[RELz] TES4Files V3.4

Post » Wed Mar 30, 2011 12:28 am

A major update was made to TES4Files, please use the link in my sig to find the download.

V3.4 8/25/2010

More .dds graphic files are grabbed, including more glow and normal maps, and any shared versions of those.

All book images are now grabbed (not just the ones of the first book).

Now recognizes that Music and Video do not work when encoded in BSA form. Therefore those types of files (typically .mp3 and .bink) are always copied into the appropriate output subdirectory, and not included in any BSA generated.

Climate and Water graphic files are now grabbed too.

The user interface was improved, mouse over pop-up message tips were added to the buttons, the default options you get on start are the recommended ones, and the recommended option texts are shown in bold.

When VERBOSE LOG is on the error log includes the name of the owning or parent object when there is an error.

The error log was updated to show the option settings as well as the message at the end, just like the regular log has.

The NOTEPAD button now brings up the last error log instead of the last regular log.

King Leonidas of Sparta (The 300 movie) yells "GLORY" when an export is done now.
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Krista Belle Davis
 
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Post » Wed Mar 30, 2011 2:54 pm

Thanks will update

I was using tes4files to check over Cobl Races Cosmetics files yesterday and it was unable to fix texture path on a few of hairs. I had to manually fix them. Tes4files for some reason could not fix them.

I have the log and error.txt file you would like to see them

Corepc
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tegan fiamengo
 
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Post » Wed Mar 30, 2011 2:12 am

Absolutely, email the log (is it verbose? that's best) to straygenius@hawaii.rr.com please.

Sounds like a possible rights problem, if one NIF is written and another is not, either
the failed fix NIF is not part of the mod or the program did not have access to modify the file
(assuming it's not a real bug, as in something stupid on my part, lol).

Hmmm is this a "replacer" type mod? If so TES4Files won't be able to know what
NIFs to fix, as a replacer does not have unique content identified by an .esp or .esm
(which is how TES4Files works).
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BEl J
 
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Post » Wed Mar 30, 2011 3:32 am

Absolutely,


Will have to wait till tommorrow after work for me.

Cobl Races does included eye replacer for all races that is only replacer nif in it. That I have seen.

So I can understand the replacer. But It may be the first case, tes4files not sure how to deal with nfi that had textures that did not exist in data directory etc.

I was using the older version and So will retest with New Version in Verbose mode.

I can redo it once again I should get the same error's not a problem once again. Since I have fixes in seperate after all..

Corepc
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Dezzeh
 
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Post » Wed Mar 30, 2011 1:42 am

Great to see an update to one of my favorite utilities :)

I too have a bug to report, but in this case it was that the utility tried to copy a map file it had no reason to copy.

==> Cannot find file "C:/Games/Bethesda Softworks/Oblivion/Data/textures/menus/icons/Menus/Map/world/Cyrodiil_Resized.dds"

Or at least I don't think it should have anyway since the mod doesn't have any reason to need the map file. It certainly isn't in the loose files.

http://www.tesnexus.com/downloads/file.php?id=23573 if you want to check it.
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chirsty aggas
 
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Post » Wed Mar 30, 2011 4:32 am

Thank you for this update of one of my favorite utilities :).

And great to see you around and updating your projects - haven't seen you for some time.
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Suzy Santana
 
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Post » Wed Mar 30, 2011 11:30 am

Thank you for this update of one of my favorite utilities :).

And great to see you around and updating your projects - haven't seen you for some time.

WOW! Emma!

I was just talking about you over on the MERP forum.
Good to see you too!
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latrina
 
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Post » Wed Mar 30, 2011 1:45 pm

I just made an update, bringing TES4Files up to version 3.41
Someone pointed out a problem with a false error, this was fixed.
In addition I realized that the underscore parsing of possible maps
was not done right, this was fixed too.

The new version resulted in one less file going missing from
a build of Heart of the Dead V6.3 (I'm using that as my test
vehicle).

