1. Merging-
I first used it to merge patches into the plugins they were patching (worked great). Very pleased!
Then I tried to merge an old "mod set" I had made years ago. The program stalled on a dialogue problem same as the one listed in your readme. I removed the mod in question and tried again. Got a little farther but it still stalled. No_dialogue_merge option didn't work.
I like the output to the command window but would like to see it more readable. Also, is there any way to output it to a file instead. I like to keep records and the command windows buffer doesn't hold much so if it's even a biggish small mod I can't see all the output.
Yes, the no_dialog_merge is rather broke. I'll put a higher priority on getting it working right.
I know dialog merging can still stall, although it shouldn't stall forever (but could seem that way due to the breakout value). The only reason i haven't tried converting it to my new idea/system, is because if you merge plugins that aren't related and aren't the finished product, it could have very weird results, or just not plug in right. I'll end up adding it still as a option, but that will likely be in 1.7 or 1.8.
For a wishlist on this feature (excluding the dialogue issue). I'd love an option to "approve" each item as its getting merged. I know that would take forever to merge anything but sometimes a mod contains things that don't need merging (or you just don't want). Even better would be an option to selectively pick which pieces are merged together (excluding things like dialogues which that'd be inpractical). Admittedly, that might be a little too crazy to program but a guy can wish
Planned. Likely an option something like --choice and followed by a series of what kind of records you want to worry about. IE "SCPT,GLOB,ARMO" Ect. That way you can say which ones you want, leaving plenty of flexibility.
2. Moving land-
I couldn't get this to work correctly. I will try somemore later. I tried moving a small island and while the land moved the objects didn't. In fact, they didn't show up in the game at all. They were still listed in the mod but didn't appear in the game. Maybe the object reference gets messed up (or maybe I screwed it up). I do tend to try unconventional things so I'll experiment with it some more and report back. I assume right now that it doesn't alter scripts, doors, and pathgrids right? Another thing that'll need to be included to replace TESfaith is an exlusion capability. Either command line option (i.e. --move_land --exclude 3,4/5,12 etc) or from a text file listing all cells to ignore.
I know this isn't a top priority (as it shouldn't be) but just pointing it out for things to think about. I remember you asking for help on the data...what exactly did you need to break down. I could try but I don't know what info you are looking for (not a programmer but I have spent an unhealthy chunk of time looking as the ESP data in a hex editor).
It should move the land, and all objects in the land. Doors from elsewhere that refer to the teleports on land within the plugin also are updated. My test shows you can move an entire island. Although it does still need work.
Basic usage is intended as --moveland x,y, where x is how many cells you want to move to the right, and y how many up. Negative reverses it. So if i take my island and say --move_land 1,-35 it will move from the upper-right corner to the lower right corner.
Scripts, interriors and pathgrids are not touched, I'm not sure how you would modify the scripts without needing recompile them. Maybe modify them anyway and make a manditory re-compile on your plugins and then re-merge the result. As for the pathgrids, I think i can fix in the next version. I had forgotten about them.
The help i needed, was mostly understanding the X,Y coords, however understanding cells were 8192 in length, i was able to update that.
3. Hard limit-
I haven't had a chance to actually try this one. It's definately a good feature. Maybe expand it to all reasonable objects (misc items, armor, or anything with a price)
Yes i asked about expending it, likely will. That will be oodles of fun.
4. GUI-
I'm not a linux person but I definately spent quite some time working command line back in the DOS days. So I'm relatively comfortable using the command prompt. That being said, most people are not. Most will be using windows which makes using the command prompt even more tedious. On top of that, having always used programs with GUIs, they will shy away from command line tools. Look at TES3CMD for example, It's cleaning functions are much much better than TESTOOLS but everyone still predominately uses TESTOOL. I do agree with you though. Keep them seperate. I don't see why you need to merger the GUI and the program. A simple frontend would be enough for most people and the command line option is still there too.
Yes the younger generation aren't taught commandline or the workings at all, beyond Linux/Unix and Server admins it seems. I'll have a scripted GUI in the next version. Compiled EXE or just the script? (compiled adds 200k to the download)
5. Misc-
I really appreciate some of the misc features you have worked in. Ammo_damage, script fix, dup_id, header editing, etc. Thanks. These little things sometimes really make a program stand out.
Welcome. I added them because i wanted and needed them. Besides, it removes the need for making separate plugins to do the same thing, that are longer and more tedious, and can't compensate for every possible author out there who's mod doesn't try to make it with them.
6. Readme-
The readme still isn't very clear on what the functions do (their practical use) and need example for them. Some I'm not sure when I would use them or even if I should use them. An expanded readme with more clean explanations and examples would help alot. This is particularly important for the less computer savy and folks not as familiar with the inner workings of a Mod.
Hopefully most of that made sense. I tried to be as honest and complete as possible. I am very hopeful for this tool and would use it even if you stopped development today. Thanks for the hard work
Yes, more examples. I'll add an example or two for each command option.
This is the kind of feedback i needed
Gives me a place to start.