[RELz/BETA] TES4View / TES4Edit / TES4Trans

Post » Tue May 10, 2011 6:50 am

Okay, sounds like you're missing out the step I suggested :)

Open both ESPs in TES4Edit.
Expand the Region section in both ESPs.
Left-click on the REGION record which contains the RDAT data you want to use.
Hold Ctrl and left-click on each of the other REGION records which you want to copy the RDAT data into.
Release Ctrl.
Now right-click on any one of the selected REGION records.
Click on "Compare Selected" from the context menu. This will display each of those REGION records side by side in columns to the right.
Drag the RDAT entry into each of the desired REGION records.
Save.
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Juan Cerda
 
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Post » Tue May 10, 2011 11:05 am

:facepalm: :poke: you got it, I forgot that.
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Soku Nyorah
 
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Post » Mon May 09, 2011 11:08 pm

ElminsterEU, I am using Tes4edit for a short period only, and am not very versed at it I'm afraid. It's a fantastic tool for the purposes I need it, which is changing item names and stats, paths names... that so of things.

I have a question: How can I make it to run NOT from whatever the Oblivion installation path is, but from an independent folder like C:\Project for example?

What I want to do is copy Oblivion.esm and my mod.esp into that folder, start Tes4edit from there and work on the mod.esp. The PC where I want to do that would not have a proper Oblivion installation. (Ok, ok... it's my work PC, and they don't appreciate us playing Oblivion during work... :P ). I would think changing some registry entries might do the trick, but I don't know (no proper experience with) what to look for in REGEDIT. Is there a solution ?

Which would be a suggestion for a future version of Tes4edit, to let the user choose the run/work path in the application "Settings" menu (if there was one) or via an .INI file where one could write down the desired runpath.

So Thank you for the great tool, and thanks for any help you good people can provide on the pathing question. :)
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Andrew Perry
 
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Post » Tue May 10, 2011 3:50 am

This might be enough to get TES4Edit working without the game being installed:

[HKEY_LOCAL_MACHINE\SOFTWARE\Bethesda Softworks\Oblivion]
"Installed Path"="C:\\Games\\Oblivion\\"
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Vickytoria Vasquez
 
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Post » Mon May 09, 2011 11:39 pm

Hi Display! :)

Yours did not work entirely (Tes4 would start but run into a void and won't let me load any plugins) , but you definitely set me on the right track! I think I got it working like this:
  • I created my desired (new) folder, like for example "C:\Project"
  • In there, I created a subfolder "Data"
  • I copied Oblivion.ESM and my Whatever.esp into that C:\Project\Data
  • Here comes the key: With Regedit, I changed the [HKEY_LOCAL_MACHINE\SOFTWARE\Bethesda Softworks\Oblivion] Installed Path to "C:\Project"
  • I started Tes4edit
  • Finished - I can edit around like normal now :)
I would be very grateful if you or somebody could test this procedure once again, just to be sure. But I think this is it :)

Thanks so much :thumbsup:

Ah!!... and no hurry on that other thing, Display! ;)
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joannARRGH
 
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Post » Tue May 10, 2011 2:43 am

Okay, sounds like you're missing out the step I suggested :)

Open both ESPs in TES4Edit.
Expand the Region section in both ESPs.
Left-click on the REGION record which contains the RDAT data you want to use.
Hold Ctrl and left-click on each of the other REGION records which you want to copy the RDAT data into.
Release Ctrl.
Now right-click on any one of the selected REGION records.
Click on "Compare Selected" from the context menu. This will display each of those REGION records side by side in columns to the right.
Drag the RDAT entry into each of the desired REGION records.
Save.


I have another question Display or anyone. First I'll be backing up my files before I try this out myself. Anyways, I need to change the parent worldspace of some cells. The cells I want to change though are defined in one mod (ESM), while the cells worldspace is defined in a separate mod(ESP). This is because it's a split mod. The Worldspace that I want to move the cells under is in another ESP that is dependent on the ESM. This new Worldspace has the region already set, all I have to do is change the split (esp) from Tamriel to . Is this correct or are there more steps to consider? Such as the cells?

