[RELzBETAWIPz] TES4Edit

Post » Wed May 09, 2012 12:41 am

http://www.gamesas.com/?showtopic=1033617

I've uploaded version 3.0.13 to http://www.tesnexus.com/downloads/file.php?id=11536.

The main purpose of this release is to sync up the official releases of http://www.tesnexus.com/downloads/file.php?id=11536, http://www.tesnexus.com/downloads/file.php?id=15781, http://fallout3nexus.com/downloads/file.php?id=637 and http://www.newvegasnexus.com/downloads/file.php?id=34703.
User avatar
Spaceman
 
Posts: 3429
Joined: Wed May 23, 2007 10:09 am

Post » Wed May 09, 2012 4:27 am

http://www.gamesas.com/?showtopic=1033617

I've uploaded version 3.0.13 to http://www.tesnexus.com/downloads/file.php?id=11536.

The main purpose of this release is to sync up the official releases of http://www.tesnexus.com/downloads/file.php?id=11536, http://www.tesnexus.com/downloads/file.php?id=15781, http://fallout3nexus.com/downloads/file.php?id=637 and http://www.newvegasnexus.com/downloads/file.php?id=34703.
Awesome. Thanks very much for the update.
User avatar
Claire Vaux
 
Posts: 3485
Joined: Sun Aug 06, 2006 6:56 am

Post » Wed May 09, 2012 5:12 am

I've uploaded version 3.0.13 to http://www.tesnexus.com/downloads/file.php?id=11536.
Nice. Thanks. Could you elaborate on the release notes, though? What /are/ the changes in the engine?
User avatar
Hazel Sian ogden
 
Posts: 3425
Joined: Tue Jul 04, 2006 7:10 am

Post » Wed May 09, 2012 3:37 am

Thanks for the update..

Going to assume I should stop using the alpha version (3.0.2) and upgrade to this version since the Delphi code has been updated.
User avatar
renee Duhamel
 
Posts: 3371
Joined: Thu Dec 14, 2006 9:12 am

Post » Wed May 09, 2012 2:53 am

Says warning experimental so I guess I should stay away for now.
User avatar
Ricky Meehan
 
Posts: 3364
Joined: Wed Jun 27, 2007 5:42 pm

Post » Tue May 08, 2012 8:39 pm

Awesome. Thanks very much for the update.
I've started OBME support, but it's not quite finished yet.

Nice. Thanks. Could you elaborate on the release notes, though? What /are/ the changes in the engine?
Well, the big change between 2.x and 3.x is that I've switched development from D7 to D15. Then there are whatever bugfixes I made to the engine while working on FO3Edit and FNVEdit (no idea anymore how any of that impacts on TES4). And specifically for TES4Edit I've started adding support for OBME (not finished yet, but at least there are no unexpected chunks anymore).
User avatar
Solina971
 
Posts: 3421
Joined: Thu Mar 29, 2007 6:40 am

Post » Wed May 09, 2012 1:24 am

Going to assume I should stop using the alpha version (3.0.2) and upgrade to this version since the Delphi code has been updated.
Definitely. Yes.

Says warning experimental so I guess I should stay away for now.
Well, there is the chance it eats your module file for breakfast... But, you can be sure there will always be a .backup file.
User avatar
Darlene Delk
 
Posts: 3413
Joined: Mon Aug 27, 2007 3:48 am

Post » Tue May 08, 2012 5:56 pm

Definitely. Yes.

That is what I thought..

Already noticed it was a little bit faster at filtering than 3.0.2 Version was, but, that was just with MMM, have not checked OOO and FCOM yet..Which always take the longest when filtering ..And found a circular list that I missed has well ..And I really need to find more dirty mods to use..has the alpha version are really clean..

And I had to click on the right hand corner to see what that was about once again. Nice hope it pays off once again.
User avatar
Hussnein Amin
 
Posts: 3557
Joined: Sun Aug 05, 2007 2:15 am

Post » Tue May 08, 2012 2:59 pm

Thanks for continuing to update this ElminsterEU. :)
User avatar
Killah Bee
 
Posts: 3484
Joined: Sat Oct 06, 2007 12:23 pm

Post » Tue May 08, 2012 5:14 pm

? This version seems to be missing the ModGroups prompt and tes4edit.modgroups file,

will the one from the previous version work with this version ?


