[RELzBETAWIPz] FO3Edit FO3MasterUpdate

Post » Sun Oct 18, 2015 5:02 am

The download can be found on http://fallout3nexus.com/downloads/file.php?id=637.
A manual can be found http://fallout3nexus.com/downloads/file.php?id=8629.

If you are looking for FO3MasterUpdate, read the release notes for http://www.gamesas.com/bgsforums/index.php?s=&showtopic=973747&view=findpost&p=14343272.

http://www.gamesas.com/bgsforums/index.php?showtopic=915003
http://www.gamesas.com/bgsforums/index.php?showtopic=973747
http://www.gamesas.com/bgsforums/index.php?showtopic=994828
http://www.gamesas.com/bgsforums/index.php?showtopic=1003825

FO3Edit is an advanced graphical module viewer/editor and conflict detector.

When
started it will automatically find your Fallout 3 Data directory. You
then get a dialog to select which modules you want to load with the
current selection from your plugins.txt as default value. Once you have
confirmed that dialog the selected modules will start loading in the
background. Depending on your system it should take 30 seconds to a few
minutes (!) for all modules to load. You can follow the progress in the
message window. (Don't panic if it seems to freeze, it just takes time).

The
tree view on the left side now shows all active modules in their
correct load order. By navigating that tree view you can look at every
single record in any of your modules.

Once a record has been
selected the detailed contents of that record is shown on the right
side. The detail view shows all versions of the selected record from
all modules which contain it. The left most column is the master. The
right most column is the module that "wins". This is the version of the
record that Fallout 3 sees.

Both the detail view and the record
list use the same color coding to signal the conflict state of
individual fields (in the detail view) and the record overall (in the
record list).

Background color:
White - Single Record
Green - Multiple but no conflict
Yellow - Override without conflict
Red - Conflict

Text color:
Black - Single Record
Gray - Hidden by Mod Group
Purple - Master
Gray - Identical to Master
Orange - Identical to Master but conflict Winner
Green - Override without conflict
Orange - Conflict winner
Red - Conflict loser

Conflict
detection is not simply based on the existence of multiple records for
the same FormID in different modules but instead performs a comparison
of the parsed subrecord data.

The record tree view on the left
side has a context menu where you can activate filtering. Filtering is
based on the same conflict categorization as the background and text
color.

Yes, filtering will take a while. It has to decode and
compare the contents of every single record which turns up more then
once.

Be warned, this program uses a lot of memory.
Performance on a system with less then 2GB of RAM will most likely be
sub-optimal. Activating the filtering uses even more memory.

Important:
If you get an error about d3dx9_*.dll not being installed, you need to update your DirectX to at least the March 2008 Version.

The most current DirectX version can be found here:
http://www.microsoft.com/downloads/details.aspx?familyid=2DA43D38-DB71-4C1B-BC6A-9B6652CD92A3&displaylang=en
or here:
http://www.microsoft.com/downloads/details.aspx?FamilyID=740ac79a-5b72-447d-84f9-ee6407ed1a91&DisplayLang=en (make sure to install it after unpacking it).

Here
are all the release notes of all TES4View / TES4Edit / FO3Edit versions
since Jul 6 2007. This covers pretty much all features beyond plain
minimal conflict detection and viewing:

=========

What's new in Version 2.5.3?
  • fixes assert error when copying certain subrecords
  • Adds support for "Sound 2" field in Impact records (used by EVE)

What's new in Version 2.5.1?

Bug Fix: floating point comparison is now less "fuzzy". This can result in
some floating point numbers now comparing as unequal even though they
are within the limit of the accuracy of single (4 byte) floating point
values. But it will prevent cases where floats that should be unequal
compared as equal.

=========
What's new in Version 2.5.0?

Some minor record definition fixes.

Merged Patch creation and FO3MasterUpdate are now considered stable.

=========
What's new in version 2.4.9 EXPERIMENTAL?

  • Merged
    Patch generation has been overhauled. It should now correctly handle
    RACE records (and in general any record with 2 or more mergeable lists)
    and OrderedList FLSTs.
  • MIC2 subrecords are now supported in ARMA and ARMO records
  • DEST(ruction) subrecords are now correctly handled in WEAP and CONT records

=========
What's new in version 2.4.3 BETA?

  • DEST(ruction) subrecords are now support in NPC record
  • MICO subrecords are now supported in ARMA records
  • Context menu on file node in navigation treeview -> Renumber FormIDs from...

Renumber
FormIDs from will change all FormIDs of records belonging to that file
(but not any override records which might be contained in that file) so
that they start at the specified value.

This is useful if you
have multiple modules that you plan to update in the future, but also
want to always provide a merged version (e.g. using FO3Plugin). By
assigning non overlapping FormIDs to the different modules, you can
make sure that no FormID reassignment of conflicting FormIDs has to
take place when merging.

WARNING: changing the FormIDs of an
existing module will make it savegame incompatible and will break any
other module that uses this module as master. If you have any dependant
modules, you need to have them all loaded into FO3Edit at the time you
change to FormIDs so that they will all be updated accordingly.

=========
What's new in 2.4.1 BETA?
  • FO3MasterUpdate is now considered BETA. No problems specific to FO3MasterUpdate have been reported in the last couple of days.
  • Fallout3.Hardcoded.esp has been renamed.

=========
What's new in 2.4.0 EXPERIMENTAL?

This version adds a support for FO3MasterUpdate mode.

MasterUpdate mode is the solution to the bugs introduced in Patch 1.5 in regards to plugins.

When running in MasterUpdate mode, the following operations are performed without further user interaction:
  • all modules in the Data folder are assigned into 2 groups, masters and plugins, based on their file extension (.esm or .esp)
  • the modules in each group are sorted by file modification date/time
  • all module files are redated, first all masters, then all plugins, in 1 minute intervals
  • all active modules are then loaded, the ESM flag set in the file header if not yet present, the ONAM subrecords build if required
  • any temporary overriding worldspace record that have at least one previous version that is persistent are marked as persistent
  • all modified modules are saved.
This
makes it possible to take an existing setup using patch 1.4 or older
which contains mods that are broken by the bugs in patch 1.5 to be
updated to patch 1.5, and used with existing savegames without being
messed up by the bugs in Patch 1.5.

As this function is still
considered EXPERIMENTAL, please make sure you have a full backup of
your Data folder and your save games before using it.

I'll not
take any responsibility if your computer explodes, gains sentience and
start chasing you around the room or anything else that might happen.

You
can run it in MasterUpdate mode by passing the parameter
"-masterupdate" when running FO3Edit.exe or you can simply rename the
exe to FO3MasterUpdate.exe

There is also a MasterRestore mode
which removes the ESM flag again from all .esp files. You can run in
MasterRestore mode by passing "-masterrestore" as parameter or renaming
the exe to FO3MasterRestore.exe

=========
What's new in 2.3.5 EXPERIMENTAL?
  • support for DEST(ruction) subrecord in TERM(inal) records.

=========
What's new in 2.3.0 EXPERIMENTAL?
  • support for BrokenSteel.esm and Patch 1.5
  • large
    number of small fixes to record definition, resulting in many more
    cases of records correctly identified as "identical to master" and a
    very significant reduction in potential false positives in the "Check
    for Errors" function.
  • on the fly conversion of outdated
    records to the most current format. This means that you will see fields
    show up as modified that you didn't modify yourself (mainly in
    Fallout3.esm and the DLC.esm's, GECK created files should already be up
    to date). It is possible to disable this function by starting FO3Edit
    with -nofixup as parameter. It is also possible to just hide these modifications (but still keep the fixups) by starting FO3Edit with -hidefixup as paramter.
  • Automatically update ONAM subrecord when saving ESM's (header flag, not file extension)
  • New function to copy idle animations:
  • Complete overhaul of the "build unreachable info" function
  • Bugfix to prevent dialog choices from being sorted by FormID
  • The
    "Remove 'Identical to Master' Record" function will now remove also the
    NAVM records (but only NAVM records) that show up as benign conflict,
    so there is no longer a need to do that manually
  • The Undelete
    and Disable function will set the Player ACHR [00000014] as Enable
    Parent with the "Set Enable State to Opposite of Parent" flag set.
    Given that the player should never end up being disabled, that should
    properly remove them from the gameworld, even if they are persistent
    references and the enabled state has already been stored in the
    savegame.
  • The Undelete and Disable function will also now
    properly list all affected references, just like the "Remove 'Identical
    to Master' Record" function does.
  • The selection dialog now
    allows double clicking an entry, this will automatically select that
    entry, deselect all others and close the dialog as if the OK button had
    been pressed.

Some important notes about the "Build Reachable Info" function

After
you've run that function, you'll see that some records are displayed
striked-through. These records are considered to be "not reachable".

There are some limits to this. The "not reachable" classification is only true if you:
  • start a new game with exactly the mods you've currently loaded
  • do not use the console in any way

  • there are no FOSE scripts involved that use some dirty tricks to get
    hold of a reference to something without that something showing up in
    the SCRO's of the script.