Technically, instead of the split esp providing a connection to Tamriel to another (well I don't know what to call the area - but it's the underdark caverns), it would now provide a connection to a new worldspace with the underdark caverns as a child cell(s) under the new Worldspace and should work? Yes?

Would it be easier to add the new worldspace to the ESM?
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Justin Bywater
 
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Post » Tue May 10, 2011 4:12 am

I have another question Display or anyone. First I'll be backing up my files before I try this out myself. Anyways, I need to change the parent worldspace of some cells. The cells I want to change though are defined in one mod (ESM), while the cells worldspace is defined in a separate mod(ESP). This is because it's a split mod. The Worldspace that I want to move the cells under is in another ESP that is dependent on the ESM. This new Worldspace has the region already set, all I have to do is change the split (esp) from Tamriel to . Is this correct or are there more steps to consider? Such as the cells?

Technically, instead of the split esp providing a connection to Tamriel to another (well I don't know what to call the area - but it's the underdark caverns), it would now provide a connection to a new worldspace with the underdark caverns as a child cell(s) under the new Worldspace and should work? Yes?

Would it be easier to add the new worldspace to the ESM?


That was confusing :D
Let me try and repeat what you just said.
You have:
Oblivion.esm
NewCells.esm
NewWorldspace.esp
AnotherNewWorldspace.esp

The cells in NewCells.esm have their worldspace in NewWorldspace.esp, and you want to change their worldspace to AnotherNewWorldspace.esp, which is dependent on NewCells.esm

That's how I understand what you just said, but it makes no sense at all. Firstly, it's backwards. How can cells in an ESM have their worldspace in an ESP? Maybe you're mixing up ESMs with ESPs, or cells with worldspaces. So I have to assume that I did not understand what you said :(

I can answer the last question though. Would it be easier to add the new worldspace to the ESM? Yes. Do that. The worldspace can be in the ESM, the cells can be in the ESM. Everything can be in the ESM as long as it doesn't reference a worldspace in another ESM.
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Brian Newman
 
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Post » Tue May 10, 2011 3:32 am

That was confusing :D
Let me try and repeat what you just said.
You have:
Oblivion.esm
NewCells.esm
NewWorldspace.esp
AnotherNewWorldspace.esp

The cells in NewCells.esm have their worldspace in NewWorldspace.esp, and you want to change their worldspace to AnotherNewWorldspace.esp, which is dependent on NewCells.esm

That's how I understand what you just said, but it makes no sense at all. Firstly, it's backwards. How can cells in an ESM have their worldspace in an ESP? Maybe you're mixing up ESMs with ESPs, or cells with worldspaces. So I have to assume that I did not understand what you said :(

I can answer the last question though. Would it be easier to add the new worldspace to the ESM? Yes. Do that. The worldspace can be in the ESM, the cells can be in the ESM. Everything can be in the ESM as long as it doesn't reference a worldspace in another ESM.


Yeah :D I guess I did confuse you. Even though the last way seems the best way, I'll clarify what I said a little better. My references were to ->

Oblivion.esm
1. esm> holds all cells details
2. esp> necessary to connect mod.esm to Tamriel worldspace - defines parent Tamriel worldspace for mod.esm cells
3. esp> dependent on mod.esm - has two independent NEW worldspaces A & B - need to move cells of mod.esm to one of these worldspaces.

