[REL] TESVsnip (Skyrim Edition)

Post » Sat May 26, 2012 4:27 pm

That's correct about references and such. Example:

You mod has the 3 masters, denoted by the following:
MAST Skyrim.esm
MAST MyMaster.esm
MAST AnotherPlugin.esp

So that's:
00 Skyrim.esm
01 MyMaster.esm
02 AnotherPlugin.esp

Any ref beginning with 00 belongs to Skyrim, 01 belongs to MyMaster, 02 belongs to AnotherPlugin, and 03 belongs to this plugin we're talking about. And of course there's the special case of FF, which is reserved for save files.
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Richard Thompson
 
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Post » Sat May 26, 2012 4:00 pm

Woah. I was on version 1.3 and just upgraded. Just woah. Entirely more useful, more information feedback, absolutely fantastic. What you need next is to be able to edit in the right side window directly, in a similar manner to FO3Edit. A sorting of records would be useful, too.

On another note, maybe add some debug text so if it encounters something odd, it loads it straight into hex only, or doesn't freak out over empty placeholder subrecords (you might have done these, I haven't checked the full change log). I'm thinking in the future, for Fallout 4, or TES6, it could be useful to have some catching so it's not so buggy. It assumes it'd have some similar record structures, so it depends on how much time it'd take.. but it could be a useful thing in the long-term.

Anyways, this is great work and I'm quite impressed.
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Alkira rose Nankivell
 
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Post » Sat May 26, 2012 7:41 pm

Thanks for the feedback. Unfortunately a spare time project so I tend to take too many shortcuts leading to subpar quality but I suppose you get what you pay for. Next will be suggestions for subrecords to add or something and then prepopulate it with sufficient empty data (or defaults) to cover the expected requirements. Some this will be next focus.

Editing on the right right side or in floating panels has been suggested a few times as has improved searching scenarios. The floating panels for record editing so side by side comparison is easier is probably next candidate with leaving the main panel alone for now. Now that I've gotten a subrecord mostly written that shouldn't be too hard to do.

It should already go to hex for subrecords it doesn't recognize it but there are a lot of things that can be improved no doubt as it will also choke in several other cases that I dont think it should.
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anna ley
 
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Post » Sun May 27, 2012 6:20 am

Using version 2.5. Some remarks:

*The EDID table acts weirdly for GRUP (GMST). It doesn't have constant width, and varies from entry to entry.
*It would be nice if things were sorted by default. AKA instead of

Skyrim.esm|-- TES4|+- GRUP (GMST) - Game Setting   |-- GMST (fBribeSpeechcraftMult)   |-- GMST (fBribeScale)   |-- GMST (fBribeCostCurve)   |-- ...|+- GRUP (KYWD) - Keyword   |-- KYWD (PowerAttackBash)   |-- KYWD (MagicNoDisintegrate)   |-- KYWD (ImmuneStrongUnrelentingForce)|+ ...

You'd have
Skyrim.esm|-- TES4|+- GRUP (AACT) - Action   |-- AACT (ActionActivate)   |-- AACT (ActionBleedoutStart)   |-- AACT (ActionBleedoutStop)   |-- ...|+- GRUP (ACTI) - Activator   |-- ACTI (BFXcontrol)   |-- ACTI (BFXcontrolScript)   |-- ACTI (BFXInertOilPool)   |-- ACTI (BFXTrapOilPoolPermanent01)   |-- ...|+ ...
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Zoe Ratcliffe
 
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Post » Sat May 26, 2012 9:46 pm

I wouldn't call it subpar quality, tbh, those were just things that existed in the default tessnip. :P It's pretty much completely replaced my use of the fomm's tessnip, where before I was hesitant a couple of times. It's also saved me quite a lot of time now - the lookups and hyperlinks are absolutely awesome (and a back button. <3). Helps me manage all the records that aren't up in SkyEdit yet.
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Marion Geneste
 
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Post » Sat May 26, 2012 5:58 pm

@headbomb, the sorting of the tree is contrary one of the primary purposes of tesvsnip. I really want it to represent to the low level structure of the file while still providing some easier to use features to edit it. Sorting is kind of somewhere in between. I think I may still be able to handle this with a different tree control other than the default .NET version. This however is a non-trivial operation to rewrite at the moment but I'll see what I can do about the sorting.

