[WIP] SkyEdit -- Alternate Mod Editor

Post » Sun May 20, 2012 7:14 pm

Warning: SkyEdit is in early "alpha" stages and may be prone to crashing or have bugs that affect the plugin data.

https://github.com/downloads/uesp/skyedit/SkyEdit0.05a.zip
http://www.uesp.net/wiki/Tes5Mod:SkyEdit


v0.050a -- 17 January 2012: More editable records, bug fixes, and general improvements
  • New editable records: Sound Categories (SNCT), Sound Markers (SOPM), Outfits, Colors (CLFM), Form Lists (FLST), Encounter Zone (ECZN), Races (needs testing).
  • Raw data view is faster for larger records (like RACEs) but is without color.
  • Multiple MODL subrecords in ARMO can now be edited properly.
  • Fixed main view resizing issue...again (probably).
  • Containers/Leveled lists now support COED subrecords.
  • Can copy text from the error/log control bar.
  • Many small fixes and improvements.
I hope people don't mind the large amount of major bugs and being beta testers for SkyEdit but it greatly speeds development by having a few dozen/hundred people using it and doing all different things to expose all kinds of various issues. Note that SkyEdit by default backs up changed files when saving to your "Skyrim\Data\Backup" folder but keeping an occasional separate backup of any important project is also suggested.



Older release notes are found below.

v0.046a: Fixes the save crash bug in 0.045a.

v0.045a -- 7 January 2012: Another quick release to fix a few significant bugs along with a few new features:
  • Added filter text (display only records with an editor ID containing that text) and active only (display just the active mod records) controls.
  • Leveled lists sort records by level when being saved. Fixed level list saving bug.
  • Support for saving of plugins with localized strings (click the "Edit-Use Local Strings" menu to toggle on/off). String files are backed up on save just like plugin files.
  • Perk sections can now be added and deleted.
  • Edit mod author/description (under the Edit menu).
  • New editable records: Camera Shot, Sounds
  • Added bounds data handling to most records (only editable via batch edit currently).


v0.041 -- 4 January 2012: This is a quick release to fix a few significant bugs:
  • Fixed resource viewer crash
  • Fixed "HasSpell" function selection in conditions
  • Fixed condition corruption in magic related records and recipes
  • Beta of editable Perks (warning, this is very untested but mostly complete and ready for testing)
v0.04a -- 3 January 2011: Significant changes from the last release include:
  • New Editable Records: Activators, Armatures (ARMA), Soul Gems, Shouts, Words of Power
  • Variety of major/minor bug fixes
  • Addition of a basic raw/hex data dialog viewer (right-click and choose "Raw Data View..."). This works with any record type including "non-editable" types.
  • Condition data can accept script variables for param1/2 (enter as "::VariableName")
I think I've managed to figure out the majority of the http://www.uesp.net/wiki/Tes5Mod:Mod_File_Format/PERKdata format which will be my first next target for the next release.

Note that this will be the "last" SkyEdit thread I create and I'll just update the above link and information to all future releases.
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GRAEME
 
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Post » Sun May 20, 2012 9:16 am

Nice man, you have really come along way with this, i am grateful for your work / dedication on this as so as other modders are as well

Edit: I dunno if this has been said yet, but the scroll bar on the Grid / Form mdi window seems to dissapear on my end when you scroll down in a long list

Windows 7 64-bit Ultimate
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Spooky Angel
 
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Post » Sun May 20, 2012 8:06 am

Nice man, you have really come along way with this, i am grateful for your work / dedication on this as so as other modders are as well

Edit: I dunno if this has been said yet, but the scroll bar on the Grid / Form mdi window seems to dissapear on my end when you scroll down in a long list

Windows 7 64-bit Ultimate

I have a similar issue, except that it sometimes doesn't show when I open up the program.
Never had an issue where it disappeared while using scrolling though.

Using win 7 64-bit professional.

Keep up the good work btw!

You should add in a search function that finds things of an id like the in game console does.
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mishionary
 
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Post » Sun May 20, 2012 10:12 am

Excellent, thank you! I'll have fun with this.

Just a note, Weapon type 0 is technically "Nothing" (rather than Projectile) according to the global value ItemTypeNothing.

EDIT: And I hate to ask about the next release immediately after a release, but is there a general timeframe for releasing Perk editing? That's something I've been wanting to edit forever, even in just a very basic sense (like changing Armsman to give less bonus damage).

Either way, thank you so much for this tool. It's fantastic.
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Nana Samboy
 
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Post » Sun May 20, 2012 4:52 pm

Nice man, you have really come along way with this, i am grateful for your work / dedication on this as so as other modders are as well
Edit: I dunno if this has been said yet, but the scroll bar on the Grid / Form mdi window seems to dissapear on my end when you scroll down in a long list

Thanks. I haven't seen this myself although I have seen a rare random glitch of controls not resizing properly. I'll look into it but if it is not easy to find and is only a cosmetic issue it will go to the bottom of the todo list.

...
You should add in a search function that finds things of an id like the in game console does.

