[RELz/BETA] TES4View / TES4Edit / TES4Trans

Post » Mon May 09, 2011 5:06 pm

I noticed that when you compare weathers, and select 'Copy To Selected Records' for any number of colour values for a weather, the colours are not copied to the corresponding colours for the other weathers (the ones adjacent, I mean), but are instead added to the bottom of the list, as a new catagory. This doesn't work, as you there is only a set number of catagories. Basically, instead of overwriting, it adds to. I'm sorry I can't be any clearer than that. :shrug:
I can reproduce it. Obviously that shouldn't happen. First time I think that got reported. I'll try to fix it in the next couple of days.
User avatar
Olga Xx
 
Posts: 3437
Joined: Tue Jul 11, 2006 8:31 pm

Post » Mon May 09, 2011 9:03 am

The first person was probably expecting a 3D editor like the CS. The second one made me laugh.
User avatar
David John Hunter
 
Posts: 3376
Joined: Sun May 13, 2007 8:24 am

Post » Mon May 09, 2011 8:16 pm

I don't think you can use anything EXCEPT a canned response when giving a non-endorsemant.

I got one non-endorsemant for FO3Edit so far:

which really puzzles me. Didn't do what the description implied??

And one for TES4LODGen which I find even stranger:

I mean. WTF?


You see, the fixed reasons are meaningless. They leave the modder puzzled, and possibly peed off. At least you didn't get "The file did not meet the user's high quality standards". That one is the most insulting one available, and it was when Better Cities received that within days of the new endorsemant system that I saw that the new system is not the best system available. You just want to strangle these non-endorsers!!!! I did as the moderators instructed us to, to respond to negative endorsemants (now that we aren't allowed to report them and request they be removed for being unreasonable - since the non-endorser doesn't have to provide a specific and accurate reason for non-endorsemant, there is no way to disprove them so the moderators don't have to bother with deciding whether to remove them or not) and PM'd all three non-endorsers of Better Cities asking them to give reasons and not to non-endorse without first trying to communicate. No response from two of them, the third one (who gave the above reason) turned out to be someone I've had trouble with before, so I didn't gain anything there.
User avatar
Gemma Archer
 
Posts: 3492
Joined: Sun Jul 16, 2006 12:02 am

Post » Mon May 09, 2011 4:52 pm

That second non-endorsemant -> :rofl:

EDIT: And thanks in advance, ElminsterEU!
User avatar
Dewayne Quattlebaum
 
Posts: 3529
Joined: Thu Aug 30, 2007 12:29 pm

Post » Mon May 09, 2011 6:45 am

The whole ratings thing is a complete joke now. At least before it was only a partial joke because you could get obviously bogus ratings removed via the reporting system. I've got a non-endorsemant attached to Open Cities now because "The file did not meet the user's high quality standards" and it was accompanied by a nasty rude comment. I reported that, the moderators removed the comment but left the bogus non-endorsemant behind. The system is now open to the very type of abuse it was meant to prevent. These objections were raised but Dark0ne chose to ignore them as unfounded. Well, it's now coming to pass. The trolls have found their way through the gates.

Anyway, I'd just like to state once more that TES4Edit is an absolutely irreplaceable tool that has made my modding life so much easier and I'm glad it exists. I doubt I'm using even 10% of its potential.
User avatar
victoria gillis
 
Posts: 3329
Joined: Wed Jan 10, 2007 7:50 pm

Post » Mon May 09, 2011 10:34 pm

Would it be possible to have the cleaning process find and eliminate water heights of -2147483648.000000 ? This is always a dirty value thrown by the CS whenever cell data is touched.
User avatar
lauren cleaves
 
Posts: 3307
Joined: Tue Aug 15, 2006 8:35 am

Post » Mon May 09, 2011 10:13 pm

Love your work ElminsterEU.

As mostly a mod user when I check for non endorsemant I want to know if there was some specific trouble that might or might not apply to me. When I see the comment "The file did not meet the user's high quality standards" I don't see it as a valid complaint and I don't think most others users does either.

Seconding the -2147483648.000000 water hight. Haven't started cleaning mods yet but when I do this would be nice to have :D
User avatar
Lewis Morel
 
Posts: 3431
Joined: Thu Aug 16, 2007 7:40 pm

Post » Mon May 09, 2011 9:53 pm

Love your work ElminsterEU.