The issue with GMST is something to do with how the RTF component creates these tables. Kind of annoying and think is related to padding of a column that is missing since its just a string. Might go away if I create a zero width column on the row but I haven't checked. Anyway I still prefer the table layout to the previous formatting.
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Quick Draw III
 
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Post » Sun May 27, 2012 12:33 am

I am experiencing something really weird. I started with this program yesterday, so it may be that I'm doing something wrong.

I changed ash pile, ice pile and ghostly remain activators, adding a VMAD referencing a script of autodeletion.

In the case of ash piles, while the script works perfectly. the text you see when you place the crosshair on them has changed to the ASCII code, corresponding to the full name when you use the Hex Edit feature.

In the case of the other remains nothing happened.

After a lot of testing, I realised that the negative effect on the ash piles, happens even if I simply make an esp that change nothing on them, just copy from skyrim.esm or also if I change skyrim.esm in an esp after deleting what I'm not using.

The worst part, is that no matter what I do to the other two activators, they didn't show any change in game (I had even changed their model name and data, which in the case of ash piles has worked.

I ensured the last esp I created was the last in the load order, as the effect is as if another file leaving them as vanilla was overwriting it, but no luck.

Has any of you experience with something similar to this?


EDIT: Problem solved. Selecting Skyrim.esm as master does the trick. The little name incongruence continues (now with all remains) but now all unbodied remains, ash piles, ice piles, gostly remains and wisp cores (those ones showing the propper name) are propperly deleted. I will try to fix or improve the names and despite the results will upload this on my mod thread in the nexus.

-----------------------------------------------------------------------------------------------
For anyone having a similar problem:
When your edited file fails against any logic, just select Skyrim.esm as a master
-----------------------------------------------------------------------------------------------
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Chloe Botham
 
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Post » Sat May 26, 2012 10:41 pm

I get an error when trying to use this. I have installed .net framework 3.5.

Could not parse RecordStructure.xml. Record-at-once editing will be unavailable.
Could not find a part of the path 'C:\Games\Skyrim\conf\RecodStructure.xml'

I have Sym linked my install folder (that's whythe path appears as it does). Am I doing it wrong?


EDIT: I'm doing it wrong. Completely missed the conf folder, like a moron.
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luis dejesus
 
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Post » Sat May 26, 2012 11:55 pm

New build with new bugs and perhaps a new feature or 2. The key overhaul was removing old tree control which was heavily intertwined with the data model and so I had to rewrite a lot of the code to be a little more MVC-like. The new tree supports deferred expansion so things should load a little faster and take less memory initially unless you expand everything. It also allows for multiple record select so I've added multiple select copy/paste and copy to methods.

Also added a standalone floating Editor for Records which I still consider experimental. You cannot currently drag/drop between instances but copy/paste should work but I intended more for means of comparing 2 records and making edits at same time without need for opening a second tesvsnip.

Hopefully also fixes quirks with the Flags combobox and the formid selection combobox.
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yessenia hermosillo
 
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Post » Sun May 27, 2012 2:03 am

Nice. Your really getting your hands dirty here and it's appreciated.
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Amy Melissa
 
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Post » Sat May 26, 2012 8:31 pm

Just posting an update to say that I've recently added a Search mode which allows searching by just about any element and a batch edit after that search which would allow making changes to any field. I'd recommend sticking to numeric fields but strings can in theory be edited via batch edit as well.
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Dragonz Dancer
 
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Post » Sun May 27, 2012 5:07 am

Woah, version 4.0 is fantastic. You've taken this program to another level here. The search is fantastic, the batch editing looks great (haven't tried it yet, haven't had the need for the moment.. but adding, subtracting, multiplying, everything? awesome :D), it's much smoother.. I upgraded from 3.4.

Thanks for what you've done to this. Great work.
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Albert Wesker
 
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Post » Sun May 27, 2012 6:51 am

The Hologram, could you perhaps have a look why simply re-saving a plugin containing WLRD data quadruples in size (I didn't even make any changes)? The WRLD data also becomes useless, everything becomes zero-level flat. I would be eternally grateful if that could be fixed! TesVsnip is great, but because of this bug I can't use it.
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Dark Mogul
 
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Post » Sat May 26, 2012 10:36 pm

Its because of compression. TESVSnip disables compression by default though that only really should effect file size. You can enable compression from the Options | Compression Settings... and check the "Use Default Compression" before importing and exporting skyrim. (looks like bug in my code that means you might have to edit the tesvsnip.exe.config file and change UseDefaultRecordCompression to True to make that stick)

Having said that. Resaving the file after this still results in you falling through the surface of the world but not sure that its flat. I don't know why it does this.
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Amelia Pritchard
 
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Post » Sun May 27, 2012 8:03 am

Aha that bug not saving the config settings was what made me think that it wasn't a compression issue. With all compression on it only bloats file size by 0.5 to 2.5%, depending on the file, and sometimes makes it even smaller than before. Thanks!