Just a couple of seconds faster

Just Oblivion, OOO.esm,MMM.esm, FCOM.esm, OOO.esp, FCOM.esp

FCOM - filter - conflict status inherited by parent

2.5.3 -
[Filtering done] Processed Records: 1286310 Elapsed Time: 01:55

3.0.13
[Filtering done] Processed Records: 1286310 Elapsed Time: 01:51
User avatar
Casey
 
Posts: 3376
Joined: Mon Nov 12, 2007 8:38 am

Post » Wed May 09, 2012 2:14 am

And I had to click on the right hand corner to see what that was about once again. Nice hope it pays off once again.
I'm highly doubtful that it will even reach the 5 Euro / month that I spend on other people through Flattr... But hey it's worth a try, no?

Thanks for continuing to update this ElminsterEU. :)
It's pretty easy because I made the decision to make FO3Edit (and later FNVEdit) part of exactly the same program instead of forking. So any updates/fixes I make to FO3Edit or FNVEdit (and probably TES5Edit in the future) end up in TES4Edit "for free".

? This version seems to be missing the ModGroups prompt and tes4edit.modgroups file,

will the one from the previous version work with this version ?
Yes, the old modgroups file will work just fine and you will get the ModGroups prompt again if there is at least one ModGroup which applies.

Having said that, the .modgroups files is horribly horrible out of date and would really need to be properly updated. But I have neither the time, nor the information required, to do that.
User avatar
Amy Masters
 
Posts: 3277
Joined: Thu Jun 22, 2006 10:26 am

Post » Wed May 09, 2012 5:06 am

Yes, the old modgroups file will work just fine and you will get the ModGroups prompt again if there is at least one ModGroup which applies.

Having said that, the .modgroups files is horribly horrible out of date and would really need to be properly updated. But I have neither the time, nor the information required, to do that.

That is what i thought, But, then I thought about the issue of being outdated has well.

changes have been made in the next OOO , MMM, FCOM in particular. That will pretty much make using modgroups a bad idea, since nearly every record has most likely been touched or changed and that information in modgroups would have to be update which would be task. All OOO and MMM npc creatures have been modified and inventory changed to use a new leveledlist system for many items they once carried in the next Release's.

I suspect that it could also be Highly out of date with Current MMM 3.7b3 and UFCOM and UOP 3.3.X and UOMP Supplemental Version fixes has well.

I never use modgroups of course, just noticed it was missing once again.

so perhaps it should be left out in future version since most of major mods that it would cover do get updates from time to time once again.
User avatar
Vickytoria Vasquez
 
Posts: 3456
Joined: Thu Aug 31, 2006 7:06 pm

Post » Wed May 09, 2012 6:44 am

Well, ModGroups do not pay any attention to specific records.

The assumption behind ModGroups is the following:

The author of a set of modules which belong together (e.g. FCOM) will have used TES4Edit to verify that any conflicts that TES4Edit shows when just these modules are loaded are benign in nature (or rather, on purpose). Meaning that if these modules are loaded in this specific order, then the winning versions for all records are the ones you really want.

In that case you can define a ModGroup, listing the mods that belong together in the order in which they need to be loaded.

If an "enduser" is now using that sets of modules (e.g. FCOM) together with other modules and filters for conflicts, then (for the purpose of conflict detection) all record versions for which a newer version is available in the same ModGroup are ignored.

Suppose you got a record which is overridden by multiple modules:

Oblivion.esm
ModA1
ModB1
ModC
ModA2
ModA3
ModB2


A1, A2 and A3 are defined as belonging (in that order) to a mod group. B1 and B2 are defined as belonging to another mod group.

For the purposes of conflict detection, TES4Edit will only look at the records from:

Oblivion.esm
ModC
ModA3
ModB2

Because the A mod group said: any conflict that might exist between A1, A2 and A3 has been anolysed and A3 represents the desired resolution and the same for B1 and B2.

That way an FCOM user can concentrate on the conflicts that exist between FCOM overall and whatever other mods he has loaded, ignoring any conflicts internal to FCOM (under the assumption that the FCOM developers have already taken care of them).

If you look into the .modgroups file you can see that it is a very simple text file.

I was always hoping to get some form of reaction from the modding community about ModGroups, because I think it's one of the THE major features in TES4Edit. But I think your post here is the first time since the introduction of ModGroups that anyone even bothered to mention them.
User avatar
tiffany Royal
 
Posts: 3340
Joined: Mon Dec 25, 2006 1:48 pm

Post » Tue May 08, 2012 8:43 pm

I never use ModGroups, but I'm not an FCOM user either. For me, I like to see the conflicts and am always evaluating the state of those conflicts. I can appreciate the purpose of ModGroups though and your post above is probably the best description I've seen of what they do, so if you wouldn't mind pasting that into the TES4Edit info page, I know I'd be grateful :) Mind you, up until now I've been using 2.5.3, so I don't know if this has been done in more recent versions. I haven't loaded the new one yet.
User avatar
Red Bevinz
 
Posts: 3318
Joined: Thu Sep 20, 2007 7:25 am

Post » Tue May 08, 2012 3:55 pm

ModGroups where added sometime during 1.0.x
User avatar
Kat Stewart
 
Posts: 3355
Joined: Sun Feb 04, 2007 12:30 am

Post » Wed May 09, 2012 1:19 am

Oh, I knew they were there, I just don't use them. I guess I just found the explanation in the info tab hard to relate to my setup. For some reason, I found your post a little clearer - maybe it was just seeing the same thing in slightly different words :) Getting old and all that... Anyway, as I said, I prefer to see the conflicts, so I don't use them.

