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About this mod

TES5Edit is an advanced graphical esp viewer and conflict detector. When started it will automatically find your Skyrim Data folder. You then get a dialog to select which masters/plugins you want to load with the current selection from your plugins.txt as default value. Once you have confirmed that dialog the selected plugins will start loading.

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TES5Edit 3.2 by ElminsterAU. Updated for Skyrim by Hlp, Zilav and Sharlikran.

This is the eleventh update of TES5Edit and is still being updated. Remember to make backups of your plugins.  If you have never used TES5Edit, Wiki Pages and basic videos are available.

We only support version 1.9 of Skyrim and version 3.2 of TES5Edit. Update TES5Edit and Skyrim before you post in the forum.

Self Help Resources:

Users are expected to use common sense, read previous posts, look through the Wiki pages, watch the videos, and look through the Training Manual before posting.  If it's already covered somewhere you may not get any answer to your question at all.

Wiki Pages: 

Note: These are all a work in Progress.

TES5Edit Cleaning Guide
TES5Edit Mod Cleaning Tutorial
TES5Edit Skyrim Dirty Plugins List
TES5Edit Scripting Functions [Wip] - Thanks to Turulo for starting it. Last update 10-13-2013 by Mator

Current Documentation:

Fallout3 Training Manual for FO3Edit (applies to all game versions)
FNVEdit Training Manual for FNVEdit (applies to all game versions)

If you would like to contribute to the conversion of the Fallout New Vegas documentation please visit the TES5Edit Documentation pages on the CK Wiki. Your help is greatly appreciated.

TES5Edit is now Available in Chinese:
You can download the translation by bluesky404 here.

Bethesda Forum and AFK Forum

Cleaning Plugins and official DLC:

I am still seeing many posts where people state that they have cleaned multiple plugins at the same time. I understand that the cleaning process seems tedious and it would be nice to fire off the program to clean 200 plugins while you go do something else. Unfortunately there are still no plans on adding an automated way to clean multiple plugins or access to TES5Edit from the command line. Being there to see what errors might be reported during the cleaning process ensure that you are aware of potential issues that can lead to instability while playing Skyrim.

Cleaning multiple plugins at once can and will lead to erroneous cleaning and can in many cases lead to unwanted crashes to the desktop. Please look at the Cleaning Tutorial or watch the cleaning videos. They show both loading the plugins you know are required or show only loading the one plugin and letting TES5Edit load any other dependencies. After applying the filter for cleaning, clean only the one plugin. It is imperative that the process is repeated for each individual separate plugin that you wish to clean.

Currently cleaning a plugin involves indexing over a million references at times. When only the required plugins are loaded then the cleaning is accurate. If unnecessary plugins are involved those become part of the index and could cause the plugin to lose important and required data. Without human intervention too many issues during the cleaning process would go unnoticed and make troubleshooting game issues related to plugins even more difficult then it already is.

Cleaning Plugins and official DLC when a new version of TES5Edit is released:

It is not always necessary to clean all your plugins every time a new version of TES5Edit is released. More often then not an ITM does not cause Skyrim to crash. What can lead to crashes are deleted references which are resolved as part of the cleaning process when you choose "Undelete and Disable References". It is still important to remove "Identical to Master" records for a more stable game but not as vital to eliminating crashes. The other causes for crashes are corrupt plugins, poorly written and managed scripts, and missing files required by the plugin. If Skyrim is working for you leave things the way they are. It's not really required unless we make some major update in the cleaning process. If you feel you must clean the official Bethesda ESM files then restore any backups you have. However, it is much more reliable to use the Verify Cache feature from Steam.

Using TES5Edit in place of the CK:

As TES5Edit becomes more widely used in the Skyrim community it has become a concern that many people still want to use the utility in place of the Construction Kit. This is still not recommended. We work hard to make TES5Edit as accurate as possible but development is directly related to the plugins themselves. TES5Edit can not replicate all the changes that the CK will make. Attack Data is the best example. Merely checking or unchecking certain things for an NPC will alter the attack data dramatically. We won't be adding those types of things to TES5Edit.

