» Sat Nov 17, 2012 3:43 pm
First things first.... I just posted my definitive rebuttal for anyone claiming Snip destroys data (entirely basing such claims on a completely non-Snip-related forum thread which Arthmoor linked to above). I won't go into it here, as the proper place for such discussion is the actual app's Comment Section. Since v4.3/discon is hidden, I posted it in v4.2 - which is actually the version I use. (although I do have a non-public version of 4.3.1, but only use it for testing, not for actual modding yet)
http://forums.nexusmods.com/index.php?/topic/514199-tesvsnip/page__st__210__gopid__5904107#entry5904107
Now... you guys may be interested to know that I did a little experimenting with the alteration of Skyrim.esm - contrary to my belief that it should never BE altered. I understand that one may want to do so to create a true-total conversion, using it as a base.. which seems to be the case in this thread. What's so interesting in my tests is that I was able to get a custom 'copy' of Skyrim.esm working in the CK and in-game.
I agree that using a copy that has been saved as-is in Snip won't work - it results in no land, and Player and all NPCs plummet to their deaths. I didn't look into why this happens yet, didn't care at the time - I just wanted to see what you guys were talking about.
So I took that Snip-saved skyrim.esm, flipped the ESM byte, and tried to load it in the CK. Returns a bunch of errors and I just clicked "yes to all" just plow through it. When it finally finished loading (and it takes a WHILE), I immediately clicked "save plugin". Again, tons of errors and it takes FOREVER. All said and done, the load/save process took over 30min on an i5 system with 4gig RAM.
Tested it in-game, the land is there, and it's solid - but every actor was stiff as a board, even when walking. So the anims were somehow being interefered with. THEN the game CTD within a few seconds; which can be extended should you COC to an interior - preferably one with nothing that moves. Still not a viable file.
So how did I get it to work you ask? I found the solution, it's the DOBJ record (the only form under the DOBJ GRUP)... CK saved it as a bunch of 0s and added an EDID for no reason. What causes this is that the CK seems not to be able to correctly save certain record types... presumably because what CAN do so wasn't released in the public version (or may even be a separate app).
So to get a working hack, one must use 3rd party software (I used Snip... queue the grimaces of pain). Replacing the napalmed DOBJ with the Vanilla record allows the hack to work in-game. Here's the exact process I used, twice - the second time to make sure it works and to document the errors.
- backed up my Vanilla skyrim.esm (of course)
- renamed my to-edit copy to "skyrim.esp"
- opened it in Notepad++ and changed the 9th byte to hexvalue 80 (81 is localized ESM), saved it (9th byte as in position, starting from 1; it's labelled #8)
- load ONLY skyrim.esp in the CK (no master selected, no master dependency forced anywhere like in Snip)
- every error it returns press "yes to all"
(*** Don't try to force the CK or excessively switch to other windows then back again or you'll disturb the CK's tranquility during the load and probably crash it. Also, I recommend not running anything resource-intensive while doing this)
- when it finishes, immediately save the plugin and exit the CK
- open it in Snip, and in the same session open Vanilla skyrim.esm (whatever you renamed it to)
(alternatively, and faster/safer, you can hack out the needed GRUP to it's own plugin, save it, exit, then load your hacked skyrim.esp with that little interim plugin)
- delete the DOBJ top-level GRUP (in the hacked skyrim.esp)
- copy over the Vanilla DOBJ GRUP
- flip the ESM switch, and save the plugin as skyrim.esm (no master dependency used or needed)
Tested in-game; no CTD, actors walk around, everything seems normal. I even started a 'new' game from the Main/Title Screen (for the first time since November heheh) to test this. Went through the entire drama until I came out the cave - as if I were Plato.
Be aware that I found SEVERAL DIAL GRUPS missing in the hacked version... presumably they'd need to be Snipped over as well; though I suppose they could be recreated by-proxy in a pureCK ESP using the Vanilla Skyrim.esm. I don't know what else is missing, if anything - but the DIAL top-level GRUP is the only one that had a different number of children.. I didn't check the CELL and WRLD subGRUPs as that would take forever. (I'd be curious to know if this DIAL thing is because I was choking the life out of the CK during the process, or because the v1.6 drama related to dialog - the missing GRUPs would explain a lot of people's drama if it is; especially if it's always the same GRUPs or some kind of pattern that can be circumvented)
Potentially important forms that return errors during the load/save process are as follows (appeared in this order): 13, 19, 14a, 14c, a0, 33, 25, 3d, 146, 1f3, 31 (all preceded by the appropriate number of 0s). Since -31 was the last, it was the first that I checked in Snip (with Vanilla sky.esm)... because I'm super lucky, it just happened to be the DOBJ - which is the record enabling a hacked sky.esm. I have yet to check the others as I ran out of time (yesterday), and today I've been running errands, uploading, documenting, and posting so haven't gotten a chance to yet. I'm not going to until Monday either - I'll be in WashDC all weekend for a fracking protest... down with pollution and greed!
Ultimate point - you may very well be able to do what you want easier than you think! If I can pull off a clone of an almost-entire Skyrim.esm (sans some dialog), I see little to no reason a stripped down version of the utmost content wouldn't work.
btw Maegfaer: regarding Snip with your stripped down sky.esm... that working file saved with 'compression on' may only work if those forms you kept don't have compressed records - otherwise it seems you're super lucky as well. I HIGHLY recommend turning compression off for ALL use with Snip. I actually reloaded my hacked sky.esm/esp into the CK, returns a bunch of ref-related errors that I haven't checked into yet (but seem un-crashingly harmless and probably fixable). Saved the plugin (to induce recompression), and it only resulted in like a 10mb or less savings - on a 240mb file... point being that the compression is not NEARLY as effective as I had expected on such a huge file (and really can be foregone in my opinion).
One more thing before I finish - since I don't have time to create the dedicated thread I want to explain/list this... but during the load/save process, a metric flip-ton of navMesh errors are returned; all of which I exhaustively documented (took about 2hours!). These are VANILLA navMesh errors, scattered through the game - and are ignored by the CK because they are in an ESM. The significance is that there are areas which I previously thought I caused errors in (by editing the navMesh, or some other thing I could never identify). (CK trips errors because copies of those nilla navMeshes are now in the ESP)
It's also significant to the complaints about pathfinding breakage we see in the forums. Myself and others have suspected this for the longest time, but now I beleve this is true without a doubt (at least in many/most cases.. there's always operator error to consider). I am going to post the entire list, so that people can check their mods to it... and sleep soundly knowing that THEY didn't frig up the game/mod, or that what they're trying to do isn't working but that it's NOT their fault...
Thanks for listening and see I'll check back in a couple days - unless I'm arrested in DC.. heheheh