[RELzBETAWIPz] TES4Edit

Post » Wed May 09, 2012 2:00 am

Thanks for the info ElminsterEU.

I was browsing the FOtraining manual and did not find any answer; and, eh, I have a slight headache so all that scrolling made my head.... well never mind. But I want to pick your brain again :D

Say I want to adjust a similar value in all the selected records, how do I go about it? E.g. I want to add 10 points of armour to all helmets, but do not want to go through each one adding 10 points.

Kinda in the same vein as my previous question.
User avatar
Natalie J Webster
 
Posts: 3488
Joined: Tue Jul 25, 2006 1:35 pm

Post » Tue May 08, 2012 4:23 pm

Thanks for the info ElminsterEU.

I was browsing the FOtraining manual and did not find any answer; and, eh, I have a slight headache so all that scrolling made my head.... well never mind. But I want to pick your brain again :D

Say I want to adjust a similar value in all the selected records, how do I go about it? E.g. I want to add 10 points of armour to all helmets, but do not want to go through each one adding 10 points.

Kinda in the same vein as my previous question.

That's the exact same question you asked last time, so the answer Elminster gave then still applies.
User avatar
Cathrin Hummel
 
Posts: 3399
Joined: Mon Apr 16, 2007 7:16 pm

Post » Tue May 08, 2012 9:15 pm

That's the exact same question you asked last time, so the answer Elminster gave then still applies.
It does? I will have to try it then. I thought there might be a different approach since the last question was adding a specific thing - like changing all helmets to be value 10. This question was adding +10 on each helm. But then I guess there is a adjust value rather than replace. I will try it now :D

Nope, I am missing something. They all get 10 in armour value, not adjusted by +10. Is there a specific way of adding the value for this to apply then?
User avatar
Paul Rice
 
Posts: 3430
Joined: Thu Jun 14, 2007 11:51 am

Post » Wed May 09, 2012 1:07 am

I'm pretty sure you can't do that without some sort of additional code support in the app.
User avatar
Maria Leon
 
Posts: 3413
Joined: Tue Aug 14, 2007 12:39 am

Post » Wed May 09, 2012 4:33 am

I'm pretty sure you can't do that without some sort of additional code support in the app.
Thanks Arthmoor. For a while there I though Vorians was teasing me :hehe:
User avatar
Georgine Lee
 
Posts: 3353
Joined: Wed Oct 04, 2006 11:50 am

Post » Tue May 08, 2012 8:11 pm

That's the exact same question you asked last time, so the answer Elminster gave then still applies.


It does? I will have to try it then. I thought there might be a different approach since the last question was adding a specific thing - like changing all helmets to be value 10. This question was adding +10 on each helm. But then I guess there is a adjust value rather than replace. I will try it now :D

Nope, I am missing something. They all get 10 in armour value, not adjusted by +10. Is there a specific way of adding the value for this to apply then?

Oh I see, add 10 to whatever it is now for each individual helmet. In that case you still need to edit each one separately, but by selecting them all and comparing them, you can edit each in turn slightly quicker as the entries will all be lined up. I thought you were asking the same question as last time but worded differently :)
User avatar
Andrew Perry
 
Posts: 3505
Joined: Sat Jul 07, 2007 5:40 am

Post » Wed May 09, 2012 2:40 am

A quick feature request, in case it hasn't already been requested: I love the new ctrl-click functionality to jump to a referenced record (it's just like how I navigate code in the NetBeans IDE), but it would be nice to be able to hit alt-leftarrow to jump back to where you ctrl-clicked. NetBeans (and Firefox) implements it like that and it has been incredibly useful.
User avatar
Raymond J. Ramirez
 
Posts: 3390
Joined: Sun Oct 14, 2007 8:28 am

Post » Wed May 09, 2012 4:25 am

The back button (button #4) on the mouse jumps back.
User avatar
Devin Sluis
 
Posts: 3389
Joined: Wed Oct 24, 2007 4:22 am

Post » Tue May 08, 2012 11:16 pm

The back button (button #4) on the mouse jumps back.
Unfortunately, I have only a 3-button mouse. would it be possible to bind a keyboard shortcut to the action?
User avatar
Oscar Vazquez
 
