[RELz/BETA] TES4View / TES4Edit / TES4Trans

Post » Tue May 10, 2011 1:13 am

I Wonder, is the source code available to the general population ?
The backend source is available through TES4Dump/FO3Dump (and I can make the most current version of that available to you upon request, it contains the whole module file load/manipulate/save engine). Unfortunately I'm not in a position to release the frontend source (basically the GUI part) because I'm using some proprietary code in that which I can't release.
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Marcin Tomkow
 
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Post » Tue May 10, 2011 1:23 am

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.


Open two sessions of the Construction Set. Use one to look for things, the other to fix them. This way you can delete important things like buildings in one CS session to find things (but never save) while making savable changes in the other CS session.
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ILy- Forver
 
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Post » Mon May 09, 2011 3:03 pm

Is it possible to view only the conflicts in TES4EDIT? Because I've got loads of records, and I don't want to check them all for conflicts.
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Dominic Vaughan
 
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Post » Mon May 09, 2011 6:49 pm

Is it possible to view only the conflicts in TES4EDIT? Because I've got loads of records, and I don't want to check them all for conflicts.


Right Click and Apply Filter and be dazzled by all the options. ;)
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Eduardo Rosas
 
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Post » Mon May 09, 2011 7:20 pm

Right Click and Apply Filter and be dazzled by all the options. ;)


I'm dazzled xD

Oh yeah, and then one more question. Then, if I have found a conflict, what should I do to clear it? And are critical conflicts known to do something bad in your game?
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Milad Hajipour
 
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Post » Tue May 10, 2011 12:37 am

It depends on what's been identified as critical, usually that only happens with scripts that have changes to the variable indicies which can in some cases produce CTDs. That's not something I know enough about to advise on a proper way to fix it though. If you found a critical conflict in something else I'd be curious to see a screen of it.
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Kyra
 
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Post » Mon May 09, 2011 5:14 pm

http://img40.imageshack.us/img40/388/tes4edit.jpg

Ok, this is what I'm getting. I'm also getting purple backgrounds, and I don't know what that means. Is that a critical conflict?
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Nitol Ahmed
 
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Post » Mon May 09, 2011 9:51 pm

http://img40.imageshack.us/img40/388/tes4edit.jpg

Ok, this is what I'm getting. I'm also getting purple backgrounds, and I don't know what that means. Is that a critical conflict?


You need to click on the + signs before the mods to see the actual conflicts.
As to what the colours mean, click on Information under the right hand pane.
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Jesus Duran
 
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Post » Mon May 09, 2011 9:08 pm

http://img9.imageshack.us/img9/4237/probleem.jpg

Here's a better shot.
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Niisha
 
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Post » Mon May 09, 2011 10:58 pm

http://img9.imageshack.us/img9/4237/probleem.jpg

Here's a better shot.


That's exactly what I was getting at. See how on the right the variable name is different? I don't know that the particular case you opened is anything to worry about since the MMM script overrides the previous script with a variable of the same type. Where you run into problems is if they're of a different type. Like a ref instead of a long/short.
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Bedford White
 
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Post » Tue May 10, 2011 2:48 am

That's exactly what I was getting at. See how on the right the variable name is different? I don't know that the particular case you opened is anything to worry about since the MMM script overrides the previous script with a variable of the same type. Where you run into problems is if they're of a different type. Like a ref instead of a long/short.


So, what should I do in a case like this then?
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Kara Payne
 
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Post » Mon May 09, 2011 11:51 pm

In the specific case you have, nothing. Just let it be. It shouldn't hurt anything.

The only problem I could see down the road is if you remove that MMM module, the original USIP script will assume the old bScaled value is valid for the HealthMod value.
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stevie trent
 
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Post » Tue May 10, 2011 6:14 am

I just found out Ctrl Shift +/- is Expand/Collapse all. :) I was going to request that for the selected tree, but this works just fine.

Also you can select an entry, and then hold Shift + Down to select everything at the same level as long as those entries are expanded.

