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  1. zilav
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    Rename to FO4VREdit.exe to work with Fallout 4 VR.
  2. Sharlikran
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    Testing Needed! SSEEdit-382a051 3.2.67

    Don't forget you can rename the EXE to make it work with other games, just read the README.txt provided with the download!

    Feel free to comment on load order but it's pretty much set in stone. How it shows conflict resolution is how it will be unless something is actually broken.

    Now with about 40 Themes, ESL FE Support, High Res DPI Support, and performance improvements. This should allow you to load the normal [00]xxxxxx to [FD]xxxxxx for ESP files.. However, all ESL files should load at FE.
  3. BeechMasters
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    I keep seeing people talk of different versions of this file.
    And yet I see only 3.2.1 as the top file.
    What am I missing here?
    Thanks

    Sharlikran for instance mentions this down below.
    "The current version 3.2.67 as of this post"
    Thanks again guys for a great mod helper
    1. Sharlikran
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      If you are not looking at the comments section and instead you are looking at the forums you won't see the sticky post. Please switch to the main nexus site and go to the comments section. Read the sticky post and click the link "Testing Needed! SSEEdit-382a051 3.2.67" it's not just bold text it is a link to download the current version. Also, you can rename the file to work with any game, just check the readme.

      The latest version is not being posted in the files section because it has been updated over 80 times and I wouldn't have wanted to post that many versions.
    2. BeechMasters
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      Ah ok then, thanks.
      Clear as mud but I am sure I will figure it out when I wake up

      Thanks for helping us all out

      Edit:
      Ok downloaded the file
      SSEEdit-382a051.zip
      Going to take a long shot guess that this is the file
      Thanks again for all of your help
    3. Sharlikran
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      Yes, SSEEdit-382a051.zip should be the correct file. Sorry, that isn't more clear. After you rename it there will be a version number in the upper left corner.
    4. BeechMasters
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      My question was not just for me, but also for the thousands of others who are new to all of this as well.
      Ok then thanks for all of your help
      Nicer than many other modders, which is appreciated
  4. DKramer1010
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    I have a quick question for those with more experience about this. Probably really simple fix too. I changed the view screen so now it seems to only show the conflicts. I was showing everything before and while it still seems to be doing what it should I would like to be able to restore it without fumbling around. I don't remember what I did to change it.

    Thanks in advance for any and all advice.
    1. Sharlikran
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      Not sure either. You can download 3.2.67 and hold Shift+Ctrl+Alt at the start to get a prompt to delete the settings. Only works with the dev version in the sticky post though.
  5. wisprr
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    Thank you thank you thank you! I lubs you! <3

    I would endorse this 'mod' twice, or three times if i could, i hate the flipping CK I've been saying for years now that Bathesda should have just talked to you and made this the official tool, adding a few necessary things that FO4Edit originally could not do, and developing this. It would not be the first time they have literally implemented community work into an official patch.

    I do have one question, I could do a workaround but is there a new feature that will allow for "save .esl as .esp" and of course the reverse? Looking at the comments briefly it seems there is functionality geared towards converting to .esl, but I think I may be of the rare breed that detests .esl and prefers .esp, and have been meaning to convert all my CC to .esp, it's just loading alone in the flipping CK is a massive pain in the tuccus. Thanks again!
    1. Sharlikran
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      There is no automated option to convert from ESP to ESL. There is an option to renumber the FormIDs in a similar manner as the CK does. Either converting from ESL to ESP or ESP to ESL you perform the action manually.
    2. lasse1001
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      and now I'm curious; What would the reason to not wanting any .esl's be, if I may ask?
    3. Richwizard
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      I use FO4Edit to convert other people's simple mods into ESLs all the time. I'm approaching 50 such converted mods in my load order. I can think of only one reason to convert an ESL into an ESP; if you want to make an ESL mod use the features of another, ESP mod. For example, if I wanted to use a weapon that came as an ESL, but I wanted it to have the advantages of Legendary Modifications and 2LM. Then it would need to be an ESP and be loaded below LM and 2LM. Haven't had to do it yet, though.
    4. lasse1001
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      Yeah that could be a valid reason, but why convert all of them? Ah nevermind, I don't have to understand this
    5. Richwizard
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      I know how you feel. I mostly just worry about fixing stuff for my own game. There is a new Beretta mod from FadingSignal that is at the top of the hotfiles that I'm considering. But, he gave us both ESL and ESP versions. So, I wouldn't have to convert anything.
    6. lasse1001
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      Heads up for mods that uses custom animations, those are usually referenced to the earlier FormID's, also some mods with scripts can have references to the .esp name and MCM stuff to
    7. Sharlikran
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      As they mentioned there doesn't really even seem to be a good reason to do that. Elminster has been sharing with us that for his testing in Skyrim SE to test ESL performance and other things, he has over 350 mods most of the ESL files. He converts ESP files all the time. In fact there is a script now to try and detect which mods can be converted from ESP to ESL. The current version 3.2.67 as of this post, will handle that many files and with modgroups Elminster can even reduce the conflicts so well that there are hardly any if nothing showing in the window once he applies a filter for conflicts.

