[REL] SkyEdit v0.03 Alpha

Post » Sat May 19, 2012 5:39 pm

Very nice, the version i used was clearly very outdated (i think i had the very first you published), but this one seems to be closer and closer to replacing fnvedit, i just need record information now! :)
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Alan Whiston
 
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Post » Sat May 19, 2012 7:50 pm

Does SkyEdit allow editing of saved games, specifically quest states? Delvin is totally glitched for me and it is preventing me from finishing both DB & TG. I don't want to start again and need to find a good way of tinkering... thanks

Edit: typo
Have you tried console commands yet?

SetStage - Used to set the quest stage (Useful for bugged quests) use command ShowQuestTargets for quest IDs and player.sqs to show how many stages are there (note that you have set the stage one at a time in order to get its effect.)
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Alexxxxxx
 
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Post » Sun May 20, 2012 12:02 am

Hmm I can only Undo items, not delete them, even if I add the entries myself. Is this by design? I'm guessing it's because of the way SkyEdit automatically assigns IDs.
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Brandi Norton
 
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Post » Sat May 19, 2012 6:29 pm

For the corrupted strings;

The TES4 record needs the xx80 bit set, which 'localizes' the plugin. With that bit set, it then looks for associated string files using the standard of [plugin]_[language].string, .dlstring, and .ilstring. It you localize the plugin without the string files, it'll CTD. But on the opposite side, it allows for much easier multi-lingual capabilities. Otherwise in some areas, corrupted strings (even if embedded into the esp) will appear inside full subtitles and other etc.

The simplest way to get a strings file for the mod is to duplicate the Skyrim strings files and rename them to the plugin name. The better way is to use the String Localizer on the nexus, which accesses the files, reads the FULL sections, and has options to either embed strings or to write out a separate strings file for the plugin which only contains the appropriate strings for the mod (much smaller).
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Alexander Horton
 
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Post » Sat May 19, 2012 11:14 am

Ive found that I dont have the corrupted Text problems if I load Skyrim.esp and the one Im editing, as active, at the same time.
Yeah, never set skyrim.esm as active even if you just want to look in it.


Hmm I can only Undo items, not delete them, even if I add the entries myself. Is this by design? I'm guessing it's because of the way SkyEdit automatically assigns IDs.
Right click and choose clean.

Got a Question concerning Magical Effects:

I'm making a small mod changing racial benefits and doomstone effects to reflect previous games better. My problem is, as soon as I try to use copies of MGEF they won't work ingame.
Example:
I want to give Highelves a resistance to disease. For a nicer layout, though, I want to change the common "Resist Disease" in the magic menu to "Highborn: Resist Disease" without modifying the AbResistDisease MGEF. So I create a copy named AbResistDiseaseHighelf and use this one instead but as soon as I start the game the disease resistance is gone. Same with changing the Atronach Stone to have its own Fortify Magicka effect displaying "The Atronach: Fortify Magicka". Ingame the effect is gone

What am I doing wrong?

Thx in advance
I can suggest a work around...if you want..but it'd be considered a dirty edit I think.

You can simply add resist disease to an existing high elf ability. To keep track of it, you can change the name to reflect this name. But do not change the editorID. I spent an hour trying to figure this out, and this is all I could come up with.

At the present time, it appears adding brand new abilities to races is not editable yet.
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Klaire
 
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Post » Sat May 19, 2012 8:06 pm

@Terra Nova

That's how I've done it :smile: Adding them to existing abilities. My problem ,though, was that as soon as I added MGEF copies to existing abilities the new effects wouldn't work ingame but the noncopy ones would. Somehow I was able to resolve this by loading my plugin into TESSnip and saving it there. Hmm :ermm:
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Jason White
 
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Post » Sat May 19, 2012 7:03 pm

Stupid question time! Can I edit an Oblivion esp file and 'convert' it using this?