Good idea...I've been meaning to add a filter like in the Fallout3 editor. There is the already built-in find (Ctrl+F) which can search for any text, binary data, or formid in known records. You can double-click found records in the find list to edit them.

Just a note, Weapon type 0 is technically "Nothing" (rather than Projectile) according to the global value ItemTypeNothing.
EDIT: And I hate to ask about the next release immediately after a release, but is there a general timeframe for releasing Perk editing? That's something I've been wanting to edit forever, even in just a very basic sense (like changing Armsman to give less bonus damage).

Good to know....I don't have a set release or work schedule so it is a matter of how long it takes to get done and how long I can bear to work at it. I spent part of the past day or three deciphering the PERK data to a point that I think it is in a mostly editable state. I'm already in the works coding it up although the complexity of the PERK record means it will probably take several days to complete as opposed to a few hours for some of the other simpler records. Since PERKs have been a commonly requested feature I'll probably do another release as soon as they are done. If you wish to be optimistic it may be this weekend or, if pessimistic, the weekend after that.
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Kat Ives
 
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Post » Sun May 20, 2012 8:50 pm

Dave - Thank you again for keeping at this, excellent work man!

Now comes the request part of this post! ;)

After you get perks done (which I am very much looking forward to!), would you look into making NPC dialogue at the least viewable if not editable? Possibly scripts viewable as well (not expecting those to be editable until the CK is out)?

And please keep up the excellent wok!
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Eire Charlotta
 
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Post » Sun May 20, 2012 7:31 am

Thank you really needed the Arma group much easier now than with tessnip to add new skins..

oh god thank you, 20 times faster than tessnip rebuidling plugin..

:banana:
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MISS KEEP UR
 
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Post » Sun May 20, 2012 3:27 pm

Great! I can wait a few weeks -- knowing that you're making a new release after perk editing is done is good enough. Thanks again for all your work.
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pinar
 
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Post » Sun May 20, 2012 7:10 pm

Dave - Thank you again for keeping at this, excellent work man!

Now comes the request part of this post! :wink:

After you get perks done (which I am very much looking forward to!), would you look into making NPC dialogue at the least viewable if not editable? Possibly scripts viewable as well (not expecting those to be editable until the CK is out)?

And please keep up the excellent wok!

Dialogue is a another complex record although it looks like a lot of it has already been deciphered which is most of the work. Quests are another hard one. I've looked at scripts a bit and it seems that there is no uncompiled script text anywhere with the game (someone feel free to correct me). All there is are the compiled PEX scripts in one of the BSA files. Perhaps the uncompiled scripts will be released with the editor. I still have to add the VMAD script data to all the records as well as properly handle the CTDA/CIS1/CIS2 data (close but not completely done in the current version).
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CRuzIta LUVz grlz
 
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Post » Sun May 20, 2012 7:15 pm

Dialogue is a another complex record although it looks like a lot of it has already been deciphered which is most of the work. Quests are another hard one. I've looked at scripts a bit and it seems that there is no uncompiled script text anywhere with the game (someone feel free to correct me). All there is are the compiled PEX scripts in one of the BSA files. Perhaps the uncompiled scripts will be released with the editor. I still have to add the VMAD script data to all the records as well as properly handle the CTDA/CIS1/CIS2 data (close but not completely done in the current version).

Ah, well I'll take what I can get, no matter how little. :D

Work on what you want to, I'm not gonna push a coder, I know better! :P
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[Bounty][Ben]
 
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Post » Sun May 20, 2012 1:20 pm

Great job on this tool, very impressed.

Question for the experts/users of this tool. Does Skyrim work with levelled lists like in MW/OB, and if so, are they editable? Bit difficult to tell from screenshot and website.
Quite a fan of manipulating levelled lists to maximise random results, stopping looting/encounters being boring.

Thanks in advance.
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Lou
 
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Post » Sun May 20, 2012 4:20 pm

Yes Skyrim uses leveled lists.

With SkyEdit we can edit/create leveled actored, spells, items.
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Casey
 
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Post » Sun May 20, 2012 8:05 am

I've looked at scripts a bit and it seems that there is no uncompiled script text anywhere with the game (someone feel free to correct me). All there is are the compiled PEX scripts in one of the BSA files. Perhaps the uncompiled scripts will be released with the editor. I still have to add the VMAD script data to all the records as well as properly handle the CTDA/CIS1/CIS2 data (close but not completely done in the current version).

Not that I've found, but somewhere there is the information to decompile them. Check out:

http://www.skyrimnexus.com/downloads/file.php?id=2909 and http://www.skyrimnexus.com/downloads/file.php?id=4058

A working compiler and decompiler for .pex files.
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Sweets Sweets
 
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Post » Sun May 20, 2012 12:13 pm

Thanks for the great job.
However, its me or SkyEdit doesnt show any NPC/creatures at all?

edit: silly me, found "leveled actor"
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Laura Wilson
 
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Post » Sun May 20, 2012 12:07 pm

Thank you for the update! I just tested to add a customized weapon to Belethor's merchant container and now it works. :thanks:

But when I click on the button on the right side of "model" for this weapon, SkyEdit crashes when trying to open the resource viewer. Have I to make changes in the ini to prevent this? I could not find anything related to the model list.
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Soku Nyorah
 
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Post » Sun May 20, 2012 5:46 pm

Thanks for the update!