Thanks for the continued work on this. It's an absolutely invaluable tool.
User avatar
Charleigh Anderson
 
Posts: 3398
Joined: Fri Feb 02, 2007 5:17 am

Post » Wed May 09, 2012 1:10 am

Well, personally I found them very useful as they allow you to break the conflict resolution down into smaller steps.

e.g. you can first install a standard FCOM setup and use TES4Edit (without mod groups) to verify that everything is as it should be. Once you are happy that everything is correct. You can then create a mod groups reflecting your current setup (you are no longer interested in the internal conflicts because you already verified that the winning record versions of this set of files are what you want them to be). Then you can add additional mods and run the filter and you will only see the conflicts between these new mods (and the winning versions of your existing FCOM setup) instead of seeing all the internal conflicts that you already verified as benign again and again.
User avatar
Annick Charron
 
Posts: 3367
Joined: Fri Dec 29, 2006 3:03 pm

Post » Tue May 08, 2012 9:29 pm

I've uploaded version 3.0.15 to http://www.tesnexus.com/downloads/file.php?id=11536.

- double click on a FormID in the message view while holding CTRL jumps to that record
- single click on an already selected field now opens the editor again
- fixed in-place editor to properly cover the complete field and have it's text align exactly with the text normally displayed
- lod generation was using wrong values for rotation
User avatar
Helen Quill
 
Posts: 3334
Joined: Fri Oct 13, 2006 1:12 pm

Post » Tue May 08, 2012 7:11 pm

Thank you. The "jump to record" is nice.
I haven't read the FO manual yet, heard it was real good. But I was wondering, is there a way to mass edit a chunk of the data? Say I want to add the same script to all the creatures in my mod, is there an easy way to go about it or do I have to work through every creature?

Thanks so much for your tools ElminsterEU :hugs:
User avatar
Leanne Molloy
 
Posts: 3342
Joined: Sat Sep 02, 2006 1:09 am

Post » Tue May 08, 2012 5:39 pm

Locksley:
- multiselect the records you want to edit
- "Compare Delected" from the context menu on the navigation treeview
- updated the field in one of the records
- "Copy to selected records" from the context menu on the changed field
User avatar
carla
 
Posts: 3345
Joined: Wed Aug 23, 2006 8:36 am

Post » Tue May 08, 2012 6:36 pm

- multiselect the records you want to edit
- "Compare Delected" from the context menu on the navigation treeview
- updated the field in one of the records
- "Copy to selected records" from the context menu on the changed field
This is absolutely awesome. tes4edit is such a time-saver! Thanks, Elminster
User avatar
Killer McCracken
 
Posts: 3456
Joined: Wed Feb 14, 2007 9:57 pm

Post » Tue May 08, 2012 10:24 pm

Wow. I think I'm going to have to go through this thread and start copying and pasting :)
User avatar
Siobhan Wallis-McRobert
 
Posts: 3449
Joined: Fri Dec 08, 2006 4:09 pm

Post » Wed May 09, 2012 5:21 am

While this was written for FO3Edit most (but not all) things in it apply to TES4Edit: http://fallout3nexus.com/downloads/file.php?id=8629
User avatar
*Chloe*
 
Posts: 3538
Joined: Fri Jul 07, 2006 4:34 am

Post » Wed May 09, 2012 2:44 am

Hi Elminster,

I'm not sure if this is just my system, but tes4edit tends to use 100% CPU when it is displaying a record that has conflicts. The CPU is idle when I view singleton records or when the view pane is empty (such as when "+ Quest" is selected), but when I am viewing conflicts, the CPU jumps to 100% again. Do you see this on your system?

edit: I see this behavior in both old and new versions
User avatar
Jason Wolf
 
Posts: 3390
Joined: Sun Jun 17, 2007 7:30 am

Post » Tue May 08, 2012 6:03 pm

No
User avatar
Marina Leigh
 
Posts: 3339
Joined: Wed Jun 21, 2006 7:59 pm

Next

Return to IV - Oblivion