Not with SkyEdit which is Skyrim only. There is my old ObEdit which allows some records to be exported to CSV and then possibly imported into Skyrim with a little manual conversion. There may be other Oblivion utilities which export to CSV/text and then import into SkyEdit with manual conversion. This might get you 90% of the data from at least non-reference records with some work.
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stacy hamilton
 
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Post » Sat May 19, 2012 8:08 pm

I would love to use this tool but I have to edit lists (items, loot lists, etc.) I didn't see anything that specifically stated can or can't. Does SkyEdit support list editing?

Thanks.
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Mizz.Jayy
 
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Post » Sat May 19, 2012 8:15 pm

Currently we can edit(and create) Leveled Actors, Spells, Items. If that's what you're looking for.
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Jade MacSpade
 
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Post » Sat May 19, 2012 10:02 am

Currently we can edit(and create) Leveled Actors, Spells, Items. If that's what you're looking for.

I'm looking to edit the leveled lists - i.e. given a certain type of bandit, there is a list of weapons that he might be equipped with. It is that list that I want to edit.
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Sarah Unwin
 
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Post » Sat May 19, 2012 8:20 pm

Not with SkyEdit which is Skyrim only. There is my old ObEdit which allows some records to be exported to CSV and then possibly imported into Skyrim with a little manual conversion. There may be other Oblivion utilities which export to CSV/text and then import into SkyEdit with manual conversion. This might get you 90% of the data from at least non-reference records with some work.

I'm thinking if I can simply decouple my esp file from Oblivion.esm and then relink the unlinked parts I should be all set. Lots of manual editing and such but seems possible in theory.
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Juanita Hernandez
 
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Post » Sat May 19, 2012 10:58 pm

I loaded the esm, created a new esp, made a copy of an existing ring, gave it a new editor ID, changed the enchantment (to waterbreathing) and put it into Belethor's merchant container by drag and drop (as I do not know another way to add it to the game). Then saved the esp and selected it in the launcher. But the game won't start at all with this esp loaded.
Can someone give me a hint what I did wrong?
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Jade Payton
 
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Post » Sat May 19, 2012 2:27 pm

I loaded the esm, created a new esp, made a copy of an existing ring, gave it a new editor ID, changed the enchantment (to waterbreathing) and put it into Belethor's merchant container by drag and drop (as I do not know another way to add it to the game). Then saved the esp and selected it in the launcher. But the game won't start at all with this esp loaded.
Can someone give me a hint what I did wrong?

You did nothing wrong it was another mistake on my part....I was not updating the list count after a container was modified (same with the 3 types of leveled lists). This is fixed in the next version but you can either just keep the same item counter in the container or manually modify the COCT subrecord via hex editor or low level utility to match the number of items in the lits.
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sharon
 
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Post » Sat May 19, 2012 12:18 pm

I'm thinking if I can simply decouple my esp file from Oblivion.esm and then relink the unlinked parts I should be all set. Lots of manual editing and such but seems possible in theory.
Scripts will be be broken in half though, since some of it has changed, and compiled scripts are not stored in the plugin anymore.
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Elizabeth Lysons
 
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Post » Sat May 19, 2012 4:45 pm

You did nothing wrong it was another mistake on my part....I was not updating the list count after a container was modified (same with the 3 types of leveled lists). This is fixed in the next version but you can either just keep the same item counter in the container or manually modify the COCT subrecord via hex editor or low level utility to match the number of items in the lits.

Thank you for your reply. Meanwhile I found out how to add the items to my inventory with a console command. So I was able to replace the enchanted heavy armor pieces that I had found in the game with my own better looking self enchanted clothing items.
Many thanks for your efforts on creating and developing this program! :thanks:
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steve brewin
 
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Post » Sat May 19, 2012 12:47 pm

Dave any chance that we will be able to edit perks in the near future?

Perks are on the short list but I'm having difficulties in figuring out their data structure in the files. I have a bit figured out and hopefully the rest will follow soon.