Also the meaning of
"reachable" is sometimes a bit gray. e.g. for Activator's, Statics,
Weapons, Armor, and so on it means that the player character should be
able to get somewhere from where he can see the object and/or somehow
get it into his inventory. For Quests it means that the quest either
starts enabled or that there is probably some way how it can become
enabled or at least that somewhere the variables belonging to the quest
script get accessed. For DIAL's and INFO's it means that it's probably
possible to select the topic somewhere or hear the response somewhere.
For CELL's and WRLD's it means that the player character is probably
somehow able to enter it. And so on.

Now, in the FormLists you
might see some things marked as unreachable which do technically have
an effect on the player character. e.g. the repair lists will show up
as unreachable. The reason for that is that if the repairlist was
marked as reachable, it would automatically mark all contained records
as reachable. But that's not really right. Just because something can
possibly be used to repair an object that the character has doesn't
meant that this something can actually ever be acquired by the player.
So really, for FormLists the reachable status doesn't mean much either
way.

Outside of FormLists, there shouldn't be any false
negatives (meaning something marked as unreachable which has an
influence on the game).

There can be false positives (something
marked as reachable while it's not). e.g. it's possible for a CELL to
be considered reachable even though the only way to get there is
through a door which can only be opened with a key and the key is not
reachable.

Or for an INFO record to be reachable even though non
of the conditions attached to the responses could ever possible be
true. Or the quest that the INFO belongs to will never be enabled.

Or
any type of object could be reachable even though it's just used in an
GetIsID check in some script (not in a CTDA, objects referenced from
conditions never become reachable through that).

But overall,
even with all these shortcomings and gray areas, if someone ends up
being marked as not reachable, that's a very strong indication that the
particular thing will not normally effect the game.

If you apply
a filter after the "build reachable info" you can filter "by not
reachable status" and then "only not reachable" to just see what's
considered to be not reachable.

=========
Mar 26 2009, 11:59 PM
I've just uploaded version 2.2.6 EXPERIMENTAL to http://fallout3nexus.com/downloads/file.php?id=637.

This version further extends the experimental list merging implementation.

Please read the release notes for version http://www.gamesas.com/bgsforums/index.php?s=&showtopic=915003&view=findpost&p=14023046 if you haven't done so already.

Also, a couple of posts http://www.gamesas.com/bgsforums/index.php?s=&showtopic=915003&view=findpost&p=14027492 is a description of the merging algorithm that's being used.

This version now processes the following record and list types:
CheckGroup(GroupBySignature['LVLI'], 'Leveled List Entries');	CheckGroup(GroupBySignature['LVLC'], 'Leveled List Entries');	CheckGroup(GroupBySignature['LVLN'], 'Leveled List Entries');	CheckGroup(GroupBySignature['LVSP'], 'Leveled List Entries');	CheckGroup(GroupBySignature['CREA'], 'Items');	CheckGroup(GroupBySignature['CREA'], 'Factions');	CheckGroup(GroupBySignature['CREA'], 'Actor Effects');	CheckGroup(GroupBySignature['NPC_'], 'Items');	CheckGroup(GroupBySignature['NPC_'], 'Factions');	CheckGroup(GroupBySignature['NPC_'], 'Actor Effects');	CheckGroup(GroupBySignature['CONT'], 'Items');	CheckGroup(GroupBySignature['FACT'], 'Relations');	CheckGroup(GroupBySignature['RACE'], 'Hairs');	CheckGroup(GroupBySignature['RACE'], 'Eyes');	CheckGroup(GroupBySignature['FLST'], 'FormIDs', True);

This
version also introduces an important change in the handling of FLST
records. Till now the FormIDs list was considered to be an ordered
list. From now on it is considered to be a set. This has a number of
consequences:
  • the list is always displayed ordered by FormID now
  • it is no longer possible to move a specific FormID up or down the list
  • in the detail view the FormIDs are now lined up in the same way as leveled list entries and other sorted lists.
  • When a FLST record which has been modified is saved, the FLST will be saved sorted by FormID

For any list for which this behavior is not wanted
you will have to ensure that the EditorID of the master record ends in
OrderedList, e.g. "ABCOrderedList". Any such FLST will continue to be
treated as it was before and will not participate in Form List merging.

Please
make sure to perform this renaming with GECK or an older version of
FO3Edit. Doing it with the current or a newer version will empty the
list (whenever a rename results in a change of status from Set to
OrderedList or back).

I really need feedback on how well this list merging is working for you!

=========
Mar 26 2009, 09:29 AM
Let me try to verbally describe the merging algo used:

  • make a list with all entries from the master record, designate as TargetList
  • repeat for each existing override record:
  • determine the file containing this override record, designate as CurrentFile
  • make a list with all entries from that override record, designate as CurrentList
  • go
    through the list of master files for CurrentFile, from last to first,
    stop when the first is found containing an override for this record,
    designate as CurrentMaster
  • make a list with all entries from CurrentMaster, designate as CurrentMasterList
  • going over CurrentList and CurrentMasterList, for each entry that:
  • exists only in CurrentList, add this entry to TargetList if not yet present
  • exists only in CurrentMasterList, remove this entry from TargetList if present
[*]make a list with all entries from the winning override record, designate as WinningList
[*]compare TargetList and WinningList, if different:
  • copy the currently winning record as override into the new file, designate as TargetRecord
  • remove all list entries from TargetRecord
  • go over TargetList and for each entry add a new entry to TargetRecord
[/list]
And
here is the "make a list" algo (as it applies to leveled list entries)
which is also important to understand what's going on:
  • for each entry, generate a string representation including: Level, Reference, Count, Item Condition, Owner, Owner Rank
  • sort generated list of strings
  • walking
    over the sorted list, add numbers to duplicated entries, so suppose you
    have a list: A, B, B, C, D, D after this step it will be A#0, B#0, B#1,
    C#0, D#0, D#1

=========
Mar 25 2009, 11:58 PM
I've just uploaded version 2.2.5 EXPERIMENTAL to http://fallout3nexus.com/downloads/file.php?id=637.

This version adds a very experimental implementation of list merging.

After
FO3Edit has loaded, right right click into the left hand navigation
treeview and select "Create Merged Patch". Then enter a new filename
when asked.

After a couple of seconds you should see this newly added file in the navigation treeview.

Please
review all records in this file very very closely and report any case
where you think FO3Edit this something wrong (a screenshot would be
helpful) and an exact description why you think it's wrong and what you
would have expected to happen instead.

Currently the following record types and lists are processed:
CheckGroup(GroupBySignature['LVLI'], 'Leveled List Entries');	CheckGroup(GroupBySignature['LVLC'], 'Leveled List Entries');	CheckGroup(GroupBySignature['LVLN'], 'Leveled List Entries');	CheckGroup(GroupBySignature['LVSP'], 'Leveled List Entries');	CheckGroup(GroupBySignature['CREA'], 'Items');	CheckGroup(GroupBySignature['NPC_'], 'Items');	CheckGroup(GroupBySignature['FACT'], 'Relations');

=========
Mar 23 2009, 04:58 AM
Version 2.2.3 has just been uploaded to http://fallout3nexus.com/downloads/file.php?id=637.

What's new?
  • Game Settings (GMST) will now be properly resolved based on EditorID, not FormID.
  • Navigation
    Mesh Info Map (NAVI) will no longer be compared between different
    modules. While this record has always the same FormID in all modules,
    it is not actually handled by the engine in the same way as normal
    records. Instead it contains information that are always only specific
    to the file that contains it.
  • Navigation Mesh (NAVM) records that are logically identical but physically different are now easier to recognize.

That last point about the NAVMs requires some explanation.

A
NAVM record starts off with a list of Vertices. Each Vertex being a 3D
point (x/y/z). An identifier for each vertex is implicitly given by
it's position in this list of verticies.

This is followed by a
list of triangles. Again, an identifier for each triangle is implicitly
given by it's position in this list of triangles.

For each
triangle there are 3 verticies, specified by their position in the
vertex list. And there are 3 triangles which touch this triangle along
the 3 edges, specified by their position in the triangle list.

The
edges are a bit more complex because it is possible that a triangle
borders a triangle that is defined in another NAVM. To support this
there are 3 flags on each triangle (for the 3 edges) which specify if
the triangle on that edge is an external connection. If this flag is
set, then the number stored for that edge is NOT an index into the
triangle list, instead it's an index into the "External Connections"
list.

Each entry in the External Connections list contains the
FormID of another NAVM and the index for a triangle in the triangle
list of that other NAVM.

GECK has the annoying habit of
switching around the order of the entries in this External Connections
list. As a result it is possible to have 2 versions of the same NAVM
record that "look" different (the External Connections will not match
up and the triangles with the index into the external connections list
will not match up) but are actually identical.

I've implemented 2 changes:
  • When
    comparing the values for triangle edges which have the "external" flag
    set, I don't compare the index number, instead the external connection
    entry is resolved using the index number and the NAVM FormID and the
    Triangle from that entry are compared. So even if the index numbers in
    the external connection list have changed, as long as they resolve to
    the same external triangle they will show up as identical.
  • The
    complete external connections list has been marked as being "benign
    conflicts". This is not a problem if there are REAL relevant changes to
    this list because they will also show up in the triangles list where
    the relevant edges will now compare as a conflict or override.