.. and yet more confusion :D
Believe me, I want the most simplest way. Hence I'll give it a go with a merge of 1 & 3. However, I do believe I will be required to espify the esm, merge the new plugin, separate the VWD's and/or completely redo the split/independent.esp and then esmify it. :rolleyes: oKaY.. if and when I complete this with no mistakes, I would need to copy/paste the cells within a specific worldspace, correct? :D
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stevie trent
 
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Post » Tue May 10, 2011 8:36 am

That's how I understand what you just said, but it makes no sense at all. Firstly, it's backwards. How can cells in an ESM have their worldspace in an ESP? Maybe you're mixing up ESMs with ESPs, or cells with worldspaces. So I have to assume that I did not understand what you said :(

Well I could answer that one, but I may not be right :D
I began to look around to find exactly what I need to do. The cells that are in my esm have no definitions of their worldspace in the esm and only is defined in the esp. It's a split mod, where I must make all connections to the Tamriel worldspace in the esp and any VWD's. Without following this, I can't connect to Tamriel. I used Gecko for this.
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Emmie Cate
 
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Post » Tue May 10, 2011 2:11 am

I'm still unclear on these cells in the ESM. They're exterior world cells, yes? Yet they appear to be part of the Tamriel worldspace, because split/dependent.esp makes Tamriel their parent worldspace? When you say parent worldspace, do you mean the cells are in a new worldspace, and this worldspace uses Tamriel as a parent (which would make sense, and wouldn't need an ESP to do that). Sorry if I'm being thick, but I simply cannot picture what you're describing in any way which makes sense!

Go with merging the new worldspace into the ESM, if that resolves the problem, then it doesn't matter that I don't understand :) If it doesn't then I'll need more than descriptions of the problem to understand.

EDIT the above posted before your latest post. Below from after reading your latest post...

So, you have some orphan cells in the ESM? They must have a worldspace of some sort, even if you consider it a dummy worldspace. If they're orphans, that might upset the game.

If you're adding new exteriors into the Tamriel worldspace, do this in an ESP, not an ESM.
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Marie
 
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Post » Tue May 10, 2011 8:44 am

I'm still unclear on these cells in the ESM. They're exterior world cells, yes? Yet they appear to be part of the Tamriel worldspace, because split/dependent.esp makes Tamriel their parent worldspace? When you say parent worldspace, do you mean the cells are in a new worldspace, and this worldspace uses Tamriel as a parent (which would make sense, and wouldn't need an ESP to do that). Sorry if I'm being thick, but I simply cannot picture what you're describing in any way which makes sense!

Go with merging the new worldspace into the ESM, if that resolves the problem, then it doesn't matter that I don't understand :) If it doesn't then I'll need more than descriptions of the problem to understand.

EDIT the above posted before your latest post. Below from after reading your latest post...

So, you have some orphan cells in the ESM? They must have a worldspace of some sort, even if you consider it a dummy worldspace. If they're orphans, that might upset the game.

If you're adding new exteriors into the Tamriel worldspace, do this in an ESP, not an ESM.


Ok, are you familiar with Underdark? It's an immense dungeon. It's parent worldspace is Tamriel, but it cannot connect directly to the Tamriel exterior, therefore it uses a aka split mod. The esm does not even have a worldspace category, it's placed in the connecting mod called TRoN.esp which you may see in TES4Edit. Everything works fine.

Our next expansion(s) have new worldspaces. Why? Well, our designs are still in the dungeons we have created, but now with landscaping available it changes underground visuals drastically. Hope you understand up to now. What I need to do or wish to do is alter the current project under the same concepts we are developing in the expansion. Simply... landscaping. I believe we can do that with just moving the cells to specific regions within a worldspace that we have complete already, without altering any thing in the cells at all, which as I see it may need to become separate worldspaces altogether considering how they do not flow together as in Tamriel does. I only need it for 4 cells though. I know this will work. I'll just merge. ^^
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Jeneene Hunte
 
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Post » Tue May 10, 2011 11:13 am

Underdark - nope, never heard of it, sorry.