Dave -

Not sure if it has anything to do with the problem you're seeing regarding corrupted text, but Plutoman mentioned in his PISE thread that people need to install his included strings folder for his mod or you'd get corrupted text/displays in-game. Something to perhaps look at anyways.

Great program, btw - thanks for the work on it.

I finally found the weapon enchantment/name issue and it was just simply that I was not loading the weapon description. This is a localized string subrecord so when it transferred from Skyrim.esm (localized) to your plugin.esp (non-localized) it would mess up the description field. This is fixed for the next version.
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Tanya Parra
 
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Post » Sat May 19, 2012 4:18 pm

Got a Question concerning Magical Effects: I'm making a small mod changing racial benefits and doomstone effects to reflect previous games better. My problem is, as soon as I try to use copies of MGEF they won't work ingame. Example: I want to give Highelves a resistance to disease. For a nicer layout, though, I want to change the common "Resist Disease" in the magic menu to "Highborn: Resist Disease" without modifying the AbResistDisease MGEF. So I create a copy named AbResistDiseaseHighelf and use this one instead but as soon as I start the game the disease resistance is gone. Same with changing the Atronach Stone to have its own Fortify Magicka effect displaying "The Atronach: Fortify Magicka". Ingame the effect is gone What am I doing wrong? Thx in advance

Could I get some more details on exactly what you are editing and how it doesn't work so I can duplicate it. I used the following method which appears to work:
  • Copy the "AbHighElfMagicka" spell to a new "AbHighElfResistDisease" spell.
  • Optionally copy the "AbResistDisease" magic effect to a new effect
  • Modify the new spell by editing the one effect to the "AbResistDisease" effect (or the newly made copy).
  • Start the game with the plugin loaded and use the console to add the spell to the player: player.addspell [formid]
  • Confirm the disease resistance in the active affects tab.
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N3T4
 
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Post » Sun May 20, 2012 1:00 am

@ Dave Humphrey

I should have made myself clearer when describing my problem, sry about that. Ok so here's what I did:

1. I created a copy of the MGEF "AbResistDisease", called it "AbResistDiseaseHighelf" and edited its item name
2. I added the newly created "AbResistDiseaseHighelf" to the existing Highelf racial passive "AbHighElfMagicka" and gave it a magnitude.
3. Saved the .esp, activated it, started the game and refreshed my race by using showracemenu ---> no resist disease there

Using the normal "AbResistDisease" MGEF it showed up ingame

Same thing happened with the Atronach standing stone:
1.Exchanged the "EnchFortifyMagickaConstantSelf" with a copy of "AbFortifyMagickaHighElf" named "doomAtronachFortifyMagicka"
2. Saved it, went ingame, activated the stone and didn't get any bonus magicka at all, still receiving the spell absorption and reduced magicka regeneration.

Again using the normal "AbFortifyMagickaHighElf" it showed up as it should.

Curious how I am I loaded up TESnip to look for differences between the copies and the originals. After editing one effect, I tried to save the esp in order to test it ingame when a small error box popped up complaining about an Invalid plugin header. I "changed" the 0,94 in the HEDR record to 0,94 and this time it did let me save. Now starting up Skyrim everything not working before now miraculously did ...

Hope this is of much more help :)
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Melis Hristina
 
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Post » Sat May 19, 2012 10:35 am

When you 'changed' the header, did you manually do it or did you copy paste it into the field?

There was an issue (iirc) with decimal/periods/negatives not being able to be put in unless it was copy/pasted... I thought Dave fixed that... or am I remembering wrong?
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yessenia hermosillo
 
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Post » Sat May 19, 2012 1:16 pm

When you 'changed' the header, did you manually do it or did you copy paste it into the field?

There was an issue (iirc) with decimal/periods/negatives not being able to be put in unless it was copy/pasted... I thought Dave fixed that... or am I remembering wrong?