Edit:


Hmm I can copy everything I need to disable into a seperate esp by using filters, but from there I can't disable them from within TES4Edit. There's far too many entries to disable by hand, and far too many modified cells to delete them in the CS then undelete and disable in TES4Edit. Once again the lack of this feature is going to seriously cost me several days of modding of what could be done in an couple of hours. :brokencomputer:

I'm dealing with 1000-2500 objects between 3800 cells that should be disabled in order to create local maps and generate landscape textures. I planned on doing this for other mods too (+compatability patches), but I'm not so sure about that now. I will have to see how complex those other mods will be. I may have a peek at the tes4dump source code, but I don't have Visual Studio installed right now (and it's less than a month away before I reformat for win7). :(
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rolanda h
 
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Post » Mon May 09, 2011 8:27 pm

I may have a peek at the tes4dump source code, but I don't have Visual Studio installed
That's not going to help you. TES4Edit/TES4Dump is developed in Delphi 2007, not Visual Studio.
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Carolyne Bolt
 
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Post » Tue May 10, 2011 3:15 am

Hi Elminster, I have a feature request. Sometimes when a mod has a number of master mods, and I expect Clean Masters to remove certain masters but doesn't, it can take a while to figure out what the mod is referencing from that master (last time it turned out to be a pathgrid record with 6 nodes linked to a toggle-parent object from a master ESP).

My request is to be able to right-click an ESP and have an option to "List Referenced records from Masters" which would then provide a selection list to tick the master or masters you want to see references from (Oblivion.esm being ticked would of course require triggering the Build References option before continuing). The resulting record Form IDs then being displayed in your standard Referenced list so they can be double-clicked to jump to record.

Which actually brings in another request I just thought of. Being able to right-click "Dump to TXT" on the Referenced list, so that if it's a large list, you can quickly record it for future viewing without having to rebuild the list each time.
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Juan Cerda
 
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Post » Tue May 10, 2011 1:10 am

Sorry, but I cant find it...

Which is the best way to edit scripts with TES4edit?

I can't do it right now! Thanks! ::D
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Alexandra Ryan
 
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Post » Tue May 10, 2011 6:22 am

Sorry, but I cant find it...

Which is the best way to edit scripts with TES4edit?
To close TES4Edit and open the esp in the CS :P

I can't do it right now! Thanks! ::D
That's correct. None can do it, since TES4Edit doesn't support it. :)
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noa zarfati
 
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Post » Mon May 09, 2011 5:17 pm

To close TES4Edit and open the esp in the CS :P

That's correct. None can do it, since TES4Edit doesn't support it. :)


Saddly thanks :mellow:
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e.Double
 
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Post » Mon May 09, 2011 6:46 pm

Well you can edit the script's source code in Tes4edit, but you still need to go into the CS to compile the results.
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Jeffrey Lawson
 
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Post » Tue May 10, 2011 1:57 am

I'm having a small problem with both tes4edit and tes4lodgen (once one is fixed, both'll probably be fixed, so I might as well say I have a problem with both): when I start up either mod, they look for my Oblivion directory, but can't find it. Here's what it says when I try to run tes4edit:

Using Oblivion Data Path: C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data\Using ini: C:\Users\Jakben\Documents\My Games\Oblivion\Oblivion.iniUsing settings file: C:\Users\Jakben\AppData\Local\Oblivion\Plugins.tes4viewsettingsLoading active plugin list: C:\Users\Jakben\AppData\Local\Oblivion\Plugins.txtNote: Active plugin List contains nonexisting file "xulTheHeath.esp"Note: Active plugin List contains nonexisting file "xulStendarrValley.esp"Note: Active plugin List contains nonexisting file "xulRollingHills_EV_withoutWheat.esp"Note: Active plugin List contains nonexisting file "xulRiverEthe.esp"Note: Active plugin List contains nonexisting file "xulPatch_AY_AC.esp"Note: Active plugin List contains nonexisting file "xulPantherRiver.esp"Note: Active plugin List contains nonexisting file "xulLushWoodlands.esp"Note: Active plugin List contains nonexisting file "xulImperialIsle.esp"Note: Active plugin List contains nonexisting file "xulFallenleafEverglade.esp"Note: Active plugin List contains nonexisting file "XulEntiusGorge.esp"Note: Active plugin List contains nonexisting file "xuldarkforest.esp"Note: Active plugin List contains nonexisting file "xulColovianHighlands_EV.esp"Note: Active plugin List contains nonexisting file "xulCloudtopMountains.esp"Note: Active plugin List contains nonexisting file "xulChorrolHinterland.esp"Note: Active plugin List contains nonexisting file "xulBrenaRiverRavine.esp"Note: Active plugin List contains nonexisting file "xulBravilBarrowfields.esp"Note: Active plugin List contains nonexisting file "xulBlackwoodForest.esp"Note: Active plugin List contains nonexisting file "xulBeachesOfCyrodiilLostCoast.esp"Note: Active plugin List contains nonexisting file "xulArriusCreek.esp"Note: Active plugin List contains nonexisting file "xulAncientYews.esp"Note: Active plugin List contains nonexisting file "xulAncientRedwoods.esp"Note: Active plugin List contains nonexisting file "Wood Bows and Leather Armors.esp"Note: Active plugin List contains nonexisting file "WindowLightingSystem.esp"Note: Active plugin List contains nonexisting file "Windfall.esp"Note: Active plugin List contains nonexisting file "Windfall.esm"Note: Active plugin List contains nonexisting file "Vvardenfell_Imports.esp"Note: Active plugin List contains nonexisting file "Vergayun.esp"Note: Active plugin List contains nonexisting file "Unofficial Shivering Isles Patch.esp"Note: Active plugin List contains nonexisting file "Unofficial Oblivion Patch.esp"Note: Active plugin List contains nonexisting file "The Ayleid Steps.esp"Note: Active plugin List contains nonexisting file "TamrielTravellersItemsCobl.esp"Note: Active plugin List contains nonexisting file "TamrielTravellers4OOO.esp"Note: Active plugin List contains nonexisting file "TamrielTravellers.esm"Note: Active plugin List contains nonexisting file "Symphony of Violence.esp"Note: Active plugin List contains nonexisting file "SupremeMagicka.esp"Note: Active plugin List contains nonexisting file "Streamline 3.1.esp"Note: Active plugin List contains nonexisting file "StealthOverhaul.esp"Note: Active plugin List contains nonexisting file "SM_ShiveringIsles.esp"Note: Active plugin List contains nonexisting file "SM_EnchantStaff.esp"Note: Active plugin List contains nonexisting file "ShiveringIsleTravellers.esp"Note: Active plugin List contains nonexisting file "Salmo the Baker, Cobl.esp"Note: Active plugin List contains nonexisting file "Quest Award Leveller.esp"Note: Active plugin List contains nonexisting file "Quest Award Leveller - Knights of the Nine.esp"Note: Active plugin List contains nonexisting file "ProgressMBSP.esp"Note: Active plugin List contains nonexisting file "ProgressGSD.esp"Note: Active plugin List contains nonexisting file "Progress.esm"Note: Active plugin List contains nonexisting file "phinix-waterfix.esp"Note: Active plugin List contains nonexisting file "P1DkeyChain.esp"Note: Active plugin List contains nonexisting