Dungeons... that means interior cells, not exterior cells. Interior cells don't have parent worldspaces, only other worldspaces have parent worldspaces (like the Anvil worldspace has Tamriel as its parent worldspace). So the interior is in the ESM, and you have an ESP placing a door in the Tamriel worldspace linking to the dungeon.

I think what you're planning is to create your dungeons in worldspaces instead of interior cells, so that you have full control over the shape of the ground, instead of relying on pre-shaped dungeon/cave tilesets. Now assuming you still want these new worldspaces to act as dungeons (i.e. be underground) then you can create them in exactly the same way as you created the interiors. Make the worldspaces, place them in the ESM. Use an ESP to place a door in the Tamriel worldspace linking to the new worldspace. The worldspaces in your ESM can still have Tamriel as their parent worldspace, this is safe to do without shredding Tamriel in-game.
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Star Dunkels Macmillan
 
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Post » Tue May 10, 2011 12:34 am

The worldspaces in your ESM can still have Tamriel as their parent worldspace, this is safe to do without shredding Tamriel in-game.


Are you sure about this? If any changes to landscape are made in these child worldspaces, won't those reflect up to the parent and then cause problems?
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Michael Korkia
 
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Post » Tue May 10, 2011 9:45 am

Are you sure about this? If any changes to landscape are made in these child worldspaces, won't those reflect up to the parent and then cause problems?


Good point, scrap that comment. I'm tired, not thinking straight :)

So correction to that: The worldspace can be in the ESM, with no parent at all, this is safe. The ESP can then set up the parent for the worldspace easily enough.
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Jessie Butterfield
 
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Post » Tue May 10, 2011 1:10 pm

Ok, thanks. Before reading this, I had givin more thought on it and decided to do all changes within the ESM and not worry about any newly created material from other plugins. You confirmed all that I thought would be the simplest way. Simple in that, the additional newly created worldspaces within the other plugin can remain there untouched.

:thumbsup:
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Luis Longoria
 
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Post » Tue May 10, 2011 10:19 am

Even though it appears ElminsterEU isn't developing this any longer and this may have already been reported, here is a bug (?).

Sometimes when filtering a huge amount of mods, TES4Edit will freeze up and post an error message "Out of Memory".
When this happens, the only way to close / quit the program is by ending the process with the Windows Task Manager.
(Or maybe click OK a gaxillion times to the error message. I have yet to have the patience to do this to see what happens).

So until and if EU again starts up with development on this tool, don't try to filter your entire load list. You may get locked up.
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Judy Lynch
 
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Post » Tue May 10, 2011 8:58 am

Even though it appears ElminsterEU isn't developing this any longer and this may have already been reported, here is a bug (?).

Sometimes when filtering a huge amount of mods, TES4Edit will freeze up and post an error message "Out of Memory".
When this happens, the only way to close / quit the program is by ending the process with the Windows Task Manager.
(Or maybe click OK a gaxillion times to the error message. I have yet to have the patience to do this to see what happens).

So until and if EU again starts up with development on this tool, don't try to filter your entire load list. You may get locked up.


This happens because TES4Edit is a 32-bit process, so it can only use up to 2gb of memory. A large amount of data has to be held in memory while using TES4Edit - the more you change/filter, the more memory gets used. Eventually all 2gb of available memory (or less if you don't actually have that much free) will be filled, and this is when the program correctly informs you that it's out of memory. As you say, it doesn't offer a simple way to quit the program, but Task Manager works nicely enough - this is what Task Manager was designed for after all :D
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Danii Brown
 
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Post » Tue May 10, 2011 8:41 am

Even though it appears ElminsterEU isn't developing this any longer [...]

I know he's working on FO3Edit which is basically the same program... so this should continue to evolve I think.
This happens because TES4Edit is a 32-bit process, so it can only use up to 2gb of memory. A large amount of data has to be held in memory while using TES4Edit - the more you change/filter, the more memory gets used. Eventually all 2gb of available memory (or less if you don't actually have that much free) will be filled, and this is when the program correctly informs you that it's out of memory. As you say, it doesn't offer a simple way to quit the program, but Task Manager works nicely enough - this is what Task Manager was designed for after all :D

Would patching TES4Edit with the LAA flag help?
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Neil
 
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Post » Tue May 10, 2011 12:29 am

Would patching TES4Edit with the LAA flag help?