As mostly a mod user when I check for non endorsemant I want to know if there was some specific trouble that might or might not apply to me. When I see the comment "The file did not meet the user's high quality standards" I don't see it as a valid complaint and I don't think most others users does either.

Seconding the -2147483648.000000 water hight. Haven't started cleaning mods yet but when I do this would be nice to have :D



Oh yes that water height can only be a bad edit slipped in by the CS.

None of the available non-endorsemant choices will give you any info about specific trouble with the mod, they're all too generic and meaningless (but still hurtful to the modder in some cases). It's not worth looking at them at all. Instead you should look through the comments for any issues (read at least the last month's worth of comments if they go back in time a long way), which will actually be specific to the mod in question and thus worth reading (especially since you can also see how the modder responds, whether they are supporting the mod or not). Just skip all the "I endorse this file" comments as they're generally just fluff, but since pro-endorsing forces you to make such comments, they're unavoidable.
User avatar
Sylvia Luciani
 
Posts: 3380
Joined: Sun Feb 11, 2007 2:31 am

Post » Mon May 09, 2011 12:37 pm

Just skip all the "I endorse this file" comments as they're generally just fluff, but since pro-endorsing forces you to make such comments, they're unavoidable.
The comment is optional on a positive endorsemant. If no comment is entered it's still counted as a positive endorsemant, but no comment (at all) is added to the list of comments.
User avatar
Jennifer May
 
Posts: 3376
Joined: Thu Aug 16, 2007 3:51 pm

Post » Mon May 09, 2011 10:36 am

Another bug report for you: TES4Edit, when I select a value the 'static attenuation' row while comparing multiple sound records, and use 'copy to selected records', the following error is reported:

Assertion failure (P:\TES4Workbench\wbImplementation.pas, line 4301)

Just thought you might like to know. :)
User avatar
Kyra
 
Posts: 3365
Joined: Mon Jan 29, 2007 8:24 am

Post » Mon May 09, 2011 11:39 pm

Another bug report for you: TES4Edit, when I select a value the 'static attenuation' row while comparing multiple sound records, and use 'copy to selected records', the following error is reported:

Assertion failure (P:\TES4Workbench\wbImplementation.pas, line 4301)

Just thought you might like to know. :)


Yes, I get that too :sad:
User avatar
Stu Clarke
 
Posts: 3326
Joined: Fri Jun 22, 2007 1:45 pm

Post » Mon May 09, 2011 5:59 pm

I guess I should have asked here but how do I use TES4edit to clean mods?
User avatar
Jack
 
Posts: 3483
Joined: Sat Oct 20, 2007 8:08 am

Post » Mon May 09, 2011 5:58 pm

Please make it possible to copy into selected entries the following:
result script of dialog, dialogue topic (not the name. The topic which the dialogue is associated.), condition of dialogue, associated quest of dialogue.
:)
User avatar
James Shaw
 
Posts: 3399
Joined: Sun Jul 08, 2007 11:23 pm

Post » Mon May 09, 2011 11:04 pm

Please make it possible to copy into selected entries the following:
result script of dialog, dialogue topic (not the name. The topic which the dialogue is associated.), condition of dialogue, associated quest of dialogue.
:)
What problems do you see with that currently?
User avatar
Nancy RIP
 
Posts: 3519
Joined: Mon Jan 29, 2007 5:42 am

Post » Tue May 10, 2011 12:35 am

What problems do you see with that currently?


It is not working. 223, 230 and 253 always throw me exceptions. Only 223 shows an exception log.

Time: [27048734] 05.09.2009 14:33:44Server suspended: trueException: EAssertionFailedMessage: Assertion failure (P:\TES4Workbench\wbImplementation.pas, line 3913)Filesize:11593065Filedate:22.03.2009 20:04:24Computer:n/aUser:n/aThreadID: 3952ProcessID: 2256Current Window Caption: TES4Edit 2.2.3 (2009-03-23)Current Window Class: TfrmMainCallstack:[004D79F0] wbImplementation.TwbMainRecord.AddIfMissing (Line 3913, "wbImplementation.pas")[004C2BCA] wbImplementation.wbCopyElementToRecord (Line 93, "wbImplementation.pas")[0067C77A] frmViewMain.TfrmMain.mniViewCopyToSelectedRecordsClick (Line 4335, "frmViewMain.pas")[0047751F] Menus.TMenuItem.Click (Line 2283, "Menus.pas")[004795D1] Menus.TPopupList.MainWndProc (Line 3779, "Menus.pas")[00431D40] Classes.StdWndProc (Line 11583, "common\Classes.pas")