TES4Files V3.41 HOD Packaging Results

1,032 unused files

306 bad nif models (Ren hair with bad .dds paths)

57 missing files

The log files ::
http://straygenius.com/hod/HeartOftheDead_error.txt
http://straygenius.com/hod/HeartOftheDead_log.txt

This build took :: 9 min 22 sec
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Johanna Van Drunick
 
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Post » Wed Mar 30, 2011 10:45 am

Thanks for the update: a lifesaver for anyone making mods with lots of files!

Vac
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ladyflames
 
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Post » Wed Mar 30, 2011 10:19 am

Thanks for the update: a lifesaver for anyone making mods with lots of files!

Vac

Thanks Vac.

For people that are not even going to try the new version, keep in mind that
the output of the tool is essential in keeping things from getting out of hand,
like having over one thousand unused files (pretty sloppy). In addition any
errors listed show which object in the construction set is in question,
making dealing with the errors very straight forward. So even if you don't
trust TES4Files to build your mod, it is invaluable in finding problems
and helping you to solve those problems.
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Nims
 
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Post » Wed Mar 30, 2011 11:57 am

Great Tool once again.

Reporting back with 3.4 Version

I re ran 3.45 with fixnif and logextra on Cobl.esm And Cobl Races.esp and it fixed all the same one has last time.

Error log show only 9 missing texture's. That did not exist with download itself . And some nif are looking for them has they are referenced in cobl main.esm itself. Will have to sort that out.

The Log Files Show It tried to fixed 18 ren hairs nifs has well, and a ren head.

But for some reason it was unable to fix the textures path on Ren Hairs . I checked them with nifskope after Tes4files was done. Both the directory that get's copied under tes4files and oblivion\data\directory\ itself..both are the same ..

Example: Ren_Hair01F.nif - 18.nif

The texture path are still set to e:\program files\bethesda softworks\oblivion\data\textures\characters\ren\hair\renhair01.dds.

http://www.4shared.com/file/nhr56Xlz/tes4filesCobl173.html

My esm / esp are developer version's and so it may be different than what is currently available let me know about that if you need those.

Once again I have already manually fixed them and am using tes4files to report them once again

Just reporting back once again.

Corepc
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~Amy~
 
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Post » Wed Mar 30, 2011 6:46 am

Yey!
I am going to use this as a clean up tool firstly, checking the mods in my list that has a bsa connected to them.

Does it need the full Oblivion install to work right or can one just use the data in the esp's BSA?

Great stuff! :foodndrink:
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Nathan Hunter
 
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Post » Wed Mar 30, 2011 10:56 am

Yey!
I am going to use this as a clean up tool firstly, checking the mods in my list that has a bsa connected to them.

Does it need the full Oblivion install to work right or can one just use the data in the esp's BSA?

Great stuff! :foodndrink:

Ooops, since the concept of the program pre-dates most mods being in BSA form (BSA generation
was added later) the BSA use is only for packing stuff from disk to BSA, not for unistalling use.
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I love YOu
 
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Post » Tue Mar 29, 2011 10:55 pm

Reporting back with 3.4 Version

How big is this stuff? Can you zip it and mail it to me, for example?
I will probably need to look at the mod rather than just the log.
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Christine Pane
 
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Post » Wed Mar 30, 2011 3:32 am

Just some FYI info on me ::

If I seem different it's because I am unusual in that I have a hardware engineering
degree and had a career in software engineering. I've been programming for over 30
years and am currently retired (but I've been modding, writing software etc. of
course). On my development philosophy I am different as well as my career was not
game related, but in the biomedical industry, which is regulated by the FDA and
requires a very high level of excellence. All FDA regulated software is developed by
IEE standards, from the initial design, documentation, testing, to finally, the
qualification. So when it comes to quality I'm dead serious. People that really
screw up in the biomedical industry don't get a bug report, they go to prison.

