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[RELz] tes3cmd v0.40 pre-release 1 preview for testing

PostPosted: Wed Sep 28, 2016 5:59 pm
by AnDres MeZa

[Warning: As this is an unstable pre-release it is not meant for production use, there may be bugs!]

I have a new https://github.com/john-moonsugar/tes3cmd.

New releases will be available https://github.com/john-moonsugar/tes3cmd/releases (Get: v0.40 pre-release 1 test)

(this is a source code only pre-release, but even if you don't know how to make it work, you might want to read the ChangeLog and Docs/leveled_lists.txt. For Windows users, abot informs below that the source does work with Strawberry Perl, if you have that installed).

[While there will be more documentation and an updated wiki in the future, tes3cmd is self documenting, just type the command without arguments to get started]:


tes3cmd

https://github.com/john-moonsugar/tes3cmd/wiki/tes3cmd-command-line-documentation

This release is supposed to do a few things, especially for me. It starts the process of getting back into developing tes3cmd, helps me shake out a new release process, and it already has some important fixes (like leveled lists) and features, like formatting option for the dump command. The ChangeLog file gives a decent summary of changes since the last version (0.37v).

If nothing else, I hope to review and discuss the changes to leveled list merging that will be going into the final v0.40 release. I fixed tes3cmd's ability to preserve deletions that plugins have made (as http://www.gamesas.com/topic/1606484-hello-thanks-and-plans-to-update-tes3cmd-etc/?p=25215532). In the process I also saw that Wrye Mash's Mashed Lists can also produce incorrect merged leveled lists, some examples are in the file: Docs/leveled_lists.txt. Also, Mash includes a bunch of leveled lists that I do not think are necessary, such as when only 2 plugins define a given list. In that case, second definition "wins". Merging is only necessary when three or more plugins define the same leveled list.

If you want to test the new leveled list merging, here are some ideas:

  • use tes3cmd v0.40 to generate a new multipatch.esp:

    tes3cmd multipatch
  • use Wrye Mash to generate a new Mashed Lists.esp
  • get a list of differences:

    tes3cmd diff --sortsubrecs multipatch.esp "Mashed Lists.esp"
  • pick an id for a differing leveled list record and compare:

    tes3cmd dump --exact l_n_wpn_missle_bow multipatch.esp "Mashed Lists.esp"

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Previous threads about tes3cmd: http://www.gamesas.com/topic/934107-relz-tes3cmd-a-small-tool-for-modifying-tes3-plugins/, http://www.gamesas.com/topic/1395562-relz-tes3cmd-a-small-tool-for-modifying-tes3-plugins/, http://www.gamesas.com/topic/1422837-relz-tes3cmd-a-tool-for-editing-tes3-plugins-and-much-more/, http://www.gamesas.com/topic/1606484-hello-thanks-and-plans-to-update-tes3cmd-etc/.


[RELz] tes3cmd v0.40 pre-release 1 preview for testing

PostPosted: Thu Sep 29, 2016 12:31 am
by Philip Lyon

That sounds promising and this is the first time for a very long time that a modding tool like tes3cmd is gonna be improved/updated.



In case you didn't know, but during your absence from the modding community a Morrowind Modding Wiki started and http://www.theassimilationlab.com/forums/topic/14196-morrowind-modding-wiki/ is it hosted.



So submitting your knowledge about tes3cmd to the Morrowind Modding Wiki would be a great help for a lot people. :)


[RELz] tes3cmd v0.40 pre-release 1 preview for testing

PostPosted: Wed Sep 28, 2016 10:36 pm
by Nicole M

thanks for the update!


Run 0.40 ok on my mod list with with Strawberry Perl 5.18.4.1 on Windows 10 without problems.


I don't understand much about differences, but results https://drive.google.com/file/d/0Bywrx4WHfGJJTENFWEtTdktEaDQ/view?usp=sharing if it can help.


[RELz] tes3cmd v0.40 pre-release 1 preview for testing

PostPosted: Wed Sep 28, 2016 2:19 pm
by Gisela Amaya

Already very helpful! Good to know Strawberry Perl on Windows works. If you are interested, I believe the latest Strawberry is 5.24.0.1. I was trying to get it installed okay under Wine, but haven't succeeded yet.