Please understand that we don't directly support the use of TES5Edit to make major changes to plugins.  Aside from all the things the CK will change in a plugin that TES5Edit cannot replicate, Skyrim will react the same way to changes made to a Plugin with TES5Edit.  If you have questions about changes you are making to plugins or how Skyrim will react to your changes please direct all questions to the Skyrim CK thread.  All changes you could make in the CK are covered in the CK Wiki and therefore don't need to be covered in any TES5Edit documentation.

Merging Plugins:

There is still a demand for merging multiple plugins but merging plugins is still unsupported by the TES5Edit team. There is a TES5Edit script by Matortheeternal for merging plugins. Some mods cannot be successfully merged with it and you should direct all questions relating to the script to the author. There is a thread available where people have posted which plugins merge successfully or unsuccessfully. For more info on ways to use TES5Edit to Merge Plugins check out How To Merge Multiple Mods With Multiple Master Files and Merging Mods. Otherwise if you intend on editing masses of entries, merging plugins, and creating compatibility patches for Skyrim overhauls please create your own separate thread.

Previous versions such as FO3Edit, FNVEdit, TES4Edit:

We understand that sometimes updates to programs break things. Please use the updates with caution. However, please use them and then report issues so we can improve the program. Our goal is to make all versions as bug free as possible and introduce new features that are useful for the modding community for all the Bethesda games this utility supports.

TES5Edit Updates:
With each new version you may want to restore plugins from backups and reclean them. Otherwise any fixes and updates to cleaning process won't take effect.

Version 3.2.1 contains the following changes:

- [SSE/FO4] Creation Club support (ESL plugins), forced load order for plugins in *.ccc file
- [TE5/SSE] "Generate as Objects" LODGen option
- [FO3/FNV] LODGen Atlas options
- [FO4] FO4LODGen mode
- Skyrim VR and Fallout4 VR support: rename as TES5VREdit.exe or FO4VREdit.exe, or execute with -tes5vr or -fo4vr parameters
- filtering: if 8-digits hexadecimal FormID number is provided in "Base Record EditorID contains" field, then FormID will be checked instead
- multiselection in plugins window and similar ones, right click menu options apply to selection only
- "Reset structure" right click menu in the right view pane to add missing fields if any
- "Compare selected" right click menu in Referenced By tab when several records selected of the same type
- read (TES5|SSE)MapMarkers.txt and (TES5|SSE)QuestTypes.txt if present to replace game values with custom ones including new values
- improved record definitions
- various bug fixes and optimizations
- new scripts and scripting APIs to work with json, nifs, materials, lod files

Version 3.2 contains the following changes:

- [SSE] Skyrim Special Edition support
- [SSE] SSELODGen mode
- [FO4] Fallout 4 support
- improved record definitions and error checking
- various bug fixes and optimizations
- new scripts

Version 3.1.3 contains the following changes:

- [FO4] Fallout 4 support
- utf-8 support for translatable strings with -cp:utf-8 command line parameter
- "Stick to" right click menu in the right view pane
- improved record definitions

Version 3.1.2 contains the following changes:

- improved record definitions and error checking
- [TES5] LODGen support for glowing meshes
- [FO3/FNV] Fixed possible error when reading LOD meshes
- [TES5] TES5LODGen avoids generating trees LOD for duplicate FormID ref numbers, bug in Skyrim causes them to not switch off properly in the game

Version 3.1.1 contains the following changes:

- PBEA record type for FO3/FNV
- improved record definitions
- xLODGen fix reading BSA archives
- xLODGen impoved removing of mesh faces under landscape LOD

Version 3.1.0 contains the following changes:

- speed optimizations
- fixed memory leaks
- fixed sorting of INFOs in DIAL
- fixed float values rounding
- advanced ModGroups feature
- drag&drop and "Remove from selected records" support for individual flags
- fonts are changeable in Options
- new scripting functions
- new script auto execution mode with -script:"test.pas" switch or when renamed to (TES4|TES5|FO3|FNV)Script.exe
- xEdit associates itself with *.tes5pas, *.tes4pas, *.fo3pas and *.fnvpas extensions
- load Mod Organizer profile internally using command line parameter -moprofile:<profilename>
- faster -quickshowconflicts switch processing
- new -O: parameter to set the output folder for TES4LODGen generation (much faster), for example "-O:..\ModOrganizer\mods\Generated DistantLOD"
- [FO3/FNV] Optional hiding of templated actor fields
- [FNV] Don't undelete refs of TREEs with LOD, bug in the game engine causes a crash
- [TES5] TES5LODGen, in right click menu -> Other -> Generate LOD
- [TES5] Weapon/Armor/Ammunition spreadsheets
- [TES5] BODT/BOD2 and different VMAD version objects are now lined up for conflict resolution
- [TES5] Improved DOBJ handling
- [TES5] Record header flags depend on record type