The decimal/periods/negatives issue was some of the fields on the weapon edit dialog which will be fixed in the next release. The 0.94 in the HEDR sounds like the version of the plugin which is a different issue I'll look into.
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Harry Leon
 
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Post » Sat May 19, 2012 8:29 pm

Ah that was it... perhaps it's the same thing as the weapon edit dialogue? Perhaps an issue across the board with the decimal/period/negatives?

If so, then if you fixed one, maybe you fixed them all? (wouldn't that be nice for a change to have a simple bug to squish? :D)

The decimal/periods/negatives issue was some of the fields on the weapon edit dialog which will be fixed in the next release. The 0.94 in the HEDR sounds like the version of the plugin which is a different issue I'll look into.
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electro_fantics
 
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Post » Sun May 20, 2012 12:31 am

@ Dave Humphrey

I should have made myself clearer when describing my problem, sry about that. Ok so here's what I did:

1. I created a copy of the MGEF "AbResistDisease", called it "AbResistDiseaseHighelf" and edited its item name
2. I added the newly created "AbResistDiseaseHighelf" to the existing Highelf racial passive "AbHighElfMagicka" and gave it a magnitude.
3. Saved the .esp, activated it, started the game and refreshed my race by using showracemenu ---> no resist disease there

Using the normal "AbResistDisease" MGEF it showed up ingame

Same thing happened with the Atronach standing stone:
1.Exchanged the "EnchFortifyMagickaConstantSelf" with a copy of "AbFortifyMagickaHighElf" named "doomAtronachFortifyMagicka"
2. Saved it, went ingame, activated the stone and didn't get any bonus magicka at all, still receiving the spell absorption and reduced magicka regeneration.

Again using the normal "AbFortifyMagickaHighElf" it showed up as it should.

Curious how I am I loaded up TESnip to look for differences between the copies and the originals. After editing one effect, I tried to save the esp in order to test it ingame when a small error box popped up complaining about an Invalid plugin header. I "changed" the 0,94 in the HEDR record to 0,94 and this time it did let me save. Now starting up Skyrim everything not working before now miraculously did ...

Hope this is of much more help :smile:

Thanks for the details. What version of SkyEdit are you using? The current (unreleased) version seems to work if but only if you change the race from High Elf, to another race, then back to the High Elf (assuming you were a High Elf to start with). It also works if you do a "player.removespell AbHighElfMagicka" and then "player.addspell AbHighElfMagicka". Also, skyEdit v0.03 and up doesn't (or shouldn't) have any issue with an incorrect HEDR version which was a bug back in v0.02 I believe.
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JUan Martinez
 
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Post » Sat May 19, 2012 1:50 pm

I'm using SkyEdit 0.031a. This still is the latest released one, right? Ah forgot to mention that after using showracemenu I saved, quit to the main menu and reloaded as I heard this should "reapply" racial abilities.
Hmm I could try to recreate a plugin which isn't working if you want me to.

EDIT:
Ok ... that's strange.. it works as it's supposed to ... that means either I made a mistake (as I did a lot of changes in a single edit run) or I don't know .. :confused:
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Eduardo Rosas
 
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Post » Sat May 19, 2012 9:48 pm

I'm using SkyEdit 0.031a. This still is the latest released one, right? Ah forgot to mention that after using showracemenu I saved, quit to the main menu and reloaded as I heard this should "reapply" racial abilities.
Hmm I could try to recreate a plugin which isn't working if you want me to.

EDIT:
Ok ... that's strange.. it works as it's supposed to ... that means either I made a mistake (as I did a lot of changes in a single edit run) or I don't know .. :confused:

Yup, 0.31a is the latest. If you do happen to run into the issue again just let me know. It well could be a more complex/hidden bug lurking in there somewhere.
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Jeff Turner
 
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Post » Sat May 19, 2012 4:46 pm

Anyone know why helmets dissapear when I set it to Head Crown under Body Parts? It has the same properties as helmets that show your characters face but for some reason the helmet dissapears but it does cut off the top of the hair and everything....anyone know whats going wrong here?
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jenny goodwin
 
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