With
these changes in place it is now possible to find these NAVMs that are
identical but not automatically found using the 'Remove "Identical to
Master" Records' function by applying a filter and choosing "by
conflict status overall" and only "Benign Conflict". It is still
necessary to have a look at these records and make sure that they
really fit this pattern (the only parts of these records that show up
yellow should be the external connections) before deleting them
manually. But it's a lot easier to find them now then it was before.

It's
important to point out here that the interaction between the NAVMs and
the NAVI record is so far poorly understood and I can't guarantee that
removing NAVM records while leaving the NAVI record untouched is not
going to cause problems. Any feedback/experience on this topic would be
very welcome.

=========
Feb 23 2009, 10:46 PM
Version 2.2.0 has been uploaded to TESNexus.

This version contains no major new functionality, but a number of bugfixes. Update is highly recommended.

Dec 27 2008, 10:06 PM
I've just uploaded Version 2.1.0 BETA to http://tesnexus.com/downloads/file.php?id=11536.

What's new?
  • Inplace Editors for Flags, Enums and FormIDs (MAJOR improvement)
  • FormID of DIAL, WRLD and CELL records can now be changed
  • Adding new DIAL, WRLD and CELL records is possible
  • Using the FormID search box now adds a history entry
  • When holding SHIFT while double clicking in the detail view editable elements can be edited
  • FormID
    references to any value < 0x800 will no longer result in an error
    (The game engine defines objects with FormIDs < 0x800 implicitly in
    code)
  • Insert and Delete Key are working in both navigation
    treeview and detail view (under the same conditions under which Add and
    Remove is available in the context menu)
  • F2 is working on the navigation treeview and opens the "Change FormID" dialog
  • Updated function list for CTDAs to include all functions available in CS.
  • When
    setting/resetting the persistent flag on references in exterior cells
    the record is correctly moved between the main worldspace cell and the
    appropriate (based on position) grid cell
  • Undeleting a record
    (removing the deleted flag) now copies all values from the master
    record and (in case of a reference record) correctly moves the record
    into the correct child group
  • New function "Undelete and Disable References" finds all reference records marked as deleted and:
    • Undeletes it
    • Sets "Initially Disabled" flag
    • Sets Z Position to -30000
    • Removes
      Persistent flag if present (this makes sure that the Initially
      "Initially Disabled" flag and changed Z Position is not overridden by
      values already stored in the save game. Also makes sure that if the mod
      is uninstalled the object gets reset to vanilla position and enable
      state).
    • Removes the XESP (Enable Parent) subrecord (this is required to make sure that the "Initially Disabled" flag has any effect)
    • Removes
      the XTEL (Teleport/Door Portal) subrecord (this is required to prevent
      GECK/CS from complaining about references to non-persistent objects)
  • Records
    in child groups (exterior CELLs in WRLDs, References in CELLs, INFOs in
    DIALs) now show an additional "virtual" field in the first row which
    specifies the Record that owns the child group they are contained in.
    This has 2 functions:
    • Records that are moved into a different
      owner (e.g. a Reference moved from a child worldspace into the parent
      worldspace) but without any changes to their contents will no longer be
      classified as "Identical to Master" as this virtual field takes part in
      normal conflict detection. This prevents problems where such records
      have been faultily removed by the "Remove "Identical to Master"
      Records" function
    • The virtual field is editable. This allows moving records to a different owner.
  • Lots of small changes and enhancements all over the place that I've forgotten to write down ;)

=========
Mar 6 2008, 05:05 PM
Version 1.2.43 BETA has just been uploaded to TESNexus.

What's New?
* PluggyLink
**
Thanks to OBSE, Pluggy and a great little script that Kyoma has written
it is now possible to have TES4View running on one screen while playing
on the other (if you have more then one screen) and automatically show
you details about whatever you currently have in your crosshair
** You need to have OBSE 14a or newer installed
** You need to have Pluggy v45 or newer installed
** Place the TES4ViewLink.esp in your data folder and activate it, load order doesn't matter
** while the game is running you can use the following keys:
*** P - pauses/unpauses the logging
*** O - when pause, writes a single log entry of whatever you are looking at
*** Shift+O - Asks for a comment which will be stored togehter with the log entry
** the log files are stored in ...\My Documents\My Games\oblivion\Pluggy\User Files\
*** PluggyTES4ViewWorld.csv contains information about whatever is in your crosshair
*** PluggyTES4ViewInventory.csv contains information about all equipped items
*** PluggyTES4ViewSpells.csv contains information about the currently active spell
**
When loading TES4View, make sure to load exactly the same mods in the
same order as the game engine (which is standard if you just click
ok...). After TES4View is fully loaded, right click on the line at the
top that identifies the currently selected record. You will get a menu:
***
Reference - the REFR, ACHR or ACRE record that places whatever is in
the crosshair in the game world. Automatically falls back to Base
Object if the record is a savegame record (FormID starting with FF)
*** Base Object - the record that is referenced by the NAME subrecord of the REFR, ACHR or ACRE record under the crosshair
*** Inventory - the last equipped item
*** Enchantment - the enchantment of the last equipped item
*** Spell - the currently active spell
**
With one of these options active, TES4View will automatically update
the current record if a new entry is written into the appropriate log
file by the script in TES4ViewLink.esp
* updated modgroups
* Fixed the placement and rotation of objects placed through a script
* New script which contains the so far confirmed window placements. Thanks Leandro Conde and DuggeDank !!!

=========
Mar 2 2008, 10:38 AM
Version 1.2.42 BETA has just been uploaded to TESNexus

* Certain comparisons that should have been case sensitive where case insensitive
* DistantLOD generation for Trees should work better (please give feedback on this!)
* New option when applying filters: "Assign Persistent Worldspace Children to Cell"
** Requires that "Flatten Cell Children" is also active
** sorts the persistent references from the worldspace cell into the individual grid cells
* New menu entry on the navigation treeview: "Check for circular leveled lists".
** Checks all leveled lists for circular references, taking into account the winning records of all currently loaded mods

=========
Feb 24 2008, 03:07 PM
Version 1.2.41 BETA has just been uploaded to TESNexus

What's new?
- the scripting system introduced in 1.2.40 has been cleaned up
-- should run noticeable faster
--
using the "Apply Script into...." function will now show a selection
dialog where one or more scripts can be selected. The available scripts
come from 2 sources:
--- In the data path: any file that starts with the same name as one of the loaded modules and has the tes4editscript extension
--- In the program path (where TES4View.exe is): any file with the extension tes4editscript
-
When starting the program with the -FixUpPGRD command line switch an
additional case is handled: duplicated inter-cell connection entries
are filtered.
- The apply filter dialog has 2 new options:
--
Flatten Blocks/Sub-Blocks: hides the 2 nested levels of block and
sub-block groups and shows all cells together in the Cell top level
group and under Worldspace records
-- Flatten Cell Children: hides the separation of Cell children into persistent/temporary/VWD groups
- Map Marker REFR's now have the Name of the Map Marker in the Name column of the navigation treeview.

=========
Feb 19 2008, 08:53 AM
Version 1.2.38/1.2.39 BETA has just been uploaded to TESNexus.

It's contains a fix for the problem described here: http://index.ph...&p=11794453

EDIT: There were still some issues left which are now fixed in 1.2.39.

=========
Feb 18 2008, 03:36 PM
Version 1.2.37 BETA has just been uploaded to TESNexus.

What's new?
- updated modgroups
- new option on the navigation treeview: "Generate Object LOD":
--
make sure you have exactly the mods loaded that you start the game with
and in the same order! If any mods get added/removed or their load
order changed you will need to run this function again.
-- select
one or more mods, this selection is only used to search through the
selected mods for populating the worldspace selection list
-- context menu on the navigation treeview: "Generate Object LOD"
--
select the worldspaces that you want to generate DistantLOD for, it
should be no problem to just "select all" (in context menu on the
selection dialog)
-- wait till it's done

"Generate Object LOD" will directly create the required .lod files in the Data\DistantLOD folder.
lod data will be generated for all references for which a _far.nif exist. The VWD flag is no longer used!
The
generated LOD data will be tailor made for your specific setup. As the
.lod files include load order corrected FormIDs you need to regenerate
the LOD data every time after you added, removed or changed the load
order of any mod.

To best use this feature I recommend the following:

Download
either Almost Everything VWD or Almost Everything VWD large. Install
the included meshes and textures, but not the DistantLOD folder (it's
going to be regenerated by the steps given above).

The
difference between the 2 is that the "large" version includes somewhat
larger (but still smaller) textures as the normal version. If you have
enough VRAM I would recommend the large version.

=========
Feb 17 2008, 09:20 AM
Version 1.2.35 BETA has just been uploaded to TESNexus.