      I would get 3.2.67 and try it if you don't have a newer version already. Click the help button and go to the Appendix 9 and look at what ESL files are. They can't be used like ESP files anyway. It would be a good idea for people to start using the documentation as it will, as I have time, contain new information. The part about ESL files may seem a bit cryptic but I made it that way because people over complicate it and I wanted it to be simple.

      I wanted it to be so simple even that people stop trying to do stupid stuff like making masters out of files that should not be masters, making ESL files to do things they are not intended to be used for, and all those sorts of nonsense. It really depends on what you are doing.
    8. wisprr
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      I agree completely with everything you say Sharlikran, converting files into .esm just makes me shudder. As for the reason /I/ personally dislike .esl may be really silly for others, but I modify almost every mod I download here to one degree or another, and my current project is creating huge compilations of different mods that I like. Another factor, is I am very organized, and it drives me up the flipping wall that there is a huge list of .esl that I have purchased at the top of NMM and now FO4Edit. Other things I am doing for my compilations is going through and cleaning any errors that exist as well as editing resources so that there is only a single edit of any given asset so that everything functions properly, but also, while it does not make a huge difference, it also affects the stability of FO4 (which is notoriously unstable already) and the initial load time when literally every asset gets loaded before entering the game world. Again, on an individual basis it would make absolutely no difference, but when you literally have thousands of assets that get over-written several times it adds up.

      Either way, I'm silly to do all this work, and it takes forever, but that's just how I like things so it is my right. ^.^
    9. Sharlikran
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      Then go with the first answer then.
  6. alex050478
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    So I read the modgroup documentation about 4 times but just can't wrap my head around it... I had it working a few years ago for skyrim but its gotten more options now and it doesn't fit in my head at the moment... Can anyone share me their modgroup file as an example?
    1. lasse1001
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      There are examples at Github
    2. Sharlikran
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      The examples are only for Oblivion and Skyrim SE and the old Oblivion examples don't have the new syntax.

      target means "records in this file can be hidden"
      source means "for a record in this file, hide any overrides of the same record in any file listed above - that is a target"

      Say you had RealisticWaterTwo.esp in a modgorup as a source. Other mods added to that mod group will hide that same record in any of the other files. However, a record in Hunterborn.esp isn't going to hide a record in QaxeQuestorium.esp because Hunterborn is not a source.

      I have not tested the modgroups enough to come up with a way to give better examples.
  7. alex050478
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    Hi there! Just tried the 3.0.67 experimental build!

    I love that the ' Apply filter to show conflicts' now has more discernible colors. Now I only have to focus on the really red ones to see if i am missing a patch or decide on if I should rearrange plugins! Love it!

    It also seems a lot faster at start up! Must be that new caching feature! Amazing!

    I do get some errors that were not there (or not detected) before (version 3.2.1). This is the output when i do a ' Apply filter to show conflicts' filter:
    Spoiler:  
    Show

    Not sure what those mean...
    1. Sharlikran
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      Errors are no longer silent or hidden so you can see them in user created files. There isn't anything to be asked or explained about them. As you can see they are Bethesda's files. The error has always been there and can only be fixed by them.
  8. lasse1001
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    I'm back. (sorry)

    I'm testing the script "Find ESP plugins which could be turned into ESL" here and I can't understand why it recommends plugins that are over 2048 number of records? An example: I get the Start me up -mod as an possible Light plugin candidate but it has over 2893 records in the header (I have tweaked it a bit for myself here so it should be larger) Am I thinking it wrong here and that the header isn't a good place to count the records, or does that script need to have some more checks?