Version 3.0.32 contains the following changes:

- issue 69: automatic updating of counter fields to reflect the proper amount of elements in containers
- issue 149: FormID indexes in master file header ONAM forms
- issue 162: reference rotation angle normalization (TES4LODGen hanging on several mods)
- hotkeys in plugins selection window (Enter - confirm, numpad '+' select all, '-' select none, '*' invert)
- hold Shift while starting xEdit to skip restoring window state (for users stuck with xEdit outside of viewable desktop area)
- hold Shift while clicking OK in plugins selection window for one time skipping of building references for all plugins
- exclude building references for plugins list available in options
- option to display integer values of flags and enumerations (off by default)
- Ctrl+C copies only Node text to clipboard, Esc closes the View window
- definitions update for all games to reduce false positives when checking for errors
- custom scripted filtering, demo 'Apply custom scripted filter.pas'
- new scripting functions and scripts: Weather Editor script (Ctrl+W), Worldspace Browser (Alt+F3)
- scripted persistent bookmarking of records: Ctrl+1..5 to set a bookmark, Alt+1..5 to go back
- removing offset data in WRLD is optional now, 'on' by default
- [TES5] TES5LODGen (beta version, has several issues)
- [TES5] renamed armor addon nodes (added slot numbers), please update your scripts if needed
- [TES5] Record definitions update (WTHR, DOBJ, NAVM, VMAD papyrus data, GetEventData condition), improved NavMeshes (thanks to jonwd7)
- [TES5] Added VMAD (papyrus scripts) to TREE, and LVLG (global) to LVLN. They can't be edited in CK, but it supports them and they confirmed to work in game
- [TES4] Added XRGD subrecord to REFR, INFO flags update
- [FO3] Do not remove PLD2 subrecord in PACK (as in FNV)
- [FNV] BPTD update to support body parts without BPTN name
- [FNV] Relocated CELL and WRLD groups at the end of file
- [TES4/TES5/FO3/FNV] WRLD offset data OFST definition (when 'Simple records' option is off)

Version 3.0.31 contains the following changes:

- esp files can be loaded before esm
- issue 136: no stack overflow and progress indication for long operations
- issue 137: added empty subrecords were treated as ITM leading to possible erroneous cleaning
- fixed bug when 8 chars in square brackets were treated as FormID giving errors in various places, i.e. [$PitStop]
- Ctrl+DblClick on FormID numbers in messages tab could previously not work on some of them
- INFO records sorting is now optional instead of disabled
- BSA files are loaded by exact matching with plugin names for TES5, and partial matching for previous games
- new scripting functions, UI controls and scripts: Assets manager, Assets browser (Ctrl+F3)
- [TES5] added XCZR (encounter zone reference?) subrecord in REFR
- [TES5] added PMIS record
- [TES5] removed obsolete model subrecords: MODB, MOSD, FGGA, FGGS, FGTS
- [TES5] updated LCTN definition (showed errors in USKP before)
- [TES5] optional switch to resolve aliases (show ID and name)
- [TES5] fixed error when copying PACK record
- [TES5] 'Default' water height instead of '-2147483648.00000' is being added to CELLs with water but no XCLW subrecord
- [TES5] renamed "WRLDObject bounds" element, please update scripts if needed
- [TES5] merged patch improvements and fixes
- [TES4] updated INFO record definition to fix flags
- [TES4] fixed PGRR subrecord corruption in pathgrids when saving
- [TES4] fixed error when copying MGEF and REFR with XLOC subrecord
- [TES4] fixed "Unsused data in XSED" warning
- [FO3/FNV] fixed issues when copying NPC_, definitions update.