What's new?
-
Support for BSA archives. Will automatically load the bsa's referenced
in oblivion.ini and belonging to any .esp you're loading
- New
filter option: "has visible when distant mesh" (which correctly
searches through the relevant bsa's and data folder). Together with the
normal "Visible When Distant" filter you can now easily see:
-- All REFRs with "Visible When Distant" turned on for which no _far.nif exists
-- All REFRs that are not "Visible When Distant" but for which a _far.nif exists.
-
New option in the navitigation treeview context menu: "Set VWD for all
REFR with VWD Mesh in this file" This will automatically turn on VWD
for all exterior REFRs for which a _far nif exists.
- New option in
the navitigation treeview context menu: "Set VWD for all REFR with VWD
Mesh as override into...." similar like the one above, but will instead
write overriding REFR records into a new file, generating a patch esp.

With that last option you can then do the following:
- start TES4Edit with all your mods loaded like you normally play
- multiselect all files and generate a new VWD.esp which turns on VWD for everything for which you got _far.nif's
- start TESCS, load all your usually active mods + VWD.esp (ignore any errors, we are not going to save any esp's).
- generate the LOD files for whatever worldspace(s) you want
- delete the VWD.esp (no longer required)
- play

Which
should give you the maximum possible VWD depending on the _far nif's
you have installed. correctly taking into account any
addition/delete/movement of references by any of your mods.

=========
Feb 16 2008, 07:57 AM
Version 1.2.34 BETA has just been uploaded to TESNexus.

What's new?
- fixed a bug in the new 'Remove "Identical to Master" Records' function that could leave empty cell children groups behind
- greatly extended filter options:
-- by persistence, only keeps either temporary or persistent REFR/ACRE/ACHR records inside CELLs.
--- only possible unnecessary persistent: keeps only persistent REFR which don't need to be persistent
---- only if master is not persistent: further limits it to records that have a master and where the master is not persistent
----
or if it's the master also shows unnecessary persistent records if they
don't have a master (but not the ones that have a master which is
marked as persistent)
--- only if position/rotation was changed:
helps tracking down any moved persistent references. **It's necessary
to create scripts updating the position for all of these as the old
position might already have been stored in the save game**
-- by Visible When Distant: only keeps REFRs that are VWD / not VWD
-- by Record Signature: only keeps records with specific Signatures, e.g. if you are only interested in conflicting LAND records
--
by Base Record Signature: only keeps REFR/ACRE/ACHR records that
reference a record with a specific Signature, e.g. if you want to find
all lights that are placed somewhere
-- by Base Record Editor ID:
only keeps REFR/ACRE/ACHR records that reference a record which
contains the specified text in it's EditorID (e.g. if you are searching
for "Rock"'s)
-- by Base Record Name: same as above, just for the Name

=========
Feb 15 2008, 03:34 PM
Version 1.2.33 BETA has just been uploaded to TESNexus

What's new?
- new option in context menu of navigation treeview: Remove "Identical to Master" records
- EditorID and Name filters are now case insensitive
- new options in context menu of referenced by tab: (Deep) Copy as override/new record into
- solution for the PGRD problem described in this post: http://index.ph...;#entry11763738
--
because this significantly increases the time to apply filter if many
PGRD records are present it needs to be specifically activate:
-- start TES4Edit with -FixupPGRD as additional parameter
- fixes minor issue with ENCH records where some mods could contain an unexpected FULL subrecord

As always, approach with caution, report all irregularities, keep your backups :)

=========
Feb 14 2008, 04:41 PM
Version 1.2.32 BETA has just been uploaded to TESNexus.

What's new?
- When applying a filter it's now possible to filter on EditorID and Name
- much better handling when using "Copy as override into" between 2 mods with the same load order (after using "Compare To")
- Visible when distant can be changed for REFR records:
-- via the context menu of the navigation treeview on the left (multiselect is supported)
-- via the context menu on the "referenced by" tab (multiselect is supported)

As
always, while the the new functions have been tested, there is always
room for something to go wrong. Please keep your eyes open and report
any problems.

=========
Feb 9 2008, 12:58 PM
Version 1.2.31 has just been uploaded to TESNexus. For changes see below:

The new version now allows "copy as override into" on all records in the Cell and Worldspace trees.

It
also now distinguishes between "copy as override into" and "deep copy
as override into". Depending on which specific record you have selected
you may get either or both options.

The difference is:
"copy as override into" on a CELL record will just copy that single CELL record
"deep
copy as override into" will copy that CELL record and all the LAND,
PGRD, REFR, ACRE, ACHR, ... records that might be contained in it's
child groups.
(The same applies to WRLD records)

Please test this throughly and let me know if there are any problems!

One
great side effect of these changes is that the "cleanup references to
injected records" is now working for everything in the Cell and
Worldspace tree as well!

That means it's now trivial to
completely and properly fix OOO. Specifically, the presence of
references to records injected by the esp into the esm in the esm meant
that you can't load ooo.esm in TESCS without also loading the ooo.esp
or you got a while load of errors thrown at you. That meant it was
impossible to edit another esp which depends on ooo.esm in TESCS
without loading the ooo.esp as well which messes up the FormIDs written
by TESCS into that other esp.

To fix OOO (takes less then 5 minutes) please follow these steps:
*
Start TES4Edit with only oblivion.esm, ooo.esm and ooo.esp loaded
(right click "select none", then check just ooo.esp, ok... the others
will be implicitly loaded)
* apply filter, filter only "by references inject status" and "only references injected"
* you will now see all the records in ooo.esp that contain references to records injected by ooo.esp
**
go through the treeview, right click on the records and select "cleanup
references to injected records". This will automatically fix the
problem by doing a "copy as override into" from the esm to the esp and
then removing the parts of the record in the esm which references
injected records from the esp.
** outside the Cell tree you can easily just multiselect all the records in each group

There
are a couple of AI Package records which are not detected as
referencing injected records but which still make a problem when
ooo.esm is loaded alone in TESCS. The reason for that is that these
records reference REFR records which exist in the esm, but are marked
as temporary references and are then overridden by versions in the esp
where they are marked as persistent references. The records in question
are:

OOOPilgPrayDiBella3
OOOPilgPrayDiBella1
OOOPilgPrayArkay1
OOOPilgArkay1
OOOPilgKynareth3
OOOPilgDiBella3
OOOPilgDiBella1
OOOPilgPrayMara3
OOOPilgPrayKynareth3

To fix these:
* cancel filter
* Oscuro's_Oblivion_Overhaul.esm \ AI Package \ ... and look at each of these records, for each:
** copy as override into... ooo.esp
** right click on the "location" line for teh esm and select "Remove
** right click on the "conditions" line for the esm and select "Remove"
** right click on the "target" line for the esm and select "Remove"

QUOTE(dev_akm @ Feb 6 2008, 08:36 AM) *
I'd
also really like to see more descriptive ref names in cells, especially
for LVLC refs. I frequently use TES4Edit to debug spawn-related problem
reports and it's not very easy to tell what's going on in a cell with
just a ton of generic "Placed Object" entries listed. I usually end up
comparing a large group and then scrolling through the list that way,
so it would be a huge help if I could see the type of placed object.
ENDQUOTE

The "Name" column in the left hand treeview now shows the name of the referenced base record for REFR, ACHR and ACRE records.

QUOTE(dev_akm @ Feb 6 2008, 08:36 AM) *
Very
minor request: is there any way to improve the editing of record flags
like "Quest Object" and the NPC/creature bitwise settings?
ENDQUOTE

I
can't easily let you edit the record flags currently. But for all other
flag fields you can now right click on them, select "Edit" and you get
a dialog with checkboxes where you can select the flags you want.

=========
Feb 1 2008, 06:09 AM
Version 1.2.30 has been released on TESNexus.

When started as TES4Edit it implements the "Batch Change Referencing Records" function that Wrye asked for: http://index.ph...&p=11685987
(It
can be found in the context menu of file nodes in the treeview on the
left side.) It hasn't been extensively tested yet, so please let me
know if there are any problems with it.

=========
Oct 8 2007, 11:26 AM
1.2.29 BETA has been uploaded which no longer sorts effect subrecords

=========
Sep 26 2007, 06:29 PM
I've just uploaded 1.2.28 BETA which should fix the problem reported here: http://index.ph...&p=11007233
QUOTE (Wrye @ Sep 26 2007, 03:52 PM) *
Loading: 00015B93..CreatureHorsePaint..CREA.SNAM..5..

Bash
is loading record with formid 00015b93, editor id "CreatureHorsePaint"
of type CREA. Specifically, it's looking at the SNAM subrecord which is
of length 5 (bytes).

SNAMs for CREA's are faction subrecords.
They should be of length 8. The problem is that Tes4Edit is writing
them as 5 byte records. The other incident that you cite is similar --
it's the SNAM record for an NPC -- again a faction subrecord, same
length problem.

Solution: First trying loading the mod in TESCS
and resaving. Hopefully TESCS can read it. If so, it will probably save
in the right format.

Second Solution: Bug Elminster. He's even more retired than me, but he'll probably fix a simple bug like this.

