[RELz/BETA/WIPz] TES4Edit

Post » Wed Mar 09, 2011 11:58 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.
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jessica Villacis
 
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Post » Wed Mar 09, 2011 3:04 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.
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butterfly
 
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Post » Wed Mar 09, 2011 12:45 pm

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?
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Cash n Class
 
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Post » Tue Mar 08, 2011 8:46 pm

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.
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Latisha Fry
 
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Post » Wed Mar 09, 2011 2:29 am

Says warning experimental so I guess I should stay away for now.
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+++CAZZY
 
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Post » Wed Mar 09, 2011 2:18 am

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).
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MISS KEEP UR
 
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Post » Wed Mar 09, 2011 10:18 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.
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flora
 
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Post » Tue Mar 08, 2011 10:52 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.
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Charlotte X
 
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Post » Tue Mar 08, 2011 10:44 pm

Thanks for continuing to update this ElminsterEU. :)
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Kelly James
 
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Post » Tue Mar 08, 2011 10:57 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
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STEVI INQUE
 
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Post » Tue Mar 08, 2011 8:55 pm

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.
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kyle pinchen
 
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Post » Tue Mar 08, 2011 10:22 pm

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.
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Jonathan Montero
 
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Post » Wed Mar 09, 2011 12:42 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.
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James Smart
 
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Post » Wed Mar 09, 2011 9:39 am

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.
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Lucie H
 
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Post » Wed Mar 09, 2011 5:56 am

ModGroups where added sometime during 1.0.x
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Darian Ennels
 
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Post » Wed Mar 09, 2011 11:56 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.
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Emma Pennington
 
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Post » Wed Mar 09, 2011 8:25 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.
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lexy
 
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Post » Wed Mar 09, 2011 1:05 am

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
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SaVino GοΜ
 
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Post » Wed Mar 09, 2011 4:00 am

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:
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Elena Alina
 
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Post » Wed Mar 09, 2011 6:14 am

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
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Russell Davies
 
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Post » Wed Mar 09, 2011 5:11 am

- 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
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Isaiah Burdeau
 
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Post » Wed Mar 09, 2011 6:34 am

Wow. I think I'm going to have to go through this thread and start copying and pasting :)
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Claudz
 
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Post » Wed Mar 09, 2011 7:48 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
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sw1ss
 
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Post » Tue Mar 08, 2011 9:55 pm

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
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Stephy Beck
 
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Post » Wed Mar 09, 2011 7:41 am

No
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jessica sonny
 
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