Minor bug report: The condition "HasSpell" seems unavailable, when adding it to a spell or magic effect it will immediately be changed to "HasEquippedSpell".

Maybe related to this, spells that already use that particular condition (e.g. PerkMagickaRecovery1) behave rather strangely when new magic effects with several conditions are added. After saving the record and reopening it, the newly added magic effect is shown with less conditions than were actually specified (seems like the last one added simply won't show up in the condition window). However, all conditions are actually present and work ingame.
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tegan fiamengo
 
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Post » Sun May 20, 2012 9:21 pm

Yes Skyrim uses leveled lists.

With SkyEdit we can edit/create leveled actored, spells, items.
Thank you. Once I've finished my current MW project, I'll either use SkyEdit or the CK, depending on what comes first.
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Monika Fiolek
 
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Post » Sun May 20, 2012 2:40 pm

Skyedit is not loading mods after they have been changed by Skyrim String Localizer and esp flag is changed,

I have use tessnip and undo the 0x00000080 bit in header to make them load..

Also when creating new armo records for creatures some extra's are getting added..and also for arma records has well. Will send you list,

perhaps you could under Armor add Skin and all skin*.* types to be seperate since they are somewhat different than armor or clothes itself.
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Marie Maillos
 
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Post » Sun May 20, 2012 2:26 pm

hello all the resorce viwer isnt working either everytime i try ti load it skyedit crashes
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Kirsty Collins
 
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Post » Sun May 20, 2012 10:36 am

Thanx for the new version friend. But I have found some bugs that you should know, first now the resource viewer don't load anything, skyedit crashes when I start the resource viewer. Also one more thing I created a mod adding some custom armors I activated the esp file through Skyrim Launcher also tried to activate through Nexus Mod manager but the game don't load the mod. I type in the console player.additem (for example) (0x)02001003 (custom armor) 1 .. console replies OBJECTID is wrong. But 0x02001003 this is how it is written in skyedit.
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Jordan Fletcher
 
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Post » Sun May 20, 2012 2:04 pm

Skyedit is not loading mods after they have been changed by Skyrim String Localizer and esp flag is changed,

I have use tessnip and undo the 0x00000080 bit in header to make them load..

Also when creating new armo records for creatures some extra's are getting added..and also for arma records has well. Will send you list,

perhaps you could under Armor add Skin and all skin*.* types to be seperate since they are somewhat different than armor or clothes itself.

SkyEdit can't handle mods (ESP) with the localized flag set at the moment. It will "eventually" depending on the need.

Not sure what happened to the resource viewer as it was working shortly before the v0.04 release but I can confirm it is crashing now.
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carly mcdonough
 
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Post » Sun May 20, 2012 12:31 pm

Great loking forward to add new Armor however rhe resource monitor crashes at 75% every time.

I attached Visual Studio and it reports : "Unhandled exception at 0x77b715ee in Skyedit.exe: 0xC015000F: The activation context being deactivated is not the most recently activated one."
Disassembly isn't really helpful, just a bunch of assembler code ;)

NO WE MUST GO DEEPER :D
checking for win32 exceptions results in: "First-chance exception at 0x00000009 in Skyedit.exe: 0xC0000005: Access violation."
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Del Arte
 
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Post » Sun May 20, 2012 12:36 pm

Unrelated...

Interesting that wispmothers have a unique ice spell.. gonna try making this usable to the character.
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Farrah Barry
 
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Post » Sun May 20, 2012 5:13 pm

Would there be a chance for a filter? If I load a plugin and a master, the only way to have the lookups work is to load them together, which displays all of the data. Just cluttered if I want to edit ~50 items instead of ~3000.
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Miguel
 
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Post » Sun May 20, 2012 10:17 pm

Great loking forward to add new Armor however rhe resource monitor crashes at 75% every time.

I attached Visual Studio and it reports : "Unhandled exception at 0x77b715ee in Skyedit.exe: 0xC015000F: The activation context being deactivated is not the most recently activated one."
Disassembly isn't really helpful, just a bunch of assembler code :wink:

I checked quickly and it is failing deep in the internals of Windows messages while creating the resource window. I'm pretty sure I haven't touched any of the resource window stuff in a while so the other option is some kind of buffer overflow or heap corruption somewhere.

Would there be a chance for a filter? If I load a plugin and a master, the only way to have the lookups work is to load them together, which displays all of the data. Just cluttered if I want to edit ~50 items instead of ~3000.

Soon, hopefully, but in the meantime you can sort by using the "Flag" column which will put all the active records at the top/bottom. I want to add a "filter" text box like in the FO3 editor along with an "active" checkbox to toggle display of the active plugin records only. These would both go at the top of the record type list on the left of the main window.
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D IV
 
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