FYI,
the missing three bytes are (AFAIK) junk bytes. Still, they should be
there. They might not be junk -- and besides its best if we
(toolmakers) all stick to the same format anyway.
ENDQUOTE

=========
Aug 5 2007, 06:46 PM
1.2.27 has been uploaded.

- ammo spreadsheet should work again
- fixed bug which sometimes caused AVs when deleting records via the context menu of the header in the view tab
- the window for viewing long texts has now scroll bars and is no longer modal

=========
Aug 3 2007, 10:43 PM
1.2.26 BETA has been uploaded

- fix for "Assertion failure (P:\TES4Workbench\Context.pas, line 5826)"
- navigation treeview header has popup menu to control sorting of file nodes
-
view treeview popup menu has 2 new options: move up / move down. These
are only available for nodes which are contained in an unsorted array
(e.g. AI Packages in NPCs). Such nodes can also be moved up/down by
holding the CTRL key and pressing up or down.

=========
Jul 22 2007, 06:47 AM
1.2.25 BETA has been uploaded.

!!! This is an important bug fix release !!!

All
versions before 1.2.25 sorted AI Packages in CREA and NPC_ records by
FormID. As the order of the AI Packages is important (they are
evaluated in the given order and the first matching one is used) that
can lead to numerous problems. 1.2.25 now shows and saves AI Packages
without changing the order.

There are also a few new things:
- on the view tab, fields which contain a reference to an injected record are displayed in italic.
-
in the navigation treeview, records which contain any references to
injected records are underlined (and now I'm out of ways to change the
text style...)
- when filtering it's possible to filter on "by references injected status"
-
in the navigation treeview a new option "Cleanup references to injected
records" is available if the current record contains references to
injected records (multiselect is supported)

"Cleanup references
to injected records" first performs a "Copy as override into..." the
file from which the injected records originate. Then the parts which
reference the injected records are removed/changed in the selected
record.

What's all this good for?

If you e.g. try to open
CS with OOO.esm as it's currently included in 1.32 RC3 you'll get a
whole bunch of error messages because OOO.esm contains records which
have references to records that OOO.esp injects into it. With the
functions added to TES4Edit it's now possible to clean up OOO.esm to
the point where it's possible to use it as master without loading
OOO.esp without getting any error messages.

=========
Jul 19 2007, 09:38 PM
1.2.23 has just been uploaded.

- the context menu of the navigation treeview has a new option: "build reachable info"
This
will first automatically build the referenced by information for all
files and the determines for each record if it's reachable by the
player using "normal means". To determine this it starts at all quests
which are marked as "start game enabled". These are per definition
always reachable. Everything that's referenced from these quest (which
includes the chargen quest which contains a script which references the
cell where the player is placed at the start of a new game) is
reachable and it just continues recursive from there. Everything that's
referenced by something reachable is in turn also reachable. It takes
correctly into account that if something that's placed in a cell is
reachable the cell itself is reachable and everything it contains. If
the cell is an exterior cell then it means that the containing
worldspace is reachable which means that all contained cells are
reachable. Only the most current version of each record is taken into
consideration. So e.g. if an active mod has changed a vanila leveled
list by removing a creature which was the only way how that specific
creature could be placed in a reachable cell then the creature record
will now be marked as unreachable.
- once the reachable info has been build unreachable records will be displayed striked out
-
reachable state is inherited by parent when filtering (so if a file or
group contains any unreachable data it will be shows striked out)
-
once the reachable info has been build it's possible to filter by
reachable status (conflicts in unreachable records don't really matter).

As
the only way to get into a cell without using the console would be
following a portal or by being transported using a script and both
would require to reference something in that cell the unreachable
detection is very reliable. Naturally it's possible to reach pretty
much any place by using the console. But everything the reachable
detection says it's unreachable should be impossible to reach by normal
means from the cell where the character generation leaves the character
when a new game is started.

=========
Jul 19 2007, 02:56 PM
1.2.22 has been uploaded.

!!! This is an important bugfix release !!!

1.2.21
and older versions did under certain circumstances not write a
terminating #0 for arrays of variable length strings (meaning NIFZ and
KFFZ subrecords).
This is not visisble in TES4Edit and such files
can without problem be loaded in again by any version of TES4Edit. It
could only happen if you actually modified the subrecord (or if it was
newly created by using the "Copy as ... " function). When loading such
a file in CS and saving it again it is possible for CS to add an
additional string with a couple of random chars to the list (and then
add the #0 terminator correctly). If that has already happend you can
just delete the random string with this new version of TESEdit. From
this version on, when a file is saved, all such arrays are checked for
the presence of the correct terminator and if required it is added,
even for subrecords which weren't explicitly modified. So if CS hasn't
mangled the field yet it's enough to resave the files with this new
version to fix the issue.

This version also has 2 minor additions:
- if an injected record is modified it's always considered a critical conflict
- in the view tab the column for the record which is currently selected in the navigation treeview is shaded slightly darker

=========
Jul 18 2007, 06:44 PM
1.2.21 has been uploaded.

Only a few changes this time:
-
when selecting modules in the first selection list, if you forget to
select any masters they will be implicitly added (so e.g. selecting
just MMM for FCOM.esp will automatically load Oblivion.esm, Fran.esm,
OOO.esm, MMM.esm as well)
- in the view tab, when a row contains
references to multiple different records (e.g. the combat style row or
script row for NPCs and creatures if different versions of the record
assign different combat styles or scripts) you get a new option in the
context menu: "compare referenced records in this row". This has the
same effect as if you hunted down all the different records in the
navigation treeview, selected them all and used "compare selected".

=========
Jul 18 2007, 08:20 AM
I've uploaded 1.2.20 BETA.

This contains an important bugfix for TES4Edit

1.2.19
broke drag'n'drop and the different "copy as .. into" functions for
certain types of fields. If you are using TES4Edit I would highly
recommend to update.

There is one new function in this:

In
the nav treeview and on the view tab header you will get an additional
"Hidden" menu entry. This is a toggle, selecting it once and you will
see a check mark in front of it, select it again and the check mark is
gone again. It's possible to hide single records, whole groups or even
whole files this way. The hidden state is inherited from file to group
to records (but if e.g. the file is marked as hidden the check mark
won't show up if you have just selected a single record in that file,
neither can you "unhide" a single record if the file or group it's
contained in is hidden).

What are the effects of "hiding" records?

When
TES4View determines which records to show in the view tab (and also
internally when creating the conflict information visible in the
navigation treeview) it follows these steps:

1) get the record master and all overrides and put them in a list by sort order
2) apply all active mod groups, removing records from the list as appropiate
3) while the list has at least 1 entry, starting from the beginning, remove all records which are marked as hidden

The
final list is what you will see in the view tab and what is used to
generate the conflict information that the colors in the navigation
treeview and filtering is based on.

What's it good for?

Suppose
you want to compare MMM.esm and MMM for FCOM.esp. You need to have at
least Oblivion.esm, Fran.esm and OOO.esm loaded in addtion to these 2
for TES4Edit to start. But you are not interested in any conflicts or
differences between the 2 MMM files and the other files. You can simply
mark the other files as hidden and can concentrate on comparing the
differences between the 2 files you actually want to compare instead.

=========
Jul 17 2007, 06:18 PM
1.2.19 BETA has just been uploaded.

- columns can now be resized down to 5 pixes even when using "Compare Selected"
- the "hide no conflict rows" setting is now remembered between sessions
- on the view tab there is now a new context menu item "Column Widths" with 3 sub items:
* standard
* fit all
* fit text
The
setting here is remembered between sessions and is applied when the
selected record is changed. If fit all is selected then any resizing of
the tab view (e.g. resizing of the application or showing/hiding of the
navigation treeview) will update the column widths to always use all
available space and keep all records visible.
- while the focus is
on the view tab it is possible to navigate through the navigation
treeview using ALT + cursor keys. This is also working if the
navigation treeview has been hidden.
- when you are on the
"Referenced by" tab and navigate between records which are referenced
by others the referenced by tab will stay the active tab
- when
jumping to a record from the referenced by tab and then using "back"
you will end up on the referenced by tab again, not on the view tab
-
When multiple records are selected the "Change FormID" function on the
navigation treeview will work a bit different. Instead of asking for
the new FormID it is asking for the load order number of a file (with
the load order of the file that contains the selected records being the
standard value). The FormID of all selected records will then be
changed to a FormID starting with this load order. New, unused, FormIDs
are allocated in the namespace of that particular file. All records
that referenced the old FormID are automatically updated. This works
very well to change unneccesarily injected records.
- All records
which are being injected (having a FormID specifying a different file
then the one that contains the record as the one the record belongs to,
but there not being a record with that FormID in that file) are now
shown with italic text in the navigation treeview.
- it is possible to filter by injection status to see only records which are injected or only records which are not injected
- injection status is inherited together with conflict status when filtering
- when a file node is selected it's possible to "sort masters" or "clean masters"
*
"sort masters" will sort the masters in the same order as their global
load order (all affected FormIDs in the file are correctly updated)
*
"clean masters" will determine if there are any currently listed
masters which are never referenced in any way inside the file and
remove them from the master list

=========
Jul 16 2007, 07:12 PM
1.2.18 has been uploaded.

