SkyEdit, TESVSnip and CK

Post » Fri Nov 16, 2012 1:07 pm

Sorry Duplicate Post....

http://www.gamesas.com/topic/1387325-skyedit-tesvsnip-and-ck/
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Krista Belle Davis
 
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Post » Fri Nov 16, 2012 2:12 pm

I also like TesVsnip ability to remove a record which came in handy for a dirty mod.
...while screwing up the file in the process because it can't process other record types properly.
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Emma louise Wendelk
 
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Post » Fri Nov 16, 2012 4:45 am

...while screwing up the file in the process because it can't process other record types properly.

I have heard so much about this, can you give me exact detail as to what it screwed up ? Was it the mod would not load in CK, the values of things changed, the objects were removed ?
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natalie mccormick
 
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Post » Fri Nov 16, 2012 9:53 am

The mod would load fine, but things in it were either totally missing (notably landscape) or strangely confused (NPC swapped their data with each oher). It could take a while to spot the problems as well, so that people had ditched their uncorrupted backups before finding the problems. Don't edit anything with this tool!
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Josh Dagreat
 
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Post » Fri Nov 16, 2012 8:09 am

I dunno about landscapes and statics/etc... but regarding NPC swappage: If you clone an NPC (or drop a new ref of one) and it has the 'unique' flag checked, and/or special AI packages still assigned, it will either disappear or swap seemingly randomly. Of course, it could be something completely different causing your issue, but it sounds familiar.

If you clone an NPC (actor's baseObject), be sure to change the edID to something unique first; then untick the unique flag.. ok/save the actor (create new form when asked). Now reopen it and remove the special AI packages (all uniques have them), and don't forget to delete any unique items that may be inventory.

If you don't untick that unique flag BEFORE creating the new ref, it will clone all the relationship data as well - which REALLY messes thing sup, as it alters OTHER NPCs. And you have to ok/save before changing tabs, or some things you change won't actually be saved to the NPC... you'd have to reopen it again anyway and change everything again.

[EDIT: if you clone an NPC record in a 3rd party app... then you have to manually remove all the aforementioned. Unless you know what to look for and how to do it, I would HIGHLY recommend cloning stuff in the CK.. then 3rd party it up ex post facto. Come to think of it, this may cause issues with statics/etc as well - if you cloned an area in which said objects are enabled/disabled, or somehow otherise manipulated, via scripting/quest/etc.]
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Johanna Van Drunick
 
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Post » Fri Nov 16, 2012 4:56 am

Not Sure if I Cloned the Actor Its been so long... Most of my issues started with the new upgrade.

My Actor is also a custom race and now sometimes with the upgrade has no hands.


Someone should make a good ESP. ESM. Validation Tool... I know CK does some of that but It would be nice to have a well designed record scanner that would look for corrupt or odd data.
Such as this ID is messed or that package has a order issue.


Right now my major issue is custom package in a scene seem to sometime work well and other times not..

It isnt a complicated package either has Unlock, Activate, Travel, Wait...

It fails at travel for some odd reason ?
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Yonah
 
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Post » Fri Nov 16, 2012 11:55 am

By cloning I mean copying an existing actor, race, or anything; and renaming it to create a separate object. This can either be done in a 3rd party tool like Snip or in the CK. I've never used SkyEdit, so I dunno if it had that capability. But if you used the CK to copy an existing record, then renamed its editorID and changed the formID number; then that's probably the problem... not having removed the 'unique' data from the actor. To do it in the CK, you would have opened an existing actor/object, then changed its editorID and clicked ok/save... which it would then prompt you if you wanted to make a new form.

If you DIDN'T make a clone of whatever, you would have used the CK and r-clicked and chose 'new'.. then filled in the blanks. Now there are actors (in their own object category), then there are races (which are under the 'character' category); sometimes people get mixed up or aren't aware that they are two different things. I'm not saying this is the case, I just wanna make sure you're talking about a real race... which I know precious little about (eg: regarding 'unique' or otherwise troublesome data).

As far as packages go, I haven't made any custom ones yet, so I dunno if there's issues or complexities with that. I do know that if you use packages that have specific NPCs' names on them, they almost certainly will NOT work.

I know it sounds dramatic, but have you tried to open the CK and start your race/actor/whatever from scratch (without doing anything else or using 3rd party apps)? I've seen session-related issues in the Ck cause problems and that may be the case here... so that'd be a good place to start. I would make your new whatever (a very simple version of it), place one in the world, then coc to that location and test it.

It's also possible that a saveGame may be messing things up, or maybe another mod. But if you can rule that stuff out; and can get a "pureCK" version of your actor/race to work, then this may be a good candidate for proof that Snip really does cause damage - at least however you used it.
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JLG
 
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