[RELz/BETA] TES4View / TES4Edit / TES4Trans

Post » Tue May 10, 2011 1:09 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.


:bigsmile:


This one is very simple to explain (unless this doesn't make sense). When you copy a record unique to one ESM or ESP as override into another ESM or ESP, you can only copy "down" the load order. So if you try to copy as override a record into an earlier loaded ESM or ESP, it fails as this wouldn't be an override, it would be an "underride".
To resolve, either quit TES4Edit and use Wrye Bash to change the load order then open TES4Edit again, or if the load order is correct, change the Form ID for the object so that it's in the range of the master file instead of the dependent file (making it an injected record since it doesn't exist in the master), then copy as override into the master. Because the record is now in the Form ID range of the master, it will be allowed to copy as override.
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Vera Maslar
 
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Post » Tue May 10, 2011 6:45 am

I was wondering if it was possible to make a filter to display all the entries having an "Error: could not be resolved" in them(ie inventory or script)?

edit:
Nevermind, using Tes4dump and Ctrl-F will do :).
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Ernesto Salinas
 
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Post » Tue May 10, 2011 4:29 am

This one is very simple to explain (unless this doesn't make sense). When you copy a record unique to one ESM or ESP as override into another ESM or ESP, you can only copy "down" the load order. So if you try to copy as override a record into an earlier loaded ESM or ESP, it fails as this wouldn't be an override, it would be an "underride".
To resolve, either quit TES4Edit and use Wrye Bash to change the load order then open TES4Edit again, or if the load order is correct, change the Form ID for the object so that it's in the range of the master file instead of the dependent file (making it an injected record since it doesn't exist in the master), then copy as override into the master. Because the record is now in the Form ID range of the master, it will be allowed to copy as override.


yeah that makes sense. doing it is another thing though :D

Does TES4Edit have an actual troubleshoot document with error definitions? The more I use TES4Edit, heh, the more I want to be familiar with it because it's such a good tool. Also, is Wrye Bash the only tool to change a mods load order? I'm working on yet another pair of esm's and plugins that either 1) seems to have an endless master loop (much like what I had earlier), 2) the esm has a wrong load order, or 3) has both problems. It definitely has the wrong load order, this much I know but I haven't used Wrye Bash, yet at the moment I have changed a load order before. I just can't remember which utility it was. :wacko:

the worst of it is that I can't load the paired esm's because one loads before oblivion, and while I tried espifying them, the same that loads first as an esm now calls on itself as the esm master. Does that make sense?
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KIng James
 
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Post » Tue May 10, 2011 2:11 pm

yeah that makes sense. doing it is another thing though :D

Does TES4Edit have an actual troubleshoot document with error definitions? The more I use TES4Edit, heh, the more I want to be familiar with it because it's such a good tool. Also, is Wrye Bash the only tool to change a mods load order? I'm working on yet another pair of esm's and plugins that either 1) seems to have an endless master loop (much like what I had earlier), 2) the esm has a wrong load order, or 3) has both problems. It definitely has the wrong load order, this much I know but I haven't used Wrye Bash, yet at the moment I have changed a load order before. I just can't remember which utility it was. :wacko:

the worst of it is that I can't load the paired esm's because one loads before oblivion, and while I tried espifying them, the same that loads first as an esm now calls on itself as the esm master. Does that make sense?

TES4Gecko will allow you to remove from or change the order of masters for an esp.
However, if you try to remove a master, Gecko will insist on changing the formids pertaining to the master.
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Trevor Bostwick
 
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Post » Tue May 10, 2011 1:55 am

yeah that makes sense. doing it is another thing though :D

Does TES4Edit have an actual troubleshoot document with error definitions? The more I use TES4Edit, heh, the more I want to be familiar with it because it's such a good tool. Also, is Wrye Bash the only tool to change a mods load order? I'm working on yet another pair of esm's and plugins that either 1) seems to have an endless master loop (much like what I had earlier), 2) the esm has a wrong load order, or 3) has both problems. It definitely has the wrong load order, this much I know but I haven't used Wrye Bash, yet at the moment I have changed a load order before. I just can't remember which utility it was. :wacko:

the worst of it is that I can't load the paired esm's because one loads before oblivion, and while I tried espifying them, the same that loads first as an esm now calls on itself as the esm master. Does that make sense?


Does TES4Edit have an actual troubleshoot document with error definitions?
Yes! You're reading it! Isn't that great? (Some might interpret that as more of a "No!" :P ) Elminster never got around to producing any form of proper guide or indeed much of any documentation for TES4Edit outside of the Beth threads. So the best place to look for info is in all the threads that have been created by Elminster for TES4Edit. If you get stuck, you'll have to PM Elminster since he hasn't posted here for quite some time now.