Specific parts would still require a total rewrite of the underlying algorithms, trading space for execution time, as I found out the other day when I tried to copy as override the (pre-filtered) heightmap of the Tamriel worldspace from Oblivion.esm to a plugin. ;)
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neil slattery
 
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Post » Tue May 10, 2011 12:36 am

Specific parts would still require a total rewrite of the underlying algorithms, trading space for execution time, as I found out the other day when I tried to copy as override the (pre-filtered) heightmap of the Tamriel worldspace from Oblivion.esm to a plugin. ;)

Yeah, but in your case did the program crash, or was just unbearably slow?

My question is rather, if TES4Edit.exe is patched with the LAA flag (something users can do themselves), will the program stop allocating memory at a hard-coded limit of 2GB, or will it just keep going until the OS informs it there isn't any more memory available.
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Kaley X
 
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Post » Tue May 10, 2011 12:11 am

Yeah, but in your case did the program crash, or was just unbearably slow?


It ate up 3 GB of RAM (no problem, I have 6 GB in this laptop), and pretty much hung there for quite a while. After that it started with the repetitive "Out of memory" error.

It was a silly idea anyway. ;)
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IsAiah AkA figgy
 
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Post » Tue May 10, 2011 3:21 pm

ElminsterEU, would it be possible to eventually add basic .ess (save file) editing to TES4Edit? I know the format is different, but from what I understand some of the records stored are similar; besides Wrye Bash is already able to modify the savegame in some ways, so the format isn't totally unknown.

One of the main uses I envision is the removal of unwanted info saved in the savefile. For instance when a mod such as Living Economy - Items or Enhanced Economy reprices items, the price is stored in the savegame, and if later you want to change the price with a mod that rebalances items, you're out of luck since the savegames has priority. Therefore loading a savegame and its masters in TES4Edit and being able to see what it overwrites, and then being able to clean up the mess, would be just amazing.

Edit: Also, I doubt many people can do a job as good as yours on this type of program, but if you know you won't have spare time for a long while, would you consider releasing the source so we can do a community edition in the meanwhile? This seems to work well for Wrye Bash. Also, your code is probably the best documentation of the .esp file format we have now, so sharing that with the community would encourage writing more and better tools.
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lolly13
 
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Post » Tue May 10, 2011 3:56 am

How may I change a plugin's load order assignment in respect to transferring records to it's master? Or is that possible?

I get a message pertaining to this

The required master "mod.esp" can not be added to "mod.esm" as it has a higher load order.


:bigsmile:
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Daniel Holgate
 
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Post » Tue May 10, 2011 3:20 pm

How may I change a plugin's load order assignment in respect to transferring records to it's master? Or is that possible?
I get a message pertaining to this
The required master "mod.esp" can not be added to "mod.esm" as it has a higher load order.


Not familiar with that code message.
But I think you could edit the mod.esp down to modrecords.esp with the records you want transfered in TES4edit, then merge the modrecords.esp into the mod.esm with TES4Gecko.
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Alan Whiston
 
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Post » Tue May 10, 2011 7:28 am

Not familiar with that code message.
But I think you could edit the mod.esp down to modrecords.esp with the records you want transfered in TES4edit, then merge the modrecords.esp into the mod.esm with TES4Gecko.


:brokencomputer:

I'll give it a try or I will be found as the ultimate slave. Bound to an infinite loop of master after master. :facepalm:

thanks Thumper, I got it fixed. Some how I threw the master for a loop.. or was that a master in a loop? :embarrass:
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Sandeep Khatkar
 
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