file "Oscuro's_Oblivion_Overhaul.esp"Note: Active plugin List contains nonexisting file "Oscuro's_Oblivion_Overhaul.esm"Note: Active plugin List contains nonexisting file "OOO 1.32-Cobl.esp"Note: Active plugin List contains nonexisting file "Oblivion.esm"Note: Active plugin List contains nonexisting file "Oblivion WarCry EV.esp"Note: Active plugin List contains nonexisting file "nGCD.esp"Note: Active plugin List contains nonexisting file "MountainShack.esp"Note: Active plugin List contains nonexisting file "MIS New Sounds Optional Part.esp"Note: Active plugin List contains nonexisting file "MIS Low Wind.esp"Note: Active plugin List contains nonexisting file "Mart's Monster Mod.esm"Note: Active plugin List contains nonexisting file "Mart's Monster Mod - Slof Horses Complete.esp"Note: Active plugin List contains nonexisting file "Mart's Monster Mod - Hunting & Crafting.esp"Note: Active plugin List contains nonexisting file "Mart's Monster Mod - Gems & Gem Dust.esp"Note: Active plugin List contains nonexisting file "Mart's Monster Mod - Foxes.esp"Note: Active plugin List contains nonexisting file "Mart's Monster Mod - Farm Animals.esp"Note: Active plugin List contains nonexisting file "Mart's Monster Mod - Durzog Addon.esp"Note: Active plugin List contains nonexisting file "Mart's Monster Mod - Dungeons of MMM.esp"Note: Active plugin List contains nonexisting file "Mark & Recall.esp"Note: Active plugin List contains nonexisting file "MaleBodyReplacerV4.esp"Note: Active plugin List contains nonexisting file "Loth's Blunt Weapons for Npcs.esp"Note: Active plugin List contains nonexisting file "Lock Bash Omega.esp"Note: Active plugin List contains nonexisting file "Let There Be Darkness - Cyrodiil + SI.esp"Note: Active plugin List contains nonexisting file "KragenirsDeathQuest-RollingHills patch.esp"Note: Active plugin List contains nonexisting file "KragenirsDeathQuest-LostCoast patch.esp"Note: Active plugin List contains nonexisting file "KragenirsDeathQuest-CloudtopMountains patch.esp"Note: Active plugin List contains nonexisting file "Kragenir's Death Quest.esp"Note: Active plugin List contains nonexisting file "Knights.esp"Note: Active plugin List contains nonexisting file "Knights - Unofficial Patch.esp"Note: Active plugin List contains nonexisting file "KDQ - Rural Line Additions.esp"Note: Active plugin List contains nonexisting file "KDCircletsOOOOptimized - NPC Equip.esp"Note: Active plugin List contains nonexisting file "ImpeREAL Empire - Unique Forts.esp"Note: Active plugin List contains nonexisting file "Harvest [Flora].esp"Note: Active plugin List contains nonexisting file "Harvest [Flora] - DLCFrostcrag.esp"Note: Active plugin List contains nonexisting file "Fransfemale.esp"Note: Active plugin List contains nonexisting file "Francesco's Optional New Items Add-On.esm"Note: Active plugin List contains nonexisting file "Francesco's Optional Leveled Quests-SI only.esp"Note: Active plugin List contains nonexisting file "Francesco's Optional Leveled Guards.esp"Note: Active plugin List contains nonexisting file "Francesco's Optional Chance of Stronger Enemies.esp"Note: Active plugin List contains nonexisting file "Francesco's Optional Chance of Stronger Bosses.esp"Note: Active plugin List contains nonexisting file "Francesco's Optional Chance of More Enemies.esp"Note: Active plugin List contains nonexisting file "Francesco's Leveled Creatures-Items Mod.esm"Note: Active plugin List contains nonexisting file "Fran_Lv30Item_Maltz.esp"Note: Active plugin List contains nonexisting file "Fran Armor Add-on.esp"Note: Active plugin List contains nonexisting file "FCOM_WarCry.esp"Note: Active plugin List contains nonexisting file "FCOM_RealSwords.esp"Note: Active plugin List contains nonexisting file "FCOM_FrancescosNamedBosses.esp"Note: Active plugin List contains nonexisting file "FCOM_EntropicOrderRebalance.esp"Note: Active plugin List contains nonexisting file "FCOM_DurabilityAndDamage.esp"Note: Active plugin List contains nonexisting file "FCOM_Convergence.esp"Note: Active plugin List contains nonexisting file "FCOM_Convergence.esm"Note: Active plugin List contains nonexisting file "FCOM_BobsArmory.esp"Note: Active plugin List contains nonexisting file "FCOM_Blood&Mud.esp"Note: Active plugin List contains nonexisting file "Faregyl.esp"Note: Active plugin List contains nonexisting file "ExnemRuneskulls.esp"Note: Active plugin List contains nonexisting file "EVE_ShiveringIslesEasterEggs.esp"Note: Active plugin List contains nonexisting file "EVE_KnightsoftheNine.esp"Note: Active plugin List contains nonexisting file "Enhanced Quest Roleplaying.esp"Note: Active plugin List contains nonexisting file "ElsweyrAnequina.esp"Note: Active plugin List contains nonexisting file "Dungeon Actors Have Torches 1.6 DT.esp"Note: Active plugin List contains nonexisting file "DLCVileLair.esp"Note: Active plugin List contains nonexisting file "DLCVileLair - Unofficial Patch.esp"Note: Active plugin List contains nonexisting file "DLCThievesDen.esp"Note: Active plugin List contains nonexisting file "DLCThievesDen - Unofficial Patch.esp"Note: Active plugin List contains nonexisting file "DLCThievesDen - Unofficial Patch - SSSB.esp"Note: Active plugin List contains nonexisting file "DLCSpellTomes.esp"Note: Active plugin List contains nonexisting file "DLCShiveringIsles.esp"Note: Active plugin List contains nonexisting file "DLCOrrery.esp"Note: Active plugin List contains nonexisting file "DLCOrrery - Unofficial Patch.esp"Note: Active plugin List contains nonexisting file "DLCMehrunesRazor.esp"Note: Active plugin List contains nonexisting file "DLCMehrunesRazor - Unofficial Patch.esp"Note: Active plugin List contains nonexisting file "DLCHorseArmor.esp"Note: Active plugin List contains nonexisting file "DLCHorseArmor - Unofficial Patch.esp"Note: Active plugin List contains nonexisting file "DLCFrostcrag.esp"Note: Active plugin List contains nonexisting file "DLCFrostcrag - Unofficial Patch.esp"Note: Active plugin List contains nonexisting file "DLCBattlehornCastle.esp"Note: Active plugin List contains nonexisting file "DLCBattlehornCastle - Unofficial Patch.esp"Note: Active plugin List contains nonexisting file "Diverse Wisps - Base.esm"Note: Active plugin List contains nonexisting file "Cyrodiil transportation network.esp"Note: Active plugin List contains nonexisting file "Crowded Roads Advanced.esp"Note: Active plugin List contains nonexisting file "Cobl Silent Equip Misc.esp"Note: Active plugin List contains nonexisting file "Cobl Si.esp"Note: Active plugin List contains nonexisting file "Cobl Main.esm"Note: Active plugin List contains nonexisting file "Cobl Glue.esp"Note: Active plugin List contains nonexisting file "Choices and Consequences.esp"Note: Active plugin List contains nonexisting file "Choices and Consequences - OOO.esp"Note: Active plugin List contains nonexisting file "Choices and Consequences - MMM.esp"Note: Active plugin List contains nonexisting file "C&C - The Blackwood Company.esp"Note: Active plugin List contains nonexisting file "C&C - The Blackwood Company - OOO.esp"Note: Active plugin List contains nonexisting file "Bob's Armory Oblivion.esp"Note: Active plugin List contains nonexisting file "Blood&Mud.esp"Note: Active plugin List contains nonexisting file "bgMagicLightningbolt.esp"Note: Active plugin List contains nonexisting file "bgMagicEV.esp"Note: Active plugin List contains nonexisting file "bgIntegrationEV.esp"Note: Active plugin List contains nonexisting file "bgBalancingEVLAMEAddition.esp"Note: Active plugin List contains nonexisting file "bgBalancingEVCore.esp"Note: Active plugin List contains nonexisting file "Bashed Patch, 0.esp"Note: Active plugin List contains nonexisting file "bartholm.esp"Note: Active plugin List contains nonexisting file "Bartholm-Panther River Patch.esp"Note: Active plugin List contains nonexisting file "Ayleid Loot EXtension.esp"Note: Active plugin List contains nonexisting file "Atmospheric Loading Screens - No Text.esp"Note: Active plugin List contains nonexisting file "Artifacts.esp"Note: Active plugin List contains nonexisting file "Artifacts.esm"Note: Active plugin List contains nonexisting file "Artifacts - ArmaCompleteAddon.esp"Note: Active plugin List contains nonexisting file "Armamentium female.esp"Note: Active plugin List contains nonexisting file "ArmamentariumLLMagic.esp"Note: Active plugin List contains nonexisting file "ArmamentariumLLArmaVendor.esp"Note: Active plugin List contains nonexisting file "ArmamentariumLL4OOO.esp"Note: Active plugin List contains nonexisting file "ArmamentariumArtifacts.esp"Note: Active plugin List contains nonexisting file "Armamentarium.esm"Note: Active plugin List contains nonexisting file "Alternative Start by Robert Evrae.esp"Note: Active plugin List contains nonexisting file "All Natural.esp"Note: Active plugin List contains nonexisting file "All Natural Base.esm"Note: Active plugin List contains nonexisting file "All Natural - SI.esp"Note: Active plugin List contains nonexisting file "All Natural - Real Lights.esp"Note: Active plugin List contains nonexisting file "All Natural - EW + NW + AWS.esp"Note: Active plugin List contains nonexisting file "_Ren_BeautyPack_onlyhairs.esp"Ignoring ModGroup Kvatch Rebuilt and OOO+MMM: less then 2 plugins activeIgnoring ModGroup Kvatch Rebuilt and OOO: less then 2 plugins activeIgnoring ModGroup Kvatch Rebuilt: less then 2 plugins activeIgnoring ModGroup Knights of the Nine and UL: Ancient Redwoods: less then 2 plugins activeIgnoring ModGroup SM Spell Leveller: less then 2 plugins activeIgnoring ModGroup UL: Chorrol Hinterland and UL: River Ethe: less then 2 plugins activeIgnoring ModGroup UL: Chorrol Hinterland and UL: Lush Woodlands: less then 2 plugins activeIgnoring ModGroup Supreme Magicka and FCOM: less then 2 plugins activeIgnoring ModGroup Supreme Magicka: less then 2 plugins activeIgnoring ModGroup UL: Lost Coast, Better Cities and Compatibility Patch: less then 2 plugins activeIgnoring ModGroup UL: Chorrol Hinterland, Better Cities and Compatibility Patch: less then 2 plugins activeIgnoring ModGroup Better Cities: less then 2 plugins activeIgnoring ModGroup Official Plugin - Battlehorn Castle: less then 2 plugins activeIgnoring ModGroup Official Plugin - Knights of the Nine: less then 2 plugins activeIgnoring ModGroup Official Plugin - Orrery: less then 2 plugins activeIgnoring ModGroup Official Plugin - Mehrunes Razor: less then 2 plugins activeIgnoring ModGroup Official Plugin - Thieves Den: less then 2 plugins activeIgnoring ModGroup Official Plugin - Vile Lair: less then 2 plugins activeIgnoring ModGroup Official Plugin - Frostcrag: less then 2 plugins activeIgnoring ModGroup Official Plugin - Spell Tomes: less then 2 plugins activeIgnoring ModGroup Official Plugin - Horse Armor: less then 2 plugins activeIgnoring ModGroup FCOM: less then 2 plugins activeIgnoring ModGroup Tamriel Travellers: less then 2 plugins activeIgnoring ModGroup IWRRetrofitted: less then 2 plugins activeIgnoring ModGroup AWS: less then 2 plugins activeIgnoring ModGroup Oscuro's Oblivion Overhaul: less then 2 plugins activeIgnoring ModGroup Francesco's Leveled Creatures-Items Mod: less then 2 plugins activeIgnoring ModGroup COBL: less then 2 plugins activeIgnoring ModGroup Tamrielic Ingredients: less then 2 plugins activeIgnoring ModGroup Unofficial Patches: less then 2 plugins active[28:26] Background Loader: starting...[00:00] Background Loader: Warning: [00:00] Background Loader: Warning: [00:00] Background Loader: Warning: [00:00] Background Loader: Warning: [00:00] Background Loader: Warning: [00:00] Background Loader: Warning: [00:00] Background Loader: Warning: [00:00] Background Loader: Warning: [00:00] Background Loader: [C:\Program Files (x86)\Bethesda Softworks\Oblivion\Data\] Setting Resource Path.[00:00] Background Loader: finished