    Oh also, is there any script to show children plugins loaded of a master, in xEdit around somewhere? Just asking Cheers
    1. Sharlikran
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      Oh also, is there any script to show children plugins loaded of a master, in xEdit around somewhere?
      not sure, but not ignoring the question. That's not a focus of the information that needs to be reported to users.. You can see that when you open xEdit and click the plus on the load module screen.

      I would not have any idea why it would say that however, if you right click the mod, choose "Compact FormIDs for ESL", add the ESL flag, attempt to save the file then if xEdit won't let you save it, then you can't do it. Reported possibility nor not.
    2. zilav
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      Because only the new records are limited, while header shows you all records including overrides.
    3. lasse1001
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      Oh? So an Esl can have more then 2048 records in some cases, if there are overrides involved? That explains a lot, thanks and I'm not going to Esl'ifie that mod in anyway it just got me thinking. About the children of a master question, I can get that info from a warning within WryeBash by temporary unticking the master, however I can't get any list output but I can do a screencopy, Np. I was just asking. Thanks for your replies, much appreciated
    4. Sharlikran
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      I think in cases where there is discrepancy like that use the CK to be sure. If the CK allows the ESL conversion then it's fine.
    5. lasse1001
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      Yeah, I've had times where a mod is busted by converting it to .Esl no matter what I do, but converting it in CK is still possible. I just do whatever I can to not have to start that monster up. CK works, but daemn how stupid it is
  9. lasse1001
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    Would it be possible to have a filter box also in the "Apply scripts" -box too? I probably have to much scripts in there and my personal memory is probably very short, but I can use the search in windows also if its of no use to anyone else.
  10. lasse1001
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    Hi guys
    Would it be possible to add an rightclick option to collapse all of the opened trees? (Is collapse the right English word?) I usually click around in the tree using ALT-Click and I normally use the 'Remove filter' to restore/reset the view, but when I have a filter added, it's not a perfect solution to 'clean up' the tree view. Definitely not a big problem tho. Cheers.
    1. Sharlikran
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      - Alt + Click to fully expand a tree. This can take a lot of time when expanding large trees.
      - [Right Arrow] or + to expand current node
      - [Left Arrow] or - to collapse current node
      - * Expand treview (recursive)
      - / Collapse treeview (recursive)

      / should be sufficient.
    2. lasse1001
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      Aha thank you, but if I have 'opened' a lot of trees in the whole loadorder? The / and * only works if I click on the respective trees and then I aswell can instead use the mouse to close it. I think I'll stay with the 'Remove filter' -tweak to close the tree list unless I have a filter applied then, Np.
    3. Sharlikran
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      The only reason is that right click the context menu and adding collapse is kind of silly. Adding say ALT+Right-Click to close trees wouldn't show the context menu but I have no idea how hard or easy it is to add that and distinguish between what happens and what you want. Its more that it isn't just so easy sometimes to program what seems like a simple thing to do. I'll run it by Elminster and see what he thinks.
    4. lasse1001
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      Oh, but don't put in to much effort in this, It was just something I noticed I couldn't do when I had a filter applied, but I usually don't use filters so much in anyway, I'll probably do just fine without any menu/button or any other collapse -thingy It was just a thought I got. The new filter boxes is awesome btw
    5. Sharlikran
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      Yep, Elminster said to use the Remove filter option.
  11. PaulKerseyVigilante
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    And just like FO3Edit not being able to edit Fallout3.esm. You can't edit Fallout4.esm with FO4Edit either. Why force the user to make a new ESM file when you can just edit the orig? Why not give a choice?
    1. Sharlikran
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      Answered in the FO3 comments section. For you and anyone reading this, it has never been allowed and the Creation Kit doesn't allow it. You simply never alter the main Game's ESM and while you can clean the DLC, other then cleaning it you don't alter it either.

      You wouldn't need to make a copy of the entire ESM just an override of the record you want to change. So as mentioned for FO3, get the latest version, click the help button, and go over section four and how to make a manual patch.
  12. andis7
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    Hi!
     
    In vortex plugins section, next to all dlc 6 plugins, i get symbol "Required cleaning (LOOT). I was told that i need to clean those with FO4Edit. Could anyone pls explain or give link how to do it? Thanks! Btw, what happens if i don't do anything with those plugins? Wil it eventually bug game?
    1. Sharlikran
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      Download the version in the sticky post, 3.2.61, the filename is a link. Open it and click the Help button. Go to section 5.2 for a complete overview of the process. If you don't want to read the holy grail of mod cleaning, go to Appendex B.
    2. andis7
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      Thanks!
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