-
view tab has a new menu item: "Hide no conflict rows". Does exactly
what it says (it's a toggle switch, the setting is remembered as you
move from record to record)
- column in the view tab can now be resized down to 5 pixels
- left click on the first column (the one with the row titles) header resizes all other columns to fit on the current screen
-
rigth click on the first column (the one with the row titles) header
resizes all other columns to fit the text they contain (same as double
clicking each column separator)
- SHIFT + left click on the first
column (the one with the row titles) header resizes all other columns
back to the standard width of 200 pixels.
- holding SHIFT while resizing a column applies the same resize to all columns
-
right clicking on the splitter between navigation treeview and view tab
hides the navigation treeview. clicking on it again (it's now at the
left side of the screen) makes the navigation treeview visible again
- the view treeview will now autoscroll during drag'n'drop operations.

=========
Jul 15 2007, 06:16 PM
1.2.16 BETA has just been uploaded.

There are a couple more changes besides the small stuff listed in the posts above:

-
you can now save at any time by pressing CTRL + S. The files will be
saved as "*.es?.save.yyyy_mm_dd_hh_nn_ss". If TES4Edit is normally
closed they will be renamed to *.es? and the original file will be
renamed to "*.es?.backup.yyyy_mm_dd_hh_nn_ss" like it's already
happening. If for whatever reason TES4Edit isn't closed correctly you
can always rename the .save. file by hand.
- if you have any unsaved
changed that are older then 5 minutes you will get a dialog box
reminding you that it would be good to save your changes (additional
saves create additional files, so you don't need to worry that you
can't go back. save often.)

- if you are using "Compare
Selected" then in addition to "Remove" you will be offered "Remove from
selected records" in the view context menu. "Remove from selected
records" is the same is if you would be clicking on each cell in that
row and if you have the remove menu item available click it.

-
when using "Compare Selected" the text color will now be based on
comparisons of cell values against the currently focused record. So as
you move the focus between records you can very easily see which other
records have the same or different values then the currently focused
record.

- in the view and spreadsheet tabs the currently focused row is shaded a bit darker
-
in the view tab columns can be resized to optimal width by double
clicking on the resize line in the header (that was already and still
is working in the spreadsheet tabs)

- as always, whatever else I forgot wink.gif

EDIT: *arg* last change added a bug.. I pulled 1.2.16 and will upload 1.2.17 in a couple of minutes...
EDIT2: ok.. 1.2.17 is up

=========
Jul 14 2007, 06:21 PM
1.2.15
has just been uploaded. It contains numerous important bug fixes in
regards to copying records, drag'n'drop, writing files, ... highly
recommended update.

- when multiple records are selected in the
navigation treeview there is new option on the context menu: compare
selected. This will display the selected records side by side.
-
when comparing records in that way a double click on the row title in
the first column will sort the displayed records by that row
- same function is available via the popup menu entry "sort" in the view tab.
- naturally it's possible to CTRL + click jump to referenced records, the back function restores the comparison view.
-
batch editing: when multiple records are selected in the navigation
tree view (no matter if compare selected was used or not) it's possible
to click on any cell in the view tab and select "copy to selected
records". This will copy that field to all selected records (you get a
selection dialog where you can remove records from the selection, but
by default they are all selected). If the field has sub fields (e.g.
you selected a cell in the the "ACBS - Configuration" row for an NPC)
then all these fields will be copied (just like drag'n'drop).

=========
Jul 13 2007, 08:08 PM
1.2.13 BETA was just uploaded.

This is a big one. Pretty good chance I've broken something, so keep your eyes open and report anything that's strange.

All these changes should only apply to TES4Edit, not TES4View:

- Oblivion.esm can no longer be edited
- it's not possible to select records to be skipped anymore
-
building reference information for all files except oblivion.esm is
mandetory and is done by the background loader on startup (oblivion.esm
can still be build manually later if you need/want it)

- file
nodes have a "add masters" menu item (which correctly updates all
FormIDs in the file to take the added master into account)
- file nodes have a "add" submenu allowing adding of missing top level groups (except CELL, WRLD, DIAL)
- top level groups have a "add" submenu allowing adding of new records

-
when using drag and drop and the target file is missing required
masters it will be offered to automatically add the required masters
- in the view tab, the column headers have a popup menu with
* copy as override into...
* copy as new record into...
* remove

The
copy menu items will show a dialog with all files that this record
could possibly be added to (taking into account where it already exists
and if the required masters can be added to the file or not). It also
offers a "new file" option which will ask for a filename and add
creates a new plugin file. The "as override" adds the file with a
FormID that makes it an override record of the existing one. The "as
new record" option will generate a new FormID in the file that the
record is copied to. For "as new record" you will be asked for a
different EditorID.

These 2 copy options are also available on
the left side navigation treeview, including support for multiselect
and selecting complete groups. If multiple nodes are selected and/or a
group is selected you will be asked for a prefix/suffix for the
EditorID instead of a specific EditorID.

If the record is a
leveled list (creature, item or spell) you get an additional option:
"copy as wrapper into". What this does is best explained by an example:

Before:
CODE
LL1Wolfs100
1 1 Wolf1
1 1 Wolf2
1 1 Wolf3
...

After:
CODE
LL1Wolfs100
1 1 LL1Wolfs100New ---> LL1Wolfs100New
1 1 Wolf1
1 1 Wolf2
1 1 Wolf3
...


- everything I've forgotten once more wink.gif

EDIT: I've just noticed a few small bugs that slipped through and will update 1.2.14 soon
EDIT2: 1.2.14 uploading.. sorry 'bout that

=========
Jul 11 2007, 03:47 PM
1.2.11 BETA is uploaded.

** Contains important fixes to how CELL and PGRD records are written **

The main focus of this version is the Spreadsheet mode.

There are now 3 Spreadsheet tabs:
- Weapon
- Armor
- Ammunition

Now the changes:
- The navigation treeview is hidden while on a spreadsheet tab
- The file selection dialog when first selecting one of these tabs remembers the last selection now.
-
If you switch to another tab and back you don't get the file selection
dialog again, but there is a context menu on the spreadsheet tree where
you can select "rebuild" to get the file selection dialog again
- Spreadsheet shows Enchantment if any
- holding SHIFT while moving the mouse over a field which is only partially visible will show a tooltip with the full text
-
holding CTRL while moving the mouse over a field which links somewhere
(the FormID or Enchantment columns) will show the text in that cell as
hyperlink, clicking on it goes to that record. Getting back to the
spreadsheet tab is easy via the Back button in the upper right corner
or via the back button on your mouse (if you have one with 5 buttons)
- drag'n'drop is now supported
- incremental search is now supported (searches in the currently focused column, simply start typing)
- text in numeric columns is properly right aligned

EDIT: oops... just uploaded 1.2.12... there was a bunch of debug code left that shouldn't have been there...

=========
Jul 10 2007, 07:57 PM
1.2.10 BETA has been uploaded.

It includes the spreadsheet mode that dev_akm asked for: http://index.ph...&p=10488787

- wait till the background loader is finished
- click on the spreadsheet tab
- select which modules should be represented there
- edit as much as you wish

right now it's hardcoded for weapons and a specific set of columns... I'll make that configurable in the future

EDIT: oh.. and the error message if the load order is wrong has been improved

=========
Jul 10 2007, 04:04 PM
1.2.9 BETA has just been uploaded, this is mainly a bug fix release.

- lots of small fixes to how field values are read and written
- deleting records with empty child groups will correctly delete the group
- on writing the record count in the header is correctly updated

But there are also a couple of small additions:

- navigation treeview allows multi select for "Remove".
- referenced by list allows double click to directly jump to that record
- context menu for file nodes in the navigation list has a "compare to" entry.

How does the Compare To function work?

The selected file:
- can not yet have been loaded
- is loaded with the same load order as the file you are comparing to
- has the file you are comparing to added to it's master list.

By
adding (just in memory) the first file to the master list of the 2nd
all the FormIDs in the 2nd file which would normally indicate that a
record is a new record in that file is now interpreted as a record that
overrides a master record in the first file.

That's it.

=========
Jul 8 2007, 11:08 AM
Version 1.2.8 BETA has just been uploaded.

For TES4Edit/TES4View there is just one small fix: Flags are now correctly aligned.

Big news is: There is a 3rd mode now. TES4Trans. Just rename the exe to TES4Trans.exe to get there.

In
TES4Trans mode only translateable fields are shown and editing is
limited to just editing (no adding, no removing) existing translateable
string fields. This makes it very easy to take a mod and translate it
into another language. Also, all cases where the mod should contain
records from Oblivion.esm where translateable strings are different
(e.g. mod was created with a German version of Oblivion, all the cell
names will be in german in that mod) will now show up as overrides and
can be quickly fixed.

EDIT: There is also a new conflict
classification (only of interest in translation mode) "Not Defined".
With that you can filter out (or see) all records which could contain a
translateable string but don't.