I think the problem probably lies with how I moved my Oblivion directory. I had turned off UAC for the longest time and just left everything in Program Files, but after a friend convinced me it was important to leave it on, I decided to move my directory to the My Documents folder. Back when I had used the Program Files directory, I was able to work both mods fine, but now I can't get either to work. That's the only thing that's not working, too. Oblivion and all its accessories work fine, but not tes4edit/lodgen.
Does anybody know what the problem is? I know the solution is probably going to be simple, but I can't seem to find an answer anywhere.
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Theodore Walling
 
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Post » Mon May 09, 2011 9:37 pm

You can't just move the directory like that, you need to either run the uninstaller, or find a registry hack to update where the registry is pointing to. Right now, Windows thinks it's still in C:\Program Files (x86)\Bethesda Softworks\Oblivion

You were probably better off leaving it alone. UAC isn't worth these kinds of hassles. If you had it turned off and things were working, following the rule of "if it aint broke, why fix it" would apply.
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Katie Pollard
 
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Post » Tue May 10, 2011 6:17 am

You can't just move the directory like that, you need to either run the uninstaller, or find a registry hack to update where the registry is pointing to. Right now, Windows thinks it's still in C:\Program Files (x86)\Bethesda Softworks\Oblivion

You were probably better off leaving it alone. UAC isn't worth these kinds of hassles. If you had it turned off and things were working, following the rule of "if it aint broke, why fix it" would apply.

I get paranoid about malware, that's all. :shrug:
Can I just move the directory back? Would that screw anything up? If worst comes to worst, I can just uninstall, back up my oblivion folder, then copy all my mods back in, but that would take a lot more time than just moving everything.
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City Swagga
 
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Post » Mon May 09, 2011 6:06 pm

I get paranoid about malware, that's all. :shrug:
Can I just move the directory back? Would that screw anything up? If worst comes to worst, I can just uninstall, back up my oblivion folder, then copy all my mods back in, but that would take a lot more time than just moving everything.


Just move it back and turn UAC off again. All will be as it was before you moved it.
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Ross Zombie
 
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Post » Tue May 10, 2011 2:13 am

Unfortunately, I have a problem when I start TES4Edit. I see the Master/Plugin Selection dialog box and after adjusting the list and clicking Ok, if I've checked Francesco's, I see a second dialog box titled Select ModGroups. That's it! I do not get a dialog box for Skip these records. That is, if I just check Oblivion.esm and the mod I want to examine, MountainShack.esp and click Ok, TES4Edit immediately starts the Background Loader. Also, looking at the information, PGRD, ROAD, etc. are not loaded. I'm using TES4Edit version 2.5.3, running Windows XP Home SP3. The built-in documentation clearly states that, after the Master/Plugin Selection dialog box I should get the Skip these records box--I don't.

I have an issue where an exterior cell I did not knowingly modify can't be deleted from the CS Details list even though nothing is listed for that cell. I hoped to use TES4Edit to resolve this. Maybe I accidently tweaked the pathgrid, for example. I can't find out with TES4Edit if I can't get it to load pathgrids.

I've read over the description and most recent pages of comments at the TES Nexus download site and the last two pages of this topic and found nothing about this. Any help would be appreciated.
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tannis
 
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Post » Mon May 09, 2011 8:43 pm

Unfortunately, I have a problem when I start TES4Edit. I see the Master/Plugin Selection dialog box and after adjusting the list and clicking Ok, if I've checked Francesco's, I see a second dialog box titled Select ModGroups. That's it! I do not get a dialog box for Skip these records. That is, if I just check Oblivion.esm and the mod I want to examine, MountainShack.esp and click Ok, TES4Edit immediately starts the Background Loader. Also, looking at the information, PGRD, ROAD, etc. are not loaded. I'm using TES4Edit version 2.5.3, running Windows XP Home SP3. The built-in documentation clearly states that, after the Master/Plugin Selection dialog box I should get the Skip these records box--I don't.

I have an issue where an exterior cell I did not knowingly modify can't be deleted from the CS Details list even though nothing is listed for that cell. I hoped to use TES4Edit to resolve this. Maybe I accidently tweaked the pathgrid, for example. I can't find out with TES4Edit if I can't get it to load pathgrids.

I've read over the description and most recent pages of comments at the TES Nexus download site and the last two pages of this topic and found nothing about this. Any help would be appreciated.


I believe you refer to a part of TES4View, not TES4Edit. TES4View gives the option skip records, TES4Edit does not. TES4Edit loads all records, so the pathgrids will have been loaded too. You can either use the Filter to hide the records you don't want (after background loading is complete) or just find the cell and remove it.
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Jonathan Braz
 
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