[RELz] TES5Edit

Post » Wed Oct 17, 2012 3:02 am

NOTE: This is the actual version of FNVEdit, FO3Edit, and TES4Edit by ElminsterAU being updated for Skyrim. He has allowed us to host both TES5Dump and TES5Edit under the same MPL.


If possible please post in the Bethesda forum: http://www.gamesas.com/topic/1417195-relz-tes5edit/

Threads:
Spoiler

http://www.gamesas.com/index.php?showtopic=1415541
http://www.gamesas.com/index.php?showtopic=1412754
http://www.gamesas.com/index.php?showtopic=1409718
http://www.gamesas.com/index.php?showtopic=1392239
http://www.gamesas.com/index.php?showtopic=1388475

http://forums.nexusmods.com/index.php?/topic/713668-wipz-tes5dumpfuture-tes5edit/
http://forums.nexusmods.com/index.php?/topic/713672-wipz-tes5dumpfuture-tes5edit/
http://forums.nexusmods.com/index.php?/topic/781826-wipz-tes5dumpfuture-tes5edit/
http://forums.nexusmods.com/index.php?/topic/713028-wipz-tes5dumpfuture-tes5edit/
http://forums.nexusmods.com/index.php?/topic/715413-fnvedit-issue-depot-bug-reports/


TES5Edit 3.0.22 EXPERIMENTAL is now available in the Downloads section on our Google Code Site.

You can download https://code.google.com/p/skyrim-plugin-decoding-project/downloads/list at our Google Code site http://code.google.com/p/skyrim-plugin-decoding-project/ in the https://code.google.com/p/skyrim-plugin-decoding-project/downloads/list section.

TES5Edit 3.0.22 EXPERIMENTAL by ElminsterAU updated for Skyrim by http://skyrim.nexusmods.com/users/156622, and http://skyrim.nexusmods.com/users/4147439.

This is a very early and highly experimental release of TES5Edit. If you don't know what TES5Edit is, you probably shouldn't be using it yet.

http://www.creationkit.com/index.php?title=TES5Edit_Cleaning_Guide_-_TES5Edit

Rename to TES4Edit.exe to work with Oblivion.
Rename to FO3Edit.exe to work with Fallout3.
Rename to FNVEdit.exe to work with New Vegas.

Fallout3 http://fallout3.nexusmods.com/mods/8629 for FO3Edit (applies to all game versions)

Check for new versions here: https://code.google.com/p/skyrim-plugin-decoding-project/downloads/list

Important for Older Systems:
If you get an error about d3dx9_*.dll not being installed, you need to update your DirectX to the most current version.

The most current (March 2008) version can be found here: http://www.microsoft.com/en-us/download/details.aspx?id=35
or here: http://www.microsoft.com/en-us/download/details.aspx?id=23611 (make sure to install it after unpacking it).

Whats new in 3.0.22?

* Skyrim Support.
* New exceptions handler.
* Optional backups in a separate directory.
* Remember position and state of the main window.
* Fixed bug when editing with Shift+DblClick.
* [All] Wrye Bash ghosted plugins (*.esp.ghost) in plugin selection window.
* [ALL] FLST form list is no longer sorted.
* [ALL] EDID affects conflict detection.
* [TES5] Localization editor, plugin localization/delocalization with optional translation.
* [TES5] -l:language command line switch to chose default localization files.
* [TES5] Adding missed plugin files from plugins.txt/loadorder.txt to the end of plugins list.
* [FNV] WeaponModKit IMOD record support for various subrecords.
* [FNV] PLD2 subrecord is no longer removed in package.
* [FNV/FO3] Quest stage signed value overflow fix.
* [Oblivion] Fixed ownership record order in CELL.
* [Oblivion] Snowy weather definition fix (thanks to Arthmoor).

ToDo List:

Update Miax’s Tome of FO3Edit for Skyrim.
Update NAVM, NAVI, and wbUnion for VMAD.
Update the http://www.creationkit.com/index.php?title=TES5Edit_Cleaning_Guide_-_TES5Edit

Known Issues:

http://code.google.com/p/skyrim-plugin-decoding-project/issues/detail?id=51 TES5Edit: When making a Merged Patch COCT is not updated.
http://code.google.com/p/skyrim-plugin-decoding-project/issues/detail?id=51 FNVEdit: "Copy as Override" on a Base Effect associated to a script.
http://code.google.com/p/skyrim-plugin-decoding-project/issues/detail?id=51 FNVEdit: "Copy as Override" on some dialogs
http://code.google.com/p/skyrim-plugin-decoding-project/issues/detail?id=51 TES4Edit: 3.0.22 throws an assertion failure when cleaning PGRD records from files.