Also, is Wrye Bash the only tool to change a mods load order?
No, you can use Oblivion Mod Manager (OBMM) instead to adjust load order. Note that when I suggested changing load order, that was only assuming that load order was wrong for the master mods. If the load order was right, then don't change it just to get copy as override to work; instead you should follow the other route I suggested (which I use all the time to transfer a record from a dependent ESP up into a master ESP or ESM).

1) seems to have an endless master loop
That's easy to confirm - launch the window in the CS to select the files you want to enable, and check the box on the right-side, which lists masters. If one of them shows itself as master, you have a loop (Wrye Bash can tell you too - install Wrye Bash!).

2) the esm has a wrong load order
As aellis said, use TES4Gecko to correct master list load order. Do NOT try to use TES4Edit for this.

I can't load the paired esm's because one loads before oblivion
Use Wrye Bash or OBMM to ensure that all ESMs are loading after Oblivion.esm.

I tried espifying them
Don't do that. Don't ESPify an ESM - you should only ever need to ESMify an ESP, and thus afterwards ESPify that ESMified ESP. When ESM/ESPifying files, they'll still have the same file extension they had before (an ESP will still be named blah.esp after ESMifying) but the CS will think it's an ESM, allowing you to use it as a master to another ESP. But always ESPify an ESMified ESP before using it in-game else you'll get bugged.

the same that loads first as an esm now calls on itself as the esm master
Master loop. You've had a little accident somewhere along the way here.
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Natasha Biss
 
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Post » Tue May 10, 2011 8:57 am

I can't load the paired esm's because one loads before oblivion
Use Wrye Bash or OBMM to ensure that all ESMs are loading after Oblivion.esm.


Thanks Display, that fixed it. I actually thought about that but then said, 'nah, can't be so easy'.
Guess I'm beginning to show the effects of burnout :embarrass:
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Jade Muggeridge
 
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Post » Tue May 10, 2011 1:22 am

Does TES4Edit have an actual troubleshoot document with error definitions?

No but you can go to the fallout nexus or thread don't remember now and find 'Miaxs_Tome_of_FO3Edit_Noir_v1.1.doc' which covers the fallout version which is very close to TES4edit. Some error codes are mentioned.
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Rodney C
 
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Post » Tue May 10, 2011 3:39 am

Since the FO3Edit program is the same code as TES4Edit, the guide for Fallout 3 applies equally as well to Oblivion.
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Motionsharp
 
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Post » Tue May 10, 2011 3:20 pm

Since the FO3Edit program is the same code as TES4Edit, the guide for Fallout 3 applies equally as well to Oblivion.


:goodjob: got it!

On another note, lol.. how can TESCS say 'this object' is not persistent while TES4Edit says 'this object' is persistent? Is the TESCS lieing? :D
:facepalm: These must seem like stupid questions, but I'm doing some cleaning.
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Lew.p
 
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Post » Tue May 10, 2011 10:54 am

Is the source code of tes4edit available?
Or the source code of any other parser for esm/esp files.

It may be me but I find the info on uesp( http://www.uesp.net/wiki/Tes4Mod:Mod_File_Format ) a bit sketchy at times.

edit:
Nvm I will use Wrye Bash code as a reference.
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Mistress trades Melissa
 
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Post » Tue May 10, 2011 6:23 am

Is the source code of tes4edit available?
Or the source code of any other parser for esm/esp files.

It may be me but I find the info on uesp( http://www.uesp.net/wiki/Tes4Mod:Mod_File_Format ) a bit sketchy at times.

edit:
Nvm I will use Wrye Bash code as a reference.

The full TES4Edit source code isn't available because (as I understand it) ElminsterEU uses some proprietary code in the frontend that he isn't allowed to distribute. The backend code that you're interested in IS available in http://www.tesnexus.com/downloads/file.php?id=11484, but I don't think it is completely up to date. ElminsterEU has been willing to share the more current backend code, but you'll have to get in touch with him. And, he hasn't been online for a while...

The Wrye Bash code is ~99.9% complete (it is missing any definitions for pathgrid records, and there might be some areas where signed types are used where unsigned types are more appropriate), but it makes a few design decisions that TES4Edit doesn't. For example, Wrye Bash will automatically update any of the older format subrecords to the newer one whereas TES4Edit leaves it alone, and handles truncated records differently (but mostly with the same end effect).

