» Thu Jun 21, 2012 8:59 am
AndalayBay: yea... I FINALLY figured that out myself the other day (having to change the actual config file manually since the options don't work). I did some testing with the compression ON... and you guys are correct. In limited testing, I found that one byte is always deleted from NPC_ records... somewhere toward the front, but since it's compressed I can't pinpoint it exactly (and don't really want to).
I also found (by doing 1:1 file comparisons.. binary comp I think someone called it) something which totally preempts ANY more conversation (from me anyways.. heheh) about using Snip with compression. While it does compress stuff, and it seemingly works fine in-game; the comparison revealed that the type of compression used is completely different from the CK's. The files are identical otherwise (except the missing byte... but that could affect/chop other records I haven't tested as well).
The compressed data is completely different; presumably since Snip is actually an FO3 app that's been ported forward. Amazingly though - CK reads it alright, works in-game, etc... so there is probably legacy code in Skyrim/CK which can still read it I suppose. ANYWAYS - since the format is different, and corruption is guaranteed, I set my Snip back to decompress-only and will probably never look back.
Arthmoor: I started using Gecko to check the data as well... presumably it uses a different algorithm for decompression (de- since one can't edit or save with it yet). It's got a WAAAYS to go before it's usable; mostly on the data-structure side of things. I assume they're getting the basic program down first, then will go back and add all the descriptions/etc. But what it comes down to for me, and presumably others of like mind, is that I'm not content to use ONLY the CK... and currently I see Snip as my only viable option for the occasional deletion, splice-job, or renaming (etc).
Arafhaida: heheh.. that was just to show that it works. There's plenty more that needs to be done to those NPCs for a decent mod. I actually forgot to delete the subrecord above the container items... I set it to zero instead. No big deal - just a bit dirty. The .85 version is set by the CK - after you add or delete one or more records to a mod w a third party app (without manually changing the record count). As you can see in the video, and my own experience during preCK days, this has no apparent effect in-game... but that doesn't mean something's not lurking.
sirtaj: I dunno if there are other versions floating around somewhere (I haven't checked the github yet... been on holiday away from decent wifi), but I've been editing the recordStructure.xml myself - and I've done a LOT compared to the v4.2 file. I haven't checked to see if the 4.3 version made any updates or not. I also agree that it is DEFINITELY a 'buyer-beware' circumstance if one chooses to use Snip of ANY version.
One thing with v4.2 I found - and maybe this is why some people have destroyed mods while others haven't (compression notwithstanding)... if you alter any data using the non-hex editor window (the one with fancy options and whatnot); it IMMEDIATELY inserts 6bytes of data into the subrecord (I tested NPC_ data and a CELL, saw what it did and was like "ummm... no"). This knocks the REST of that entire record's data off-balance, rendering most of it garbage.
Since finding that out, it's joined the compression in the 'do not open till armageddon' pile; thankfully I never used that thing - I prefer to edit the raw hex data, that way I can see what's going on and am able to better control it. I only discovered it while testing my XML changes; and I don't plan to see what 6bytes are inserted... that's just absurd to me when it given AND can be avoided from the get-go.
But for those of you who are as adventurous as I am regarding Snippage... here's my XML file - I'm gunna get in contact with the 4.3 person to see what's what, and possibly hand it over to be included in the future (or as an optional download). If I knew XML was so easy to learn, I woulda fixed it a while ago. Besides the loads of updated tags and data-types, I included my decoding of the navMesh data (as best as I currently know how), WTHR and NPC_ records are much less 'unknown' as well. Now if I only had a C compiler and a few days to learn some C...
http://dl.dropbox.com/u/67168394/RecordStructure.xml
USER BEWARE! This app may destroy your data - use at your own risk! I recommend using it for viewing purposes only; and ONLY mess with files that you have backups of. I also HIGHLY suggest manually disabling the compression and using ONLY the hex-editor (not the fancy one, as nice and convenient as it may be). Snip has a GNU license, and any edits to this file or any other aspect of Snip should adhere to that license. (I will probably upload the XML to the github as requested in the readMe, but there's more I want to do to it before then.. so this link won't be here long!)
UseDefaultRecordCompression and EnableAutoCompress should both be set to False to disable compression.
[EDIT: type-os]