I am bad at modeling, texturing, and graphics in my opinion, but I've learned a lot
in the last seven years in these areas during modding.

My most recent efforts have been delving into hosting and the related web support
required for it. I've built many forums and wikis, and have made many custom skins
for both. In the case of the wikis, I've customized and improved the underlying
Mediawiki code, in addition to providing plugins for playing .wmv video, which was a
lot of work. The stuff out there currently for playing .wmv video on a wiki is crap.
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sara OMAR
 
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Post » Tue Mar 29, 2011 11:16 pm

Yea, I read what you posted on your site. You look pretty young to be retired - clean living :icecream:

Eh, I will read the read me for TES4Files a little more slowly (and not skim), but a question. If I should go about re-doing the BSA for Heart of the Dead like you have done; can't I do it in it's own folder outside the oblivion instalment, or does it need the oblivion original bsa files too? Sorry if it is a stupid question I was just wondering and I have yet to fully read the readme when I get back home.

Cheers!
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Queen Bitch
 
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Post » Wed Mar 30, 2011 2:16 am

How big is this stuff? Can you zip it and mail it to me, for example?
I will probably need to look at the mod rather than just the log.


http://www.tesnexus.com/downloads/file.php?id=21104

Cobl 1.72, get the Loot Drop Proposal has esm / esp and The Cosmetics download has the hairs in question.

Once again my esm / esp are developer version (if you need that let me know) , which is different then the public download .

But the resources from the Cosmetics download have not changed.
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Jack Moves
 
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Post » Wed Mar 30, 2011 3:40 am

If you want to "repack" something using TES4Files and it's a BSA type mod, you will
need to unpack it to actual files in Data Files first (check out BSA commander).
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Jarrett Willis
 
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Post » Wed Mar 30, 2011 2:57 am

It might be only me, but it seems that:
1) BSA export is selected by default
2) Export settings cannot be saved after they were changed.
So I have to remember to remove the check next to BSA every time I export an esp... It's not a major problem, however.
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Mashystar
 
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Post » Wed Mar 30, 2011 7:56 am

hi there Mental Elf :wavey:

It's good to see youy around!

War Summons are a constant addition in my gameworld...

take care mate
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NIloufar Emporio
 
Posts: 3366
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Post » Wed Mar 30, 2011 1:25 am

Hi Mental Elf,

every time I click Notepad or Browser, it says "cannot find your text editor/file browser"

Any idea on how to solve this? I'm on XP Pro 32 SP3.

Thanks :)
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Ymani Hood
 
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Post » Wed Mar 30, 2011 7:53 am

Jedi21ita ::

Hmm.

A way to get it to work would be to copy notepad.exe to "X:\windows\notepad.exe"
and "explorer.exe" to the same place. Where X is any drive root, such as C or D, etc.

I'm guessing that your "\windows" is named something else.


If I make another revision I'll fix it, it should use the registry to get
the windows directory.
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Lisa
 
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Post » Wed Mar 30, 2011 10:10 am

New site, huh? And whole new image?

Thanks for the update!
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Horse gal smithe
 
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Post » Tue Mar 29, 2011 11:23 pm

New site, huh? And whole new image?

Thanks for the update!

Sure, you're welcome.

I'm considering making another update, which would be to have the registry used when
determining the notepad.exe and explorer.exe location for use, as well as perhaps
handling DistantLOD differently.

Is LOD actually useful in BSA form?


I was using TES4LODGen and as a result this happened ::
http://straygenius.com/index.php?title=Using_TES4LODGen_plus_Yellow_Fix
(includes a fix for the "yellow look" on buildings .. which I had a problem with)
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Blaine
 
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Post » Wed Mar 30, 2011 8:22 am

Does TES4FILES "grab" the Landscape LOD meshes and textures or create them? I've noticed that it adds those files even though I check the "No LOD" box.
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Josh Lozier
 
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