELL:010103F9]Contained subrecords: EDID FULL DATA XCLL XCLW XOWN XCMT XCCM XRNK Error: record CELL contains unexpected (or out of order) subrecord XRNK 4B4E5258Errors were found in: trfcaGarden "Castle, Garden" [CELL:010103F9]Contained subrecords: EDID FULL DATA XCLL XCLW XOWN XCMT XCCM XRNK 


The point is that these two cells do not cause any problems in the game - no crashes at all, CS loads them fine. So, is these T4Edit errors are something to not care about, or what? How to tackle them, if at all?

XRNK is the faction rank subrecord from the Ownership subrecord of any own-able record (e.g. placed objects, cells). Either this is the same as what I said to Morcroft Darkes - no cell in the vanilla game had a faction rank set for ownership so TES4Edit was not expecting such an entry to exist (but is harmless anyway)... or, the subrecords in those cell records have not been stored in the order expected by the game - the XRNK subrecord is supposed to have been stored either before or after another subrecord but has not been, so there's a possibility the game may crash when loading these cell records. You already said you have no crashes so it's probably harmless, but you may be able to stop the error from appearing by removing the faction rank entries from the cell Ownership subrecords, saving, quitting, then opening and restoring the faction ranks - hopefully this time the subrecords will be saved in the correct order.
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Joey Bel
 
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Post » Wed May 09, 2012 12:48 am

As a general rule, I follow the principle that if you can do it in the CS without having to resort to hacks, you can ignore errors about unexpected record subtypes. Unless you know the file to have been corrupted some other way. You'll get similar errors from simply checking "visible when distant" on a creature record for example. The game ignores it, the CS ignores it, but it's a legal move.
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kirsty williams
 
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Post » Tue May 08, 2012 6:54 pm

That seems pretty sound advice. And thanks to display name - that also makes sense.
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jesse villaneda
 
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Post » Wed May 09, 2012 3:06 am

Alright, someone please explain to me what the "Create Merged Patch" function does.

I know what it sounds like it does, and what I hope it does, but I can't find any documentation on the function.
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zoe
 
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Post » Wed May 09, 2012 6:59 am

It's somewhat anologus to the function of the bashed patch. It gets used far more heavily in the Fallout community. You'd probably be better off asking there for people who know the ins and outs of it. I doubt it's really necessary for Oblivion purposes.
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Spaceman
 
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Post » Wed May 09, 2012 12:23 am

It's somewhat anologus to the function of the bashed patch. It gets used far more heavily in the Fallout community. You'd probably be better off asking there for people who know the ins and outs of it. I doubt it's really necessary for Oblivion purposes.

That sounds similar to what I need, actually. I have two things editing NPCs, and I need to grab some aspects of one, and other aspects of the other, and the Bashed Patch isn't doing it.

I can do it manually though...
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rebecca moody
 
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Post » Tue May 08, 2012 9:12 pm

And there are data records that don't have bash tags to address them? I would have figured by now anything NPC related would be covered already :tongue:
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ILy- Forver
 
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Post » Wed May 09, 2012 12:38 am

And there are data records that don't have bash tags to address them? I would have figured by now anything NPC related would be covered already :tongue:

Maybe...let me take this to the Wyre Bash thread fully.
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Emmi Coolahan
 
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Post » Wed May 09, 2012 12:25 am

I recently moved my existing OB install to a new drive (from 'C:\games\Oblivion' to 'F:\Oblivion\Oblivion'), and now TES4Edit coughs up this error when I try to launch it - "Fatal: Could not open registry key: \SOFTWARE\Bethesda Softworks\Oblivion\". Googling around the 'net gave me instructions for reg-editing (essentially re-introducing the reg key manually) that is supposed to correct this issue but it didn't work in my case. Has anyone had this problem and did you successfully fix it? If so, how?
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Rude_Bitch_420
 
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