It works with those happy/sad/neutral numbers, the ones between 0 and 100. But when I enter the topic ID into the dialogue topic ID field, it is not working.
User avatar
Alberto Aguilera
 
Posts: 3472
Joined: Wed Aug 29, 2007 12:42 am

Post » Mon May 09, 2011 9:56 pm

Can't do a "copy to selected" on record flags for references. The following comes up in the exception log:

 *** Server started *** Time: [5327234] 9/5/2009 11:31:26 AMException: EAssertionFailedMessage: Assertion failure (P:\TES4Workbench\wbImplementation.pas, line 4298)Filename: C:\Games\Bethesda Softworks\Oblivion\Tes4edit.exeFilesize:3753984Filedate:8/28/2009 8:06:56 PMThreadID: 3776ProcessID: 3772Current Window Caption: TES4Edit 2.5.3 (2009-08-28)Current Window Class: TfrmMainCallstack:[004D8BC8] wbImplementation.TwbMainRecord.AddIfMissing (Line 4298, "ZLIBEX.pas")[004C213C] wbImplementation.wbCopyElementToRecord (Line 111, "wbImplementation.pas")[004C2118] wbImplementation.wbCopyElementToRecord (Line 108, "wbImplementation.pas")[0067610A] frmViewMain.TfrmMain.mniViewCopyToSelectedRecordsClick (Line 4808, "frmViewMain.pas")[004751EB] Menus.TMenuItem.Click (Line 2283, "Menus.pas")[0047729D] Menus.TPopupList.MainWndProc (Line 3779, "Menus.pas")[00432CD0] Classes.StdWndProc (Line 11583, "common\Classes.pas")============================================================== ***************************************** *** Fatal Exception Flag has been set *** *****************************************

User avatar
Jennifer Munroe
 
Posts: 3411
Joined: Sun Aug 26, 2007 12:57 am

Post » Mon May 09, 2011 10:56 pm

Feature Request:

Would it be possible to be able to right click on a reference in a cell somewhere and have an option for "safe delete" that would do the same as running the undelete/disable on the individual reference? Or on a block of them selected. There are instances where having this would be very convenient instead of having to go through the CS to do a mass deletion and then come back and run the undelete.
User avatar
Isaac Saetern
 
Posts: 3432
Joined: Mon Jun 25, 2007 6:46 pm

Post » Mon May 09, 2011 10:19 am

At the end of the last thread I had several posts explaining why that would be a very useful feature. It saves time, ensures 100% safe edits (opposed to the CS), and would allow you to use a Refscope log with TESEdit (or alt-tab in and out of game in windowed mode) without having to use the CS. TCL in game allows you to find things hidden in walls and have a better user perspective with lighting conditions.
User avatar
hannaH
 
Posts: 3513
Joined: Tue Aug 15, 2006 4:50 am

Post » Tue May 10, 2011 1:20 am

ensures 100% safe edits (opposed to the CS)
I have to disagree here. The "other changes" that CS makes if you delete something there are required changes. e.g. if you delete a door in CS, it will also update whatever other door this one is linked to to remove that linkage. If you simply set one of the doors to a disabled temporary reference, you are basically asking for CTDs because the linkage from the other door will still be in place, but it now links to a record which is no longer a persistent reference and will not be loaded into memory if the CELL that contains it is not currently loaded.

Any REALLY unneccessary saved record the CS might add is quickly and automatically removed again using the "remove 'identical to master' records function".
User avatar
Erin S
 
Posts: 3416
Joined: Sat Jul 29, 2006 2:06 pm

Post » Mon May 09, 2011 5:21 pm

Well couldn't you simply disallow the "safe deletion" of persistent references in that case? Temporary references shouldn't have any of that kind of linkage to deal with.

And I'm not sure why you think doors with half their pair disabled without breaking the linkage causes CTDs because I've long since done this with Open Cities and have regularly used the half of the door pair that remains available without causing any sort of problem at all. NPCs also use them on occasion too.
User avatar
adame
 
Posts: 3454
Joined: Wed Aug 29, 2007 2:57 am

Post » Mon May 09, 2011 10:51 am

Any REALLY unneccessary saved record the CS might add is quickly and automatically removed again using the "remove 'identical to master' records function".