Posts: 3418
Joined: Sun Sep 30, 2007 12:08 pm

Post » Wed May 09, 2012 12:09 am

Well, you got the back/forward buttons in the right upper corner. If you just used Ctrl+Click then your hand is on the mouse already and you could just click that?
User avatar
NAtIVe GOddess
 
Posts: 3348
Joined: Tue Aug 15, 2006 6:46 am

Post » Wed May 09, 2012 2:34 am

Well, you got the back/forward buttons in the right upper corner. If you just used Ctrl+Click then your hand is on the mouse already and you could just click that?
I.. uh.. didn't notice those : P Sorry.

I routinely navigate tes4edit with only the keyboard, though, and if it isn't too much trouble, some keyboard accessibility features would be nice:
1) change the tab order to: address bar, formid textbox, editorid textbox, left pane (record list), right pane (record details or whatever based on the selected tab), right pane tabs
2) make enter over a record element equivalent to double-clicking on it (e.g. show compare conflicts window)
3) make ctrl-enter equivalent to ctrl-click on a followable reference (maybe just tapping ctrl could underline all the followable links?)
4) alt-left equivalent to "back"

I'm sorry for not thinking of this earlier when the idea list was being drawn up...
User avatar
Cathrin Hummel
 
Posts: 3399
Joined: Mon Apr 16, 2007 7:16 pm

Post » Tue May 08, 2012 7:49 pm

Opening all my active mods I notice that edit chokes on this older mod http://tesnexus.com/downloads/file.php?id=7079

Like so:
01:26] Background Loader: [DBSQR - MehrunesRazor.esp] Building reference info.
[01:26] Background Loader: [DBSQR - Orrery.esp] Building reference info.
[01:26] Background Loader: [Enhanced Quest Roleplaying.esp] Building reference info.
[01:27] Background Loader: [A Sorceress Love 1_1.esp] Building reference info.
[01:27] Background Loader: [Ancient Ruins - Ayleid Edition.esp] Building reference info.
[01:27] Background Loader: [Artefacts of the Ancestors.esp] Building reference info.
[01:27] Background Loader: Fatal:
[01:30] Background Loader: finished

DELETED is the actual name of the cells but I'm not sure if they are in there as legacy and not used by the mod or not. My main question is - what is this error?
User avatar
kyle pinchen
 
Posts: 3475
Joined: Thu May 17, 2007 9:01 pm

Post » Wed May 09, 2012 7:15 am

Psymon,

that file seems to be broken. Have you tried resaving it with TESCS to see if that fixes things?
User avatar
Susan Elizabeth
 
Posts: 3420
Joined: Sat Oct 21, 2006 4:35 pm

Post » Wed May 09, 2012 6:47 am

Psymon,

that file seems to be broken. Have you tried resaving it with TESCS to see if that fixes things?
Oh yeah hadn't thought of that ... Yeah same error:
[01:17] Background Loader: [Artefacts of the Ancestors.esp] Building reference info.
[01:17] Background Loader: Fatal:
[03:40] Background Loader: finished
So it is a dungeon quest mod. I'm very unfamiliar with it or with how to read mods enough to tell if these two entries were left in by mistake or if they are used.
User avatar
Charlotte X
 
Posts: 3318
Joined: Thu Dec 07, 2006 2:53 am

Post » Tue May 08, 2012 6:40 pm

Ahh!

The tool (along with Bash) that makes Item Interchange possible! And so many other things. Ever so happy and grateful to see updates to this invaluable program.

I'll be upgrading from 3.02 right away.

Thankyou!