=========
Jul 7 2007, 06:11 PM
1.2.7 has just been uploaded.

What's new?

- couple of bug fixes here and there
- TES4Edit can remove complete records (needs testing)
- quite a few usability enhancements:
* navigation treeview allows incremental search (just try to type the name of one of the files to see what I mean)
*
navigation treeview will automatically use space in following columns
if they are empty (you should see the effect quite well directly after
load already, the file names are no longer cut off)
* for any text that still gets cut off there are tool tips available (just move the mouse over a cut off text to see the effect)
*
at the top of the window the full path to the currently selected node
is displayed. No more searching through the treeview to figure out in
which worldspace / block / sub-block / cell /... you currently are
*
view treeview also supports tooltips for cut off text, only active
while you hold down the shift key (to prevent interfering with
drag'n'drop and the next function)
* "follow reference". Suppose you
are looking at a creature record and you see that 3 different mods set
3 different scripts for this creature. You could either write down the
FormIDs and then go hunting around to track down the 3 scripts. Or you
can hold down the Ctrl key and click on the first and be directly taken
there. When you are done looking you can simply click on the "go back"
button at upper right corner of the window. Or if you have a mouse with
5 buttons the first extra button will do the "go back" (it's the one
that with microsoft mice are usually mapped to "go back" in your web
browser).
- whatever else I forgot about already

=========
Jul 6 2007, 08:34 PM
I've
just uploaded 1.2.6 BETA. Given the huge amount of internal changes
I've done I need some feedback if I've broken anything essential.

Visible changes are:
- more conflict categories
- changed order of conflict categories
-
View window uses a lighter shaded background to indicate fields that
are not contained in that module (as opposed to fields which just have
an empty string as text)
- memory usage should be better optimized
- filtering might be faster (or not, need feedback here!)
-
building reference information should be a lot faster and is now done
via it's own menu entry with possibility to select which mods to include
- everything else I forgot.. have a look around

TES4View is also TES4Edit!

Start it with -edit as parameter or just rename the exe to TES4Edit.exe to get TES4Edit.

TES4Edit
is far from finished, but you can have a look at what's there already.
Mainly that's the ability to edit existing records in any way
imaginable.

Editing is done using:
- context menu: Add/Remove/Edit (menu items depend on which node you are on)
- F2 on a field or slow(!) double click
- drag'n'drop (that's really slick)

You
don't have to worry that it will mess up your files. TES4Edit never
ever opens existing files in write mode. All changes are kept in
memory. When you close it you will get a list of changed files and can
select which ones to save.

Saving works like this:
1) save new file, e.g. test.esp.new
2) rename existing file to (e.g.) test.esp.backup.yyyy_mm_dd_hh_nn_ss
3) rename test.esp.new to test.esp and set the same file date/time that the original test.esp had

so
it's absolutely impossible that TES4Edit overwrites your existing
files, they are never ever opened in write mode. Worst case if the
first 2 steps succeed and the 3rd rename fails you'll have to rename
the backup back by hand.

=========
User avatar
kyle pinchen
 
Posts: 3475
Joined: Thu May 17, 2007 9:01 pm

Post » Sun Oct 18, 2015 1:01 am

Yay for FO3edit/FO3MasterUpdate! (which will be shipping with Phalanx 1.0 ... when I finally get someone to actually test it's new quest and tell me how it works for them..)...
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amhain
 
Posts: 3506
Joined: Sun Jan 07, 2007 12:31 pm

Post » Sun Oct 18, 2015 12:44 am


My advice is to stop lazing about and upgrade to 7 now. MS is still offering product keys for RC 1, and while you'll have to go... elsewhere... for the ISO, MS was offering it freely for DL until recently. Point being, my understanding is that you can legally use the RC until mid March. Granted, I only use it for playing games, and then only because I want to use all of my RAM; maybe your situation is different.
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KIng James
 
Posts: 3499
Joined: Wed Sep 26, 2007 2:54 pm

Post » Sun Oct 18, 2015 2:23 am

Any news?

I'm still having FO3Edit hang whenever an inadvertent click tries to open up the drop-down menu while working with FormLists, as it attempts to list every single form entry.

Also, is there any chance of a quick and easy "send to the bottom of the FormList" command for expediting changes to the WMK core lists? I see an option for "move down", can there be "move to bottom"? Manually re-entering them at the bottom of the list can take a long time to do, especially when ensuring that they were entered properly, and even longer when the above inadvertent mouse click bug has to be waited through.
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FirDaus LOVe farhana
 
Posts: 3369
Joined: Thu Sep 13, 2007 3:42 am

Post » Sat Oct 17, 2015 8:27 pm

I was wondering if there where any plans to make a functional LOD generation utility. The GECK can't generate distant objects properly, it would be very helpful to a lot of projects (Like my Phoenix Project) to be able to have distant buildings and other objects visible. For Phoenix I am making a city and without distant objects it looks very bad. Also a utility that could generate LOD for individual cells would be even more useful.
User avatar
Ronald
 
Posts: 3319
Joined: Sun Aug 05, 2007 12:16 am

Post » Sat Oct 17, 2015 5:56 pm

Except for trees, the LOD system in FO3 works totally different (with pre-generated low resolution meshes for each cell and quad that seem to include all the distantly visible objects in that particular area). The chance that I'll be able to create something like TES4LODGen for FO3 is significantly lower the the long term survivability of a snowflake in hell...
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Ella Loapaga
 
Posts: 3376
Joined: Fri Mar 09, 2007 2:45 pm

Post » Sat Oct 17, 2015 2:18 pm

Sorry, I don't have the spare time currently to work on FO3Edit.
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emily grieve
 
Posts: 3408
Joined: Thu Jun 22, 2006 11:55 pm

Post » Sat Oct 17, 2015 4:13 pm

I just want to throw in a big thank you to ElminsterEU and Miaxs for the very useful FO3Edit manual. The utility certainly grows more powerful as I learn more about how to use it.

gothemasticator
User avatar
Lavender Brown
 
Posts: 3448
Joined: Tue Jul 25, 2006 9:37 am

Post » Sat Oct 17, 2015 9:06 pm

I was hoping someone may know the solution to the problem I am having...

I made a clean install with all of the DLC and decided to load FOOK2 with Antistar's WMK. I followed the directions indicated. However, I am running into a serious problem with FO3edit. I cannot get it to make a merged patch for me - I have everything in the right order in FOMM, but whenever I run FO3edit, it tells me I have a fatal error because the .esp for WMK has to come before the .esp for the WMK - Operation Anchorage. Well, it IS before the WMK - OA .esp in FOMM, so I don't know why FO3edit is reading it out of order. In fact, FO3edit is putting it at the very end of the list - even though that is not where it is in FOMM. I've gone ahead and removed them and put them back in again, yet I keep getting the same message. Has anyone else ran into anything else like this?

I'm not running any other mods other than FOOK2 and WMK and the mods necessary for them to run.

Edit: Here is my load order in FOMM

Fallout3.esm
Anchorage.esm
ThePitt.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
CALIBR.esm
FOOK2 - Main.esm
FOOK2 - [[censored]] .esm
FOOK2 - [DIK] .esm

FOOK2 - Main .esp
FOOK2 - [DIK] .esp
FOOK2 - Mothership Zeta.esp
FOOK2 - [EVE] .esp
Sally Fix 2.1 esp
WMK .esp
WMK - OA .esp
WMK - ThePitt .esp
WMK - BrokenSteel .esp
WMK - PointLookout .esp
WMK - Zeta.esp
WMK - FOOK.esp
User avatar
Emma
 
Posts: 3287
Joined: Mon Aug 28, 2006 12:51 am

Post » Sat Oct 17, 2015 3:21 pm

Had you previously used MasterUpdate but maybe forgotten to MasterUpdate a WMK update? Any false-flag esp's will load before bona fide esp's, so even if FOMM shows a plugin loading above another, the way the engine and FO3Edit will load your plugins will be that ESM's will load first. Try, with FOMM, accessing the "Settings" menu and checking the "Show ESM's in Bold" box. Even false-flag, MasterUpdated, esp's should show in bold which should render an easy visual indication if that's part of the problem.

For instance, you can see this in FOMM:

BonaFide01.ESM
BonaFide.esp
FalseFlag.esp
BonaFide02.ESM

But the engine and FO3Edit see:

BonaFide01.ESM
BonaFide02.ESM
FalseFlag.esp
BonaFide.esp
User avatar
Katey Meyer
 
Posts: 3464
Joined: Sat Dec 30, 2006 10:14 pm

Post » Sat Oct 17, 2015 5:51 pm

This is the first time I am using MasterUpdate. Anyways, I chose the "Show ESMs in Bold" box, and the .esm's at the top of the list are where they should be, and everything afterwards is an .esp.