I thought this would also remove accidental edits within a certain range. Or does it really only remove 100% identical records. I've had to move things by 1 unit or rotate an object a few degrees.

Still though when you have a refscope log of the refid's, it would be easier to do it directly in TESEdit then it is to manually search 4 neighboring cells for the reference by sorting the cell view by formid. And when you're switching back and forth, trying to remember 100 formid's late at night, it's easy to make a mistake or two. With TES4Edit you can copy & paste the refid into the search box without forcing yourself to constantly think.
User avatar
Mr.Broom30
 
Posts: 3433
Joined: Thu Nov 08, 2007 2:05 pm

Post » Mon May 09, 2011 10:05 pm

No, it only removes 100% identical records. That's why wild edits are such a hassle because sometimes people bump a rock or a door or something by accident and don't realize it made an edit and those don't get fixed.

Of course, the CS makes plenty of wild edits all on its own. Unless the people who's mods I find them in are 100% clutzy I can't see why building a house mod spanning two outdoor cells would need to touch 5 dungeons and 3 taverns on the opposite side of the world. But I've seen plenty of it.

I have to ask though. What are you doing that has required you to need to enter 100 formids to find whatever you're looking for?
User avatar
City Swagga
 
Posts: 3498
Joined: Sat May 12, 2007 1:04 am

Post » Tue May 10, 2011 1:27 am

Unless the people who's mods I find them in are 100% clutzy...
They are.
User avatar
Cartoon
 
Posts: 3350
Joined: Mon Jun 25, 2007 4:31 pm

Post » Mon May 09, 2011 8:32 pm

[quote name='Arthmoor' post='15048553' date='Sep 11 2009, 12:44 AM']No, it only removes 100% identical records. That's why wild edits are such a hassle because sometimes people bump a rock or a door or something by accident and don't realize it made an edit and those don't get fixed.

Of course, the CS makes plenty of wild edits all on its own. Unless the people who's mods I find them in are 100% clutzy I can't see why building a house mod spanning two outdoor cells would need to touch 5 dungeons and 3 taverns on the opposite side of the world. But I've seen plenty of it.

I have to ask though. What are you doing that has required you to need to enter 100 formids to find whatever you're looking for?[/quote]
In my BC IC Market FPS Patch 2 which is now 95% merged into BC 4.3.6, I disabled around 175 objects, created 6 new objects, and edited/moved about 25 existing objects. Most of the disabled objects were vanilla rocks hidden in walls. I would probably make more fps patches if there was an easier way in TES4Edit. Using the CS is a constant fight to lookup objects and it's incredibly hard to find objects hidden behind walls, I have gotten good at using the CS, but it was much faster using tcl in game. The fastest way to find objects in the CS is sometimes to destroy a few objects, which means you can't save your work as you go.

With the method I used it takes about an hour to remove 100 objects. Which isn't bad using an editor, but with a proper tool that could have been less than 5 minutes considering I had a list of the formid's. I used notepad > Replace and then copied it into excel to quickly parse the refscope log.

[quote name='-pk-' post='14951476' date='Aug 23 2009, 02:52 PM']Copy as Disabled would make life much easier. I made a request like that for gecko because I was thinking of opening a large list of formid's as input, but having a simple right click command would save atleast 10 mouse clicks and 2 copy & pastes.

I created a macro to do this in tes4edit that takes a list of formid's. I press space and it searches for the next formid, right clicks, and hovers the mouse over Copy as Override. I click it and double click the esp. Then I press space over XESP and it sets the parent to Player and disabled. Then I press space over Z position and it copies the current value in to the macro and subtracts 40000 from it, pastes & enters. And so on.. Even when using this simplified setup it is so repetitive when dealing with a large list. I disabled between 150-200 objects in my BC IC Market fps patch, and now I have no desire to do that again without an easier way.[/quote]

User avatar
Lilit Ager
 
Posts: 3444
Joined: Thu Nov 23, 2006 9:06 pm

Post » Mon May 09, 2011 3:03 pm

I Wonder, is the source code available to the general population ?
User avatar
Neliel Kudoh
 
Posts: 3348
Joined: Thu Oct 26, 2006 2:39 am

PreviousNext

Return to IV - Oblivion