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Haphestia

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74 comments

  1. Haphestia
    Haphestia
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    Just to be clear: this is a utility for Mod Authors. It helps them process plugin files and fixes some issues they run into.

    Players/mod users do not need this for anything.

    Additionally, it is not a "fix everything" - you don't need to run it on all your plugins, or Oblivion.esm. This is a tool for mod authors, to use on their own plugins (or specific records that are giving them trouble) to fix a handful or so of the most common issues that I know how to fix.

    Super useful, but only for that specific case.  Sorry if this was confusing, it's a rather technical topic to explain.

    We are still learning more about the game and the handling of new records and elements. It's possible that further changes will be made as we learn more - I'll do my best to keep this fixing the things I can.
  2. Hazado
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    Could you add "XTLI - Threat Level" fixing as well?
    shows up in cell records
    1. AlexPreit
      AlexPreit
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      +1
  3. Yorok0
    Yorok0
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    I discovered a serious bug in this script. In instructions you said, that "If your record FULL name is missing a LOC_FN prefix, but an Altar esp had established one, it will update it to the Altar esp value". This is actually not true - FULL name of record will be updated to the Altar esp value even when it has LOC_FN prefix, so even the intended different localized FULL name will be overriden
  4. Yorok0
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    Please add for creature NDPredators faction (CreatureBoar, etc) and to NPC AltVoiceFaction faction (Aengvir, etc) when that record doesn't have it, but corresponding record in AltarESPMain does have.
  5. ianjoseph1986
    ianjoseph1986
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    trying to add some trees into the game. manage to run your script with the AltarMain.esp and all good. but in game when i approach it crashes. guess its progress.because before running your script, i went there and couldnt see any trees. guess your script is passing them through. but game crashes for some reason.
    1. Glitchfinder
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      Trees mostly don't work at the moment, because Virtuos did a lot of handling for them on the UE5 side of things. There are a lot of objects that are going to be much more complicated to add in this version than they were in the original game.
    2. ianjoseph1986
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      gotcha. thanks for the info
  6. Wikt0r1us
    Wikt0r1us
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    So, to be clear, as a mod USER that uses xedit to manage conflicts rather than waiting for patches, should I not be using this to potentially fix errors that I see showing up when starting up with -veryquickshowconflicts?
  7. ColdTyrant
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    This latest update breaks my mods. It completely deletes items I've placed in the gameworld and its never done that before. Going to roll back to the previous version for now.
    1. Glitchfinder
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      What version of TES4REdit are you using? The latest update was shared in large part because v4.1.5o introduced a change that broke the script, and as a result version 1.3 of this script will only function if used on v1.4.5o or newer.
    2. ColdTyrant
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      Oh I see! My mistake, apologies.

      I haven't updated my TES4REdit, I'm still using the version that worked for the previous version. That would be why the new script didnt work for me. 
  8. Xavaari
    Xavaari
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    Is it possible to successfully port a simple home redecoration mod over to the Remaster with this script? I've been trying to get a number of OG Oblivion housing mods to work in the remaster but it just crashes the game upon entering the cell of the homes- none of the mods I've tried to port add new meshes or textures, nor do they utilise OBSE, they just add and move around things like existing books, furniture, and clutter in the Construction Set, no BSAs or anything else involved.

    The script seems to work correctly in TES4Edit and I am able to save the edited .esp, but I'm still just getting CTDs ingame when entering the altered interiors
  9. css0101
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    Hi. Great tool, thanks! If you have such information, why can the game crash after changing the interior? What usually causes the error? Because I edited the same interior twice, but in one case it loads normally, and in the second case it crashes the game. I can't figure out the pattern. Suddenly you have such information. I will be grateful for any hint!
    1. Haphestia
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      Same issue causes clutter duplication. I believe it is related to the Construction Set wiping out the XAAGs, and then this script regenerating new ones (because they don't exist after editing). In short, its because the Construction Set doesn't properly support this remaster.

      If my theory is correct, you can work around this by manually copying the XAAG records for each object from before you edited it in the editor again, using xEdit.
      I have an idea that might fix this automatically, I am looking into a possible update for the script to help.
    2. css0101
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      Thanks for the answer!During testing, I found out that the interior breaks even if you just move any object in the interior and save the mod. I only managed to get a working mod once, all other cases provoke an error for UE. I'm doing something wrong, but I can't figure out what.
    3. css0101
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      I did everything from scratch, interior and exterior. I avoided moving existing objects and did not use copy-paste (it seemed to me that sometimes it leads to errors, but this is questionable information). Otherwise, the script works 100%. I managed to make great locations for my character. Thank you!
    4. css0101
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      And I will be very grateful if you tell me how to properly update the mod with the new items placed. I don't understand how to do this at all. The updated exterior can be loaded if you first disable the mod, save without it and then load the game with the mod (it works 2 or 3 times). But the interior is stubborn. If you play with the mod connected, then the edited interior breaks down completely, it turns into an abyss where endlessly cloning objects fall. Do you have any tips or recommendations on how to fix this?
      Sorry, please, for the questions.
  10. Ffinnegan
    Ffinnegan
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    I changed the position of some items in CS, and I recorded their coordinates. I applied the script and verified their coordinates in xEdit, then I loaded up the game and no changes to the objects occurred.

    What do I actually have to do for these changes to show up ingame?
    1. ColdTyrant
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      Yeha, editing rooms seems like a pain. The fixmod script just returns the rooms to exactly how they were.
    2. Haphestia
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      Unreal Engine (which Oblivion Remastered is in) operates on "levels". For our purposes, these levels consist of two halves:
      1.) the Unreal Map (.umap) half.
      2.) the plugin-contained stuff.

      This script fixes adding new records; but editing existing ones will only work for some types. Statics, for example, are ignored by the game, because during development, the statics were ported over to the .umap files. We can no longer edit them with the Construction Set. But this script will fix up things that we do have the ability to edit by adding the missing data.

      I have a separate project, MagicLoader, which allows some limited workings with swapping out the underlying .umap files. Still not a proper fix- there isn't one, but its exploring a bit further on that side of things.  Hypothetically, you could use its NewCells feature to wipe out the .umap file from a level (because that would replace it with a pretty much empty one), but I have no idea how badly that would mess anything up, so experiment at your own risk.

      This script pretty much only pertains to the plugin-contained content.  As for what works, any trees or bushes or whatnot that have leaves are not going to work. Lights are hit or miss (but more miss than hit). Placed items, harvestables, activators and containers tend to work, so long as you fix their AAG/ACN records (which this script does). Many statics will work with fixed records, but you can't edit existing ones, only place new ones.

      The community is still navigating the limitations, there's still a lot that isn't yet known.  But hopefully this clears some things up.
    3. Ffinnegan
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      I have since managed to fix it by removing the plugin and reloading it. So your script did work after all! :)
  11. rhythmrice
    rhythmrice
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    is this able to transfer XLRL from AltarESPMain to the esp we are trying to fix?
    1. Haphestia
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      it does now