The differences you can see between your running of the old and new tes3cmd (your multipatch.esp-diff.txt and multipatch_040.esp-diff.txt) show how the old version of tes3cmd did not preserve multiple instances of an item in a list, this would affect some of the ratios of spawned creatures/items. D'oh! It looks like you run MCA and Creatures, so you'll definitely see some improvement on what leveled lists give you in the game.


[RELz] tes3cmd v0.40 pre-release 1 preview for testing

PostPosted: Wed Sep 28, 2016 4:14 pm
by Zualett

got this message while running clean --replace --hide-backups with 0.40


mkpath(): Error creating "./C:" (Invalid argument)

FATAL ERROR (Needs.esm): Unable to make directory: "C:/_games/_rpg/Morrowind/tes3cmd/backups" (Invalid argument) at script/tes3cmd.pl line 6372.


I think it is related to ./ before the drive letter


[RELz] tes3cmd v0.40 pre-release 1 preview for testing

PostPosted: Thu Sep 29, 2016 12:25 am
by Sandeep Khatkar

Thanks, I'll get that fixed. And sorry about that, the pre-release is going to be unstable in places. I suspect that error will go away if you manually create C:/_games/_rpg/Morrowind/tes3cmd/backups



tes3cmd v0.40 will be moving junk it used to drop in your "Data Files" to a new Morrowind/tes3cmd directory so that it doesn't pollute "Data Files" like it does in 0.37v.



Just a small update: I've committed changes so that LAND records are better supported. (Maybe some day tes3cmd will be able to automatically fix landscape tears, although any automatic fix to that will probably not look as good as a manual fix). So, the next preview I put out will be able to dump LAND records for study.


[RELz] tes3cmd v0.40 pre-release 1 preview for testing

PostPosted: Wed Sep 28, 2016 5:29 pm
by Quick draw II

That's good to have all *junk data" from tes3cmd into a separate folder, especiallly when you decide to reinstall Morrowind, because almost everything e.g subfolders in the Data Files folder will delete all official content when uninstalling Morrowind.



I wonder if better handling of the LAND data record in tes3cmd could solve a mod issue like http://www.fliggerty.com/phpBB3/viewtopic.php?p=95665&sid=b55272ad72a30761273283e8f5d38016#p95665 one.


[RELz] tes3cmd v0.40 pre-release 1 preview for testing

PostPosted: Wed Sep 28, 2016 2:14 pm
by Laura Tempel

I don't know what the problem is from reading that post. But anyway, it does not look like a landscape problem with LAND records. The landscape problems with mismatched LAND records would be gaps in the ground where you can see through them down to the water level.


[RELz] tes3cmd v0.40 pre-release 1 preview for testing

PostPosted: Wed Sep 28, 2016 7:54 pm
by james tait

I know abot made a Sable Dragon patch and included in the http://www.nexusmods.com/morrowind/mods/42939/? mod. You need to download the mod and load the patch into CS to have a look for yourself, otherwise check with abot he could give you more information.


[RELz] tes3cmd v0.40 pre-release 1 preview for testing

PostPosted: Wed Sep 28, 2016 7:01 pm
by Andrew Perry

Yep that worked thanks


Something I had to change time ago to be able to clean out-of-standard http://www.nexusmods.com/morrowind/mods/42979/? .esm:

#abot --- begin

#if ($frmr_tsr->subtype eq 'FRMR') {

#abot --- end

#abot +++ begin

if ( ($frmr_tsr->subtype eq 'FRMR') or ($frmr_tsr->subtype eq 'MVRF') ) {

#abot +++ end


I think Wolly's mod has some rare subrecord formats, it is a sort of .esm/.esp mix



[EDIT]I think any land seam fixing tool able to at least close the gaps, even just making a vertical wall as clicking terrain in CS, would be a huge advancement (usual mod conflicts apart, I am thinking also about TR borders)


[RELz] tes3cmd v0.40 pre-release 1 preview for testing

PostPosted: Wed Sep 28, 2016 10:36 pm
by Lloyd Muldowney

Thanks, I will look into that and test with Solstheim Overhaul So far I have rewritten the code for recognizing groups of sub-records that go together, and properly fixing the association of MVRF to the FRMR they belong to will be part of v0.40.



For seam fixing, I'm open to all suggestions. But first, I want to get v0.40 out the door, and then I have to figure out how to work with the height maps. I think it's pretty straightforward, but we shall see.