Edit - I have bolded the items in my load list that now show up in bold (in the original post.)
User avatar
barbara belmonte
 
Posts: 3528
Joined: Fri Apr 06, 2007 6:12 pm

Post » Sun Oct 18, 2015 1:04 am

Hmmm... What are the modified dates of WMK .esp and WMK - OA .esp? If, somehow, FOMM isn't redating WMK.esp so it's older, you can use http://www.petges.lu/ to manually make it older. I'm just grasping at straws at this point, but could it be a Vista UAC issue?
User avatar
Becky Cox
 
Posts: 3389
Joined: Thu Jun 22, 2006 8:38 am

Post » Sat Oct 17, 2015 10:35 pm

It looks like they are all dated 1/1/2008, and the time stamp is earliest for WMK. esp.

I am stumped.

Edit: It was a Vista UAC issue! I turned off UAC and MasterUpdate worked, creating the proper patch. Thanks!
User avatar
Andrew Tarango
 
Posts: 3454
Joined: Wed Oct 17, 2007 10:07 am

Post » Sat Oct 17, 2015 7:50 pm

Okay, I read through the manual that Miaxs wrote for merging a plugin into another... but that's not what the end result is. All I did was add override records for all the entries in the merge source file into the destination file. It's still reliant on the source file as a Master. I can even see that the load order prefix for the previous plugin is still present on the merged entries.

So how does one truly merge two files so the source file is not needed? Would manually changing the load order prefix of the FormID do the trick?
User avatar
glot
 
Posts: 3297
Joined: Mon Jul 17, 2006 1:41 pm

Post » Sat Oct 17, 2015 4:09 pm

Load [01] BORG.ESM and [02] Enterprise.esp, the BORG being the assimilator and Enterprise being the assimilatee. R-Click Enterprise.esp and "Add Master" selecting BORG.ESM. From there, expand Enterprise.esp's tree and, as many records as you can multiselect at a time, R-Click them and "Change Form ID" which will prompt you to choose a target plugin. Select BORG.ESM and all selected records will be renumbered consectutively with BORG.ESM Form ID's so the Enterprises records will be injecting into BORG.ESM. Before using "Copy as override into..." or "Deep copy as override into...", make sure every single Enterprise.esp form ID is in BORG.ESM's range. Then and only then, copy all records you want into BORG.ESM and all Enterprise.esp references will remain intact making for a successful assimilation. You can then save the BORG file and discard the Enterprise.

If Enterprise.esp initially has more than just Fallout3.ESM in its masterlist, be sure to "Sort Masters" after adding BORG.ESM.

If an assimilatee has new dialogue, things get ...trickier, so I suggest generally not merging such plugins as renumbering the INFO's will make them not match up with the audio files associated. If there's a will though; there's a way. You can use "Compare to" and copy stuff in without renumbering, but keep an eye on the messages tab output for warnings about overrides.

http://www.mediafire.com/download.php?mmizuurfiyz's a pack with example plugins.
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Eire Charlotta
 
Posts: 3394
Joined: Thu Nov 09, 2006 6:00 pm

Post » Sun Oct 18, 2015 12:58 am

Hi,


I keep getting this error:


"Fatal: Could not determine Fallout3 installation path"

when loading FO3edit.exe

What is the cause of this? I cant seem to find a solution to this.

I use the steam version of Fo3 if that matters. Also I have this installed to the fo3 .exe folder although I have tried to run this from multiple areas. Running win7...
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naana
 
Posts: 3362
Joined: Fri Dec 08, 2006 2:00 pm

Post » Sun Oct 18, 2015 2:00 am

Cleaning mods:

Having read through the manual, I was surprised and amused at the strongly worded sections regarding cleaning. The warnings were, of course, intended to discourage uninformed use of FO3Edit by people who will bork their game. The warnings were also intended to encourage the modding community to move toward a standard and practice of releasing cleaned mods.

Having gone through my own load order, I noticed that 90% needed cleaning. Most needed the "undelete and disable" function, and many also had "identical to master" records.

So, questions:
  • Is the modding community moving toward a consensus of cleaning mods prior to release?
  • Would not cleaning my own load order of mods cause me some of the problems I am used to in Oblivion as a result of uncleaned mods (crashing, especially on exit)?
gothemasticator
User avatar
George PUluse
 
Posts: 3486
Joined: Fri Sep 28, 2007 11:20 pm

Post » Sun Oct 18, 2015 4:23 am

No there is definitly not a consensus.

Many Modders for F3 are woefully uninformed about the need to clean mods and have not seen the many threads about it on the oblivion forums.

It is annoying.

Then further - heck many Oblivion mods are still released uncleaned. Check out the last Elswyr update - over a 1000 deletions I saw.

Also there is still the issue of Navmesh records being deleted - which may be the issue for some. Haven't followed it to closely - maybe a non issue now.
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Tanya Parra
 
Posts: 3435
Joined: Fri Jul 28, 2006 5:15 am

Post » Sat Oct 17, 2015 3:21 pm

Ok so here I go searching for this thread only to find that it has not been used since November - and by myself no less.

Well this is more than just a bump of love.

I think my mouse is starting to die - or get weird on me. It has started to add extra clicks so that when I mean a single click it registers a double click.
It is a Habu razor mouse and need to replace soon - any suggestions are welcome. Playing with settings is not working - time to move on.

But this is highlighting for me a feature (fault?) of these edit programs (tes4edit and fo3edit).

When you first open the program you get a splash page with the list of all the mods you can either activate and so on. Since I clean mods a lot and check compatibility even more this is something I use a lot.

The problem is that any double clicking on that splash page and the options are over and the program loads without loading any mods (unless 'ok' is selected).
So what is the value of that? any accidental clicks and you have to start over - quit program - restart select again. While this is motivating me to get a new mouse it is also making it so that edit is harder to use.

Elminster - thanks for the program and I know life is ever the rush if activity, but ... is this just an unfortunate side effect of not having a fully functioning GUI with menus and the like or can this be adjusted for and fixed?

thanks for considering.
User avatar
Laura Hicks
 
Posts: 3395
Joined: Wed Jun 06, 2007 9:21 am

Post » Sat Oct 17, 2015 10:26 pm

Elminster has been doing other things for some time, I have not reached out to him in several months myself.

As to the problem at hand, what your seeing is a feature of Fo3Edit, not a bug. The double-click feature is there so that if you just want to load a single mod to look at, you can double-click it without doing anything else to bypass the process of clicking/un-clicking mods to load. If you double-click on nothing, it may just load instantly.

Its not something that can be disabled unless the entire feature is removed or enhanced, and I wouldn't hold my breath on that at the moment.

What you really need is a new mouse. :)

Cheers,

Miax
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N Only WhiTe girl
 
Posts: 3353
Joined: Mon Oct 30, 2006 2:30 pm

Post » Sat Oct 17, 2015 3:24 pm

As the manual only covers basic usage of the tool.
Is there any advanced reference/guide/source what all those records (right view) are for and explains what they (should) do?
Or could we talk about those things here?

I was searching for what OBND is but couldn't find anything.

Looks like this:

OBND - Object Bounds- Corner #0-- X-- Y-- Z- Corner #1-- X-- Y-- Z
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Eve(G)
 
Posts: 3546
Joined: Tue Oct 23, 2007 11:45 am

Post » Sat Oct 17, 2015 4:20 pm

There are no further manuals on Fo3Edit other than the one I developed. I would check the README files that come with Fo3Edit - they changelog goes all the way back, and alot of the features and information is held in those files. If you still can't find what your looking for, posting for someone like JustinOther or anther advanced Fo3Edit user might be able to help.

Miax
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Angela Woods
 
Posts: 3336
Joined: Fri Feb 09, 2007 2:15 pm

Post » Sat Oct 17, 2015 3:26 pm

Sorry if this has been asked before, after reading through so many posts my eyes cross and my brain mushes.

Is it safe to merge plugins that effect different items within the same cell?

I've created a number of esps that replace the items found in each cell, one changes only ammo, another only food, another only meds ect... Now because these all touch the same cell there is an issue, but due to the use of the X and Y coordinates they do not conflict. At least thats how I read it in FO3Edit. I'm getting ready to merge all the files together, will this cause any problems? I'm pretty sure it won't but I spent weeks making all of these and would be less than pleased if I had to start over again.
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Bedford White
 
Posts: 3307
Joined: Tue Jun 12, 2007 2:09 am

Post » Sat Oct 17, 2015 5:32 pm

@Psymon:
It's been a while since I last used FO3Edit, but if I remember correctly the "default" load order when you start it us your current load order for Fallout 3, so if you have trouble selecting which mods to load in FO3Edit you might try selecting them in FOMM, then loading the default in FO3Edit.

Cipscis
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Undisclosed Desires
 
Posts: 3388
Joined: Fri Mar 02, 2007 4:10 pm

Post » Sat Oct 17, 2015 11:12 pm

Sorry for the thread necro, but I guess this belongs in here:

I just downloaded FO3EDIT, and ran into a problem. The instructions say to right click on the left pane in white space, but when I do no context menu pops up, it just selects one of the items in that pane. I have tried right click every single thing in FO3EDIT, but I can never get the context menu to make a patch. I have redownloaded FO3EDIT, and tried using an older version, but it never works. Any help?
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roxxii lenaghan
 
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Joined: Wed Jul 05, 2006 11:53 am

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