Vac
User avatar
jaideep singh
 
Posts: 3357
Joined: Sun Jul 08, 2007 8:45 pm

Post » Wed May 09, 2012 6:48 am

Psymon, this is not really an error that you could put in 'by accident" with anything you do in TESCS. This error message indicates a fundamental structural error in the file.
User avatar
Multi Multi
 
Posts: 3382
Joined: Mon Sep 18, 2006 4:07 pm

Post » Wed May 09, 2012 4:42 am

Psymon, this is not really an error that you could put in 'by accident" with anything you do in TESCS. This error message indicates a fundamental structural error in the file.
I didn't mean to imply that I had put the error there - it came that way.

When I try to load into Tes4edit it says due to the errors that any editing has been turned off. Do you or anyone have any suggestions about how to correct said errors?

thanks by the way.
User avatar
Chloe :)
 
Posts: 3386
Joined: Tue Jun 13, 2006 10:00 am

Post » Wed May 09, 2012 2:46 am

I would have expected that loading/saving the module in TESCE would fix the issue. It might be necessary to mark the relevant records as modified (toggle the quest flag 2 times).
User avatar
:)Colleenn
 
Posts: 3461
Joined: Thu Aug 31, 2006 9:03 am

Post » Wed May 09, 2012 12:23 am

I don't know much about quest setting in the CS.

I did go into each cell reported as problematic and moved one object - a barrel and a mushroom to be precise. Same results.

Since edit doesn't seem to want to activate editing with this I can only view with edit - cant run check for errors but the CS did put up a warning when opening it that there was duplicate IDs and then when trying to open one of those cells a bunch of error like messages about nifs.

Kinda getting wary of this mod.

I had it my load order way back a year and a half ago, don't recall these errors then.
User avatar
Claudia Cook
 
Posts: 3450
Joined: Mon Oct 30, 2006 10:22 am

Post » Wed May 09, 2012 3:32 am

I think I reported http://i285.photobucket.com/albums/ll61/Revanchism/Working/TES4EditAssertionFailure.jpg, or something similar with the last version.

I'm copying an override entry into an esp which forces it to acquire a new master, if that helps pin it down any.

Vac (has been breaking things for years and doesn't intend to stop anytime soon)
User avatar
Bethany Watkin
 
Posts: 3445
Joined: Sun Jul 23, 2006 4:13 pm

Post » Tue May 08, 2012 8:47 pm

Vacuity

Did you Try adding the master file first and and make sure that the load order is correct then save does that give you same error ?
User avatar
Claire Mclaughlin
 
Posts: 3361
Joined: Mon Jul 31, 2006 6:55 am

Post » Tue May 08, 2012 2:44 pm

Vacuity
Nope, not yet as I've had no need to repeat the procedure. I'll try it that way next time and see if I get the same error. In any case, as this is something I do time and again while developing Item Interchange, it'd be convenient to not have errors popping up. :twirl:

Vac
User avatar
Lawrence Armijo
 
Posts: 3446
Joined: Thu Sep 27, 2007 7:12 pm

Post » Tue May 08, 2012 7:52 pm

In preparation to merging several mods, I loaded them into TES4Edit to look at the record conflicts.

When applying a filter (Conflict status inherited by parent only), this message was generated prior to completion of the filtering:





[Filtering done] Processed Records: 1532660 Elapsed Time: 02:41

Is this something that needs correction?
How can I determine which mod or mods need to be looked at closely?
(using 3.0.15).

Thanks.
User avatar
Mark
 
Posts: 3341
Joined: Wed May 23, 2007 11:59 am

Post » Wed May 09, 2012 2:17 am

It's safe to ignore those. They've not raised any issues so far that I've seen.
User avatar
JAY
 
Posts: 3433
Joined: Fri Sep 14, 2007 6:17 am

Post » Tue May 08, 2012 9:48 pm

Yes, ignore them. Because the current 3.0.* versions are still "Experimental", some debugging messages are enabled to help Elminster check for anything which might not be working quite the same as it was in v2.*

That specific warning relates to placed tree records, but it is indeed a harmless warning.

EDITed to add "placed" to above sentence!
User avatar
Nomee
 
Posts: 3382
Joined: Thu May 24, 2007 5:18 pm

PreviousNext

Return to IV - Oblivion