If you're more fluent with C/C++ than Python, I recommend looking at http://www.gamesas.com/bgsforums/index.php?showtopic=1078195. It is in alpha, but it includes the source code and it defines all of the records except CELL/WRLD/DIAL and their subrecords. The missing records will be defined by the 0.3a release, which I expect will be next week. The way it handles truncated records is more faithful to how the CS handles it, based on empirical testing.
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Bryanna Vacchiano
 
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Post » Tue May 10, 2011 9:37 am

Let's say I have a patch file with 100 masters. Is there an easy way to delete all references to some of the masters?
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Alycia Leann grace
 
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Post » Tue May 10, 2011 3:24 am

The only safe way to try is to right click on it and select "clean masters". That's not something to do lightly though, you need to be sure that the file doesn't have a good reason to need those 100 masters.
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Roberta Obrien
 
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Post » Tue May 10, 2011 12:14 pm

The only safe way to try is to right click on it and select "clean masters". That's not something to do lightly though, you need to be sure that the file doesn't have a good reason to need those 100 masters.


It's a custom Patch file that I built up over the course of many months during my previous game. I've decided to ditch all mods made by the Mod Nazi, but I need to remove all the references from the the patch file in order to use it in my current game.
Clean Master will only remove the file depencies and remove their names from the file header of the patch file, but only after all references have been removed, at least the version I'm using - the one dated February or March 2009. I've found the later version to be too crash prone and eating too much RAM.
But doing it manually wasn't that hard after all, once I relearnt a few old tricks. ;)
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No Name
 
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Post » Tue May 10, 2011 6:57 pm

It's a custom Patch file that I built up over the course of many months during my previous game. I've decided to ditch all mods made by the Mod Nazi, but I need to remove all the references from the the patch file in order to use it in my current game.
Clean Master will only remove the file depencies and remove their names from the file header of the patch file, but only after all references have been removed, at least the version I'm using - the one dated February or March 2009. I've found the later version to be too crash prone and eating too much RAM.
But doing it manually wasn't that hard after all, once I relearnt a few old tricks. ;)


Not sure whether you ended by saying you resolved this already, but...

Open the ESP in TES4Edit
Select all the master files you don't want to remove (including Oblivion.esm), right-click and Hide them
Now filter for conflicts as if you were about to use the cleaning routine
All records highlighted should be either unique to the unwanted ESPs or vanilla records overridden by the unwanted ESPs
Remove all which are unique (Form ID tells you of course)
If the vanilla records being overridden by the unwanted ESPs are identical in your patch to the ones in the unwanted ESPs, they'll be green and can be removed
If they're not green, then you've got data relating to that record from some other ESP, so you may or may not need to remove it. These could be tricky to determine, so hopefully there aren't many/any
Now remove the filter and unhide the other masters (probably not necessary but just for safety)
Clean Masters on your patch, this should remove all the unwanted ESPs from the master list
If some still remain, then you've missed something - could be a record referencing another record rather than a direct edit to an unwanted ESP record (e.g. a land record contains references to land textures)
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Epul Kedah
 
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Post » Tue May 10, 2011 2:43 pm

Sorry if it's not a question directly related to any of the tools but I was wondering if anyone knew the distance between two points of a cell LAND Record?
To be exact the distance from (x,y) to (x+1,y) or from (x,y) to (x,y+1)...

I don't think it's 1 game unit because the height map is by 8 game units, it would make super sharp terrain...
If anyone knows I'd appreciate it :).
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Mrs. Patton
 
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Post » Tue May 10, 2011 3:41 pm

Thanks for the tutorial, Vorians. I've bookmarked your message for future reference.
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Roberta Obrien
 
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Post » Tue May 10, 2011 12:55 pm

I can't remember if I reported this before, but:

In the weather classifications bit, integer values of 4 are wrongly labelled as Snowy, when they're actually Rainy, and integer values of 8 don't seem to have a label, and show up as . It's not really a big problem, but it's a bit of a headache having to go "wait, why are the rainy weathers classified as snowy? Oh, I remember..." and similar for snowy weathers.
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Samantha hulme
 
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Post » Tue May 10, 2011 5:59 am

I can't remember if I reported this before, but:

In the weather classifications bit, integer values of 4 are wrongly labelled as Snowy, when they're actually Rainy, and integer values of 8 don't seem to have a label, and show up as . It's not really a big problem, but it's a bit of a headache having to go "wait, why are the rainy weathers classified as snowy? Oh, I remember..." and similar for snowy weathers.

Ah, thanks for bringing that up. I had a note "Notify ElminsterEU about WTHR flag/type goof" in my to-do list, but couldn't remember what the goof actually was.