Version 3.0.30 contains the following changes:

- Added Prev/NextMember for Record union. Use after adding a new one to select the apropriate.
- Search for required master extended upward.
- Added a second command line parameter to specify the game's ini file location.
- Ctrl+A to select all in editor window.
- "Jump to" option in record's header popup menu.
- Enable/disable autosaves in options.
- Log file is overwritten at 3MB.
- [xDump] Fatal exceptions are reported through ReportProgress to have a timestamp. It might be useful to track down the issue.
- [TES5] Blocks adding new script property and new scripts. Please use CK to create them.
- [TES4/TES5/FO3/FNV] Record definitions update (number of ITM counts may change).
- New scripts added.
- New scripting functions (including regular expressions).
- New UI controls (TLabeledEdit, TCheckListBox).
- Scripts can be accessed with hotkeys (Ctrl+Shift+F to call a new find cell script demo).
- Removed syntax highlighter from script editor.
- Variable size detection corrected.
- Out of bounds detection corrected.
- Issues 125, 126, 129, 128 (128 was "worked around").
- Code modified for compatibility with both Delphi XE and XE3 in the same source files.
- Added BaseName property so unsorted arrays can contain structured unions.
- ByteArray length increased to 64 bits.

Version 3.0.29 contains the following changes:

- New Icon provided by moiman100.
- [TES5] more information is decoded (Records ARMA, NVSI, MOD2, LVLO).
- [TES5] Every string value gets own ID when localizing plugin
- [TES5] Fixed error when copying VMAD scripts using drag & drop
- issue 104 : Files others than esp and esm (and ghost) are timestamped.
- issue 88 : Delete from the view pane column title contextual menu is disabled (due to a hard to reproduce bug). This is a workaround, not a fix.
- issue 119 : [TES5] The CK adds useless XLRL records when reverting a change. Those XLRL are considered benign and the record ITM.
- issue 110 : Check for errors now checks for invalid FormIDs. Also, new "Check for errors" sample script.
- Options are processed when they matter, not at the beginning.
- issue 82 : [TES5] Capitalization fixed in text are being treated as dirty edits. Description fields are case sensitive now.
- Scripts can use other scripts with standard pascal "uses" keyword.
- New functions available.
- New sample scripts.
- Compare to will not overwrite an existing file, nor will it leave temporary files behind.
- issue 125 : Condition added are no longer empty.
- issue 121 : Changing FormID of Region causes severe bugs. Reference building is delayed to after the change is done. Non region reference XCLR record are no longer removed.
- issue 120/118 : Reference not updated while adding a master. Reference lookup during the addition was sometimes unreliable.
- issue 117 : Bug in script Undelete and Disable References.pas
- issue 112 : Option "Simple Record" malfunctioning.
- issue 111 : AV when saving subrecords with prefixed arrays. Sizing and memory allocation are done properly during every phase.
- issue 108 : Very slow saving after editing ESM flag. Background updating limited as much as possible during saves.
- issue 107 : Copying a quest record causes extraneous script fragment data to be generated. Sizing and memory allocation issue.
- issue 106 : Error adding a new master to plugin with own navmeshes. Fire Union decider when they can effectively properly work, not before.
- issue 105 : Overwriting quest fragments or Quest Aliases may produce exceptions. During copy, memory is initialized properly before being used.
- issue 100 : Voice Type EditorID disappears. Memory sizing issue.
Known issue:
- issue 123 : Using Check for errors after sort master, before saving and reloading: the Cell FormID will not be updated. (that is a display issue only).
- issue 102 : Objects with property names but no assigned values don't display the names. The CK does not save the property name in the plugin in that case so it is correct.
- issue 115 : "Backup plugin" checkbox anchored to bottom of form.
- avoid firing some cached exception (to ease debugging).

Version 3.0.28 contains the following changes:

- [TES5] Papyrus (VMAD subrecord) support and other misc record updates including Dragonborn DLC
- [TES5] "Next Object ID" error when copying records
- Text fields in records are case sensitive when matching
- Ability to change references to FormID < 800h
- Changeable conflict colors and default column width in options
- "Simple records" option for concise displaying of LAND, NAVM and NAVI records (excluding references). On by default to speed up xEdit, customizable in options
- Improved scripting functions, new demo scripts

Version 3.0.27 contains the following changes:

- [TES5] Updated dialogue subtypes for patch 1.8
- Localize/delocalize utf8 strings. Translation is disabled, highly recommended to use StrEdit or other specialized tools instead
- Search by FormID/EditorID skips hidden elements

Version 3.0.26 contains the following changes:

- 3.0.26 includes the changes in 3.0.25
- TES5Edit 3.0.25 was removed from Nexus because of potential issues caused by converting BODT to BOD2. Sorry if that version caused any issues for anyone.
- [TES5] BODT is unchanged (Caused issues with Dawnguard.esm)
- [TES5] Fixed bug in RACE with sorted biped object names. If you modified race records with previous versions, drag & drop biped object names from master to restore them.
- Additional internal functions accessible from scripts
- New demo scripts in the Edit Scripts Folder
- Install the Edit Scripts folder in the same place as the xxxEdit.exe.

Version 3.0.25 contains the following changes:

- [TES5] Impact data set IPDS is now sorted
- [TES5] Added DEST data to ALCH (for "Destructible bottles")
- [TES5] BODT subrecord is autoreplaced with BOD2 in ARMA, ARMO and RACE records to conform CK 1.8 format
- [TES5] Additional decoding in WRLD and RACE for new data saved with CK 1.8
- [TES5] Added back records to Merged Patch (removed in 3.0.24) but only when the winning record has no scripts
- [FNV] Updated missing INFO flags
- [TES4] Fixed error when copying SPEL record
- Pascal-based scripting system and "Apply Script" menu (check available demo scripts on how to)
- "Options" menu
- "Analyze Log" menu, currently supports
* Skyrim papyrus log
* Oblivion RuntimeScriptProfiler by shadeMe logs
- Moved several not so often used menus to the "Other" submenu (Build ref/reachable, Merged Parch, Seq File, Localization, etc.)
- Full expand key modifier changed to ALT

Version 3.0.24 contains the following changes:

NOTE Changes to Merged Patch: 3.0.24 of TES5Edit only adds Containers and Leveled Lists to Merged Patches.

- [TES5] Updated load order handling when plugins.txt is empty and no BOSS info is available
- [TES5] Fixed event name definition in QUST
- [TES5] CELL water level fixup for better conflicts detection
- [TES5] Autoremoving legacy RNAMs from WRLD; empty keywords from NPC_, ARMO, AMMO, WEAP, ALCH, MISC
- [TES5] Removed NPC_, ARMO, AMMO, WEAP records from Merged Patch (unsafe to copy possible scripts to a new plugin)
- [FO3] No sorting of DIAL groups
- [FO3/FNV] Fixed record definition for ragdolls which crashed game after cleaning several DLCs
- Copy "Compare to" selected file to the game's data folder if it is not there
- Improved registry handling on x64 systems
- Hold CTRL key when expanding a node for full expand

Version 3.0.23 contains the following changes:

- [TES5] Merged patch updated for Skyrim, currently it merges:
* Leveled NPCs, Items, Spells
* NPC: Items, Spells, Head Parts, Factions
* Race: Hairs, Eyes, Spells
* Containers
* Relations
* Form Lists
* Keywords on: Armor, Weapon, Ammo, NPC
- [TES5/FNV/FO3] When performing UDR there will be a warning message for deleted NavMeshes.
- [TES5] Updated record definitions.
* BPDT was sorted by a localized name which is inconsistent for different languages (now sorted by a node name)
* NPC's tints are now sorted by tint index for better conflicts detection
* QUST aliases are no longer sorted by index
* QUST stages are now sorted by stage index
* Improved NavMeshes (thanks to Divstator)
- [TES5] FaceFX phonemes where empty after copying RACE record.
- [TES5] Fixed bugs when copying RACE and QUST (empty model was created for RACE; QUST location aliases were turning into ref ones).
- [TES5] Create start-enabled quests sequence SEQ file (you can select several files at once).
- [TES5] Improved error checking.
- [FNV] CHAL record was missing some challenge types from Dead Money DLC.
- [FNV] Disabled DIAL sorting, was causing errors when copying INFO records.
- No autosaves when "you know what you are doing".
- Compare with external tool option in Edit window.
- "Apply Filter for Cleaning" menu. Note that xEdit saves filter settings when you press OK button in filter window, so if you clean plugin and exit the program, your filter settings will be preserved.
- Filter option for deleted records.
- Saving messages to [TES5/FNV/FO3/TES4]Edit_log.txt