I have another question. Is it perhaps a possibility that you would expand on mod merging functionality? Specifically a more automated way of resolving duplicate formID's would be great. Right now when I click the button "find duplicated formID" it only shows me the first occurrence. Progress in the MERP team is currently mainly hindered by the inability to merge our plugins and resolve formID conflicts efficiently. We know Tes5Edit will eventually be released, but for all we know it may take a few months or even longer.

It would be great to have TesVsnip as an alternative.
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Neko Jenny
 
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Post » Sun May 27, 2012 6:03 am

I'll look into putting some basic duplicate searching as that is pretty trivial and I need to put out a new release with some data fixes anyway.
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Quick Draw III
 
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Post » Sat May 26, 2012 5:06 pm

http://www.creationkit.com/TESVSnip in an attempt to lay the foundations of a tools category.
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Marilú
 
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Post » Sun May 27, 2012 6:31 am

I'll look into putting some basic duplicate searching as that is pretty trivial and I need to put out a new release with some data fixes anyway.

Great, thanks!

If I may be so bold, would it also be possible to have more advanced copying between plugins? For example, if I have a child ESP file that has contents in a worldspace that exist in the ESM, I would like to simply be able to select the GRUP of the Worldspace in the ESP and select "Copy To -.esm", and then TesVsnip would merge that GRUP's contents with the Worldspace GRUP entry that exists in the ESM.

Right now if I do the above it will create a new additional GRUP in the ESM. That new GRUP is then actually a set of duplicates of already existing GRUPs. Skyrim and the CK don't take kindly to that, so right now I need to copy every entry inside the worldspace GRUP trees manually to the correct already existing GRUP in the ESM.
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Anna Krzyzanowska
 
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Post » Sun May 27, 2012 6:11 am

Ive hit the quadruple in size issue. I hadnt even noticed it until today doing my final edit of the map in L3dt and saw mesogea go from 423MB to over 1.1GB on saving. Can someone please tell me how to stop that happening. I tried the compression settings but it doesnt save them as noted.
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Cash n Class
 
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Post » Sun May 27, 2012 7:17 am

Seem to have it sorted. Fingers crossed.
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Skivs
 
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Post » Sat May 26, 2012 3:46 pm

Just an FYI: TESVSnip is saving files with a 0.85 version header. Skyrim only uses version 0.94. 0.85 was only valid for the Fallout games.
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Laura Shipley
 
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Post » Sun May 27, 2012 2:11 am

What effect will that have on projects made with TesVsnip?
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JESSE
 
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Post » Sat May 26, 2012 5:57 pm

Hopefully none, but it will make Bash complain about it. Simply resaving in the CK will resolve it. Still, it would be best if this was corrected in TESVSnip. May as well, since patch 1.5 changes some record sizes and ignoring that leads to corrupt files.
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Devils Cheek
 
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Post » Sat May 26, 2012 8:19 pm

Ive just saved my main file as an esm in tesvsnip but the CK recognises it on load as a plugin, despite it saying. .esm.

Loaded up an esp in Tesvsnip, changed 00 to 01 to prevent errors in save games, linked it to Skyrim, saved as esm. Spent a few hours producing the oscape data and then discovered this. Is this something I am doing wrong?
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stevie trent
 
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Post » Sat May 26, 2012 9:14 pm

Ive just saved my main file as an esm in tesvsnip but the CK recognises it on load as a plugin, despite it saying. .esm.

Loaded up an esp in Tesvsnip, changed 00 to 01 to prevent errors in save games, linked it to Skyrim, saved as esm. Spent a few hours producing the oscape data and then discovered this. Is this something I am doing wrong?

Did you enable the 0x80 bit for an esm file in the TES4 header?

Also: Arthmoor, I haven't had any issues with TESVsnip doing that. It's always saved as a version .94 header. What version of TESVSnip are you using, may I ask? I am on 4.0 still.
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lolli
 
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