Another interesting oddity that may be interesting to play with is that the weather type field is a flag field. When you set it in the CS, you can only set one weather type, but if you manually set the flags via hex editing, you can make the CS have multiple weather types ticked off. I have no idea how the game would react...probably either crash, or graphical anomalies as multiple weather types try to run.

enum eWeatherType //actually flags, but all are exclusive(except unknowns)...so like a Type	{ //Manual hackery will make the CS think it is multiple types. It isn't known how the game would react.	eNone	 = 0x00000000,	ePleasant = 0x00000001,	eCloudy   = 0x00000002,	eRainy	= 0x00000004,	eSnow	 = 0x00000008,	fUnk1	 = 0x01000000,	fUnk2	 = 0x10000000	};

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Jennifer May
 
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Post » Tue May 10, 2011 7:20 pm

Ah, thanks for bringing that up. I had a note "Notify ElminsterEU about WTHR flag/type goof" in my to-do list, but couldn't remember what the goof actually was.

Another interesting oddity that may be interesting to play with is that the weather type field is a flag field. When you set it in the CS, you can only set one weather type, but if you manually set the flags via hex editing, you can make the CS have multiple weather types ticked off. I have no idea how the game would react...probably either crash, or graphical anomalies as multiple weather types try to run.


The game might just accept the last or first in the list. Elminster hasn't been here for quite some time, I suggest you PM this info to him.
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FITTAS
 
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Post » Tue May 10, 2011 7:06 pm

Hello, guys, hope you don't mind giving me a hand with Windows 7, will you?
I installed game in MyGames folder. Many programs allow me to change installation path and present no problem
But TES4EDIT, TES4LODGen and TES4Gecko refuse to start.
For Gecko I will have to investigate further but ElminsterEU's programs said they cannot find the path.
How to teach TES4EDIT and TES4LODGen to look into MyGames\Bethesda Softworks\Oblivion\Data folder?
How to tech them the new installation path?

I am sure there is a way as I am not the first to play on Windows 7.
Probably I am the first one unable to figure it out :D
Thanks.
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Richard Dixon
 
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Post » Tue May 10, 2011 1:04 pm

Hello, guys, hope you don't mind giving me a hand with Windows 7, will you?
I installed game in MyGames folder. Many programs allow me to change installation path and present no problem
But TES4EDIT, TES4LODGen and TES4Gecko refuse to start.
For Gecko I will have to investigate further but ElminsterEU's programs said they cannot find the path.
How to teach TES4EDIT and TES4LODGen to look into MyGames\Bethesda Softworks\Oblivion\Data folder?
How to tech them the new installation path?

I am sure there is a way as I am not the first to play on Windows 7.
Probably I am the first one unable to figure it out :D
Thanks.


Is it a clean install of both Oblivion and the TES4 programs? If so TES4 should be able to read the correct Oblivon path from the registery.
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RObert loVes MOmmy
 
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Post » Tue May 10, 2011 5:27 pm

As Petrus said, both Elminster's programs find the game by checking the Windows Registry entries, as created by the game when you first installed it. If you moved the Oblivion folder manually AFTER installing it somewhere else, then the registry entries are no longer valid and will need correcting

For me, the registry entry is in HKEY_LOCAL_MACHINE/SOFTWARE/Wow6432Node/Bethesda Softworks/Oblivion

Now this could be the standard location in Win 7, or it could be unique to 64-bit version, I don't know, but take a look in your registry (type regedit into the "Search Programs and Files" box just above the Start button after clicking Start) for that location. If you can find it, then edit the "Installed Path" key to point to the new location of the game files.

If you're using 32-bit Win 7 and the above registry entry doesn't exist, then it must be stored somewhere else in 32-bit Windows, you'll need to search the registry for "Oblivion" until you find an entry containing the "Installed Path" key.

If however you used the proper game installer to install the game to its current location, then something has messed up the registry entry. Regardless, the above should fix it.
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Jason Rice
 
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Post » Tue May 10, 2011 6:40 am

I got a new rig (i7- with 8 cpu's) and I've been reinstalling programs. After installing TES4Edit, I get a d3dx9_33.dll notice that it's missing. How can I fix this?
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Karl harris
 
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Post » Tue May 10, 2011 1:36 pm

I got a new rig (i7- with 8 cpu's) and I've been reinstalling programs. After installing TES4Edit, I get a d3dx9_33.dll notice that it's missing. How can I fix this?


Install DirectX. See the opening post of this thread, your answer is right up near the top.
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lucy chadwick
 
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