Note: These are all a work in Progress.

Updates on CK Wiki Pages:
  • http://www.creationkit.com/Category:TES5Edit
  • http://www.creationkit.com/TES5Edit_Cleaning_Guide_-_TES5Edit
Working on Mod Cleaning Tutorial
  • http://www.creationkit.com/Skyrim_TES5Edit_Mod_Cleaning_Tutorial
Dirty Plugins List is empty but can be edited by anyone
  • http://www.creationkit.com/Skyrim_Dirty_Plugins_List


Current Progress:

About 90-95% of the records are decoded at this time. I have started to update the UESPWiki and I keep a current list on our site in the http://code.google.com/p/skyrim-plugin-decoding-project/wiki/UESPWikiUpdates.

Current Contributors:

http://skyrim.nexusmods.com/users/4147439
http://skyrim.nexusmods.com/users/156622

We would love to have more people helping out on the project.

Name: Skyrim Plugin Decoding Project

Summary: A collaborative project to decode Skyrim's record structure using TES5Dump and provide a working version of TES5Edit.

Description: TES5Dump (a.k.a. TES4Dump / FO3Dump / FNVDump) are utilities that dump the contents of a .esp or .esm plugin to a text file, using internal record definitions. By comparing its output with plugins of known contents, the record definitions can be tweaked until the correct structures have been decoded. TES5Dump also forms the plugin parsing backend for the TES5Edit utility. (a.k.a. TES4Edit / FO3Edit / FNVEdit)

Skyrim's record structure has not yet been fully decoded, and the Skyrim modding community suffers from the lack of a working TES5Edit. This project's aim is to help the decoding effort by providing TES5Dump and allowing many people to update its definitions using Subversion, and to provide the TES5Edit utility.

Its predecessors FNVEdit, FO3Edit, and TES4Edit by ElminsterAU are the best tools to use for exploring overlaps between mods and cleaning mods. TES5Edit will have the same functionality since the compiled release will be made with the same TES4 back engine using the definitions as a result of this project. He would work on it himself, but unfortunately suffers from a severe lack of spare time. He has offered to compile TES5Edit after the necessary supporting files are changed for Skyrim's file format.

This utility will let you easily see how multiple mods interact and override each other, as well as giving you a quick view of the changes that a plugin makes. It lets you browse a graphical record tree of your active plugins, revealing the values set by most record types and comparing overlapping changes from each active plugin.

When started it will automatically find your Skyrim 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. The program will then work the same as its predecessors.

License: Mozilla Public License TES5Dump and TES5Edit.

Anyone is welcome to download the source to TES5Dump using the instructions below.

Why do we need TES5Dump:

.snip. TES5Edit isn't the important thing in this scenario, what's important is getting the records decoded, because a whole load of things (Gecko, Bashed Patch, etc) require that, not just TES5Edit...
.snip. Because so much depends on the record decoding, it's sensible to open up the task to as many people as possible. As such, publicly hosting the definitions and the TES5Dump code/program is best for that. The plugin format has historically been documented at UESP.net for previous games, but I'm of the opinion that only verified decoded records should be documented there, so we still need a central location lots of people can read/write to. A SVN repository would be ideal...

How TES5Dump works:

TES5Dump Is a command line utility that can take an esm/esp file, decode it, and give a human readable dump to the console. The output can be redirected to a file, so you could use:

TES5Dump Skyrim.esm &--#62; Skyrim.txt

To turn the whole master into a huge text file.

What works better when working on the record definitions is to create new .esp’s using the CK with just a single (or a few) records, of a single type, with specific values for all the different fields.

The process is then basically:
Create new .esp with example records
Run TES5Dump
Modify record definitions
Repeat till dump is correct
Repeat steps 2-4 until all possible record types and all possible fields are covered

What we need for this project:

We are looking for volunteers and TES enthusiasts who are willing to contribute their time in decoding Skyrim's files, and making updates to the UESP Wiki.

If you would like to participate in this project please send me a PM.

Wiki Updaters:

Any general knowledge of how to edit html and possibly xml. After you have checked out the files the folder you will work with is UESPWiki. It will contain templates of each record posted on UESPWiki. To make changes to the http://www.uesp.net/wiki/Tes5Mod:Mod_File_Format site you need to register first. Registration is free and hardly any information is required.

Please refer to the on site wiki: http://code.google.com/p/skyrim-plugin-decoding-project/wiki/DecodingRecords

Record Decoders:

After you have checked out the files the folder you will work with is TES5Dump. The only file you need to edit will be wbDefinitionsTES5.pas.
To compile the source you need a trial version of Delphi found here. https://downloads.embarcadero.com/free/delphi The source is written in Delphi but you only need a basic knowledge with C++ or Java to interpret the Delphi code and figure out the references.
Having knowledge of or, experience in decoding the records in plugins would be extremely helpful as well. The decoding is not programming intensive because all you are really doing is updating the pre existing routines for Skyrim's format.

Please refer to the on site wiki: http://code.google.com/p/skyrim-plugin-decoding-project/wiki/DecodingRecords

Getting Set Up:

You will need an SVN client like http://tortoisesvn.net/downloads.html to submit your changes. Instructions are listed https://code.google.com/p/skyrim-plugin-decoding-project/wiki/NewMembersGettingStarted

Special Thanks:

Listed in alphabetical order.

AndalayBay: Without her help getting me in touch with Elminster we would all still be waiting for confirmed record definitions, and even longer for a working TES5Edit.
Bethesda: For their awesome program, and for this forum so we can accomplish this task.
ElminsterAU: For all his hard work on FO3/FNV/TES4Edit over the years.
Zilav: For all his hard work helping with the project.
User avatar
marina
 
Posts: 3401
Joined: Tue Mar 13, 2007 10:02 pm

Post » Tue Oct 16, 2012 6:05 pm

Might be time to update the OP, yes? Is there really anything left to actually decode?
User avatar
Beulah Bell
 
Posts: 3372
Joined: Thu Nov 23, 2006 7:08 pm

Post » Wed Oct 17, 2012 1:25 am

Might be time to update the OP, yes? Is there really anything left to actually decode?
I just got a new job so I'll have to update that as time allows. Yes NAVI, NAVM for sure. It's a little late and I'm too tired to think of what else.

EDIT: I did make some changes while you were posting that, so just refresh the screen.
User avatar
louise tagg
 
Posts: 3394
Joined: Sun Aug 06, 2006 8:32 am

Post » Tue Oct 16, 2012 7:53 pm

I do think a log file that is automatically saved would be beneficial but just in case, I have been right clicking the messages window. After that I choose select all, and the right click again and copy. Then I can post that in a forum or save it to a text file or whatever. For now would that be an option for you?
Not to be too snide, but is that a question or a statement?

As it is that is the only option.

Well I've made my request. Perhaps I'm the only one who would think it of value. I think having the record would encourage more mod users to report. I think many see it needs cleaning but don't want to be bothered by the extra steps.

anyway having options about backing up and not in the data folder is a huge step forward for me. thanks again - I hope others though, who may see the value in the txt file, step forward.
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Lillian Cawfield
 
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Joined: Thu Nov 30, 2006 6:22 pm

Post » Wed Oct 17, 2012 3:11 am

The point of disabling the nag screen would be to stop it from performing those autosaves at all. Would this be something better suited as an enhancement request on the tracker for Elminster to eventually look at? I'm guessing this isn't as easy as it sounds?
That is easy, we just need to decide what to disable. If I understand it right, you want to disable autosaves when -IKnowWhatImDoing switch is present?
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DeeD
 
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Joined: Sat Jul 14, 2007 6:50 pm

Post » Wed Oct 17, 2012 3:24 am

Not to be too snide, but is that a question or a statement?
It was meant to be an honest, non cynical question. I think it's a great idea. For now I'd still like to see it added, it's still worth doing. I don't know how my comment was taken but I didn't mean any discontent.

I'm off to be before I pass out.
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Soku Nyorah
 
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Joined: Tue Oct 17, 2006 1:25 pm

Post » Wed Oct 17, 2012 1:49 am

That is easy, we just need to decide what to disable. If I understand it right, you want to disable autosaves when -IKnowWhatImDoing switch is present?

I'm in favour of this.
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Alan Cutler
 
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Joined: Sun Jul 01, 2007 9:59 am

Post » Tue Oct 16, 2012 9:34 pm

That is easy, we just need to decide what to disable. If I understand it right, you want to disable autosaves when -IKnowWhatImDoing switch is present?
Yes, exactly. Along with the nag screen that asks you to save periodically.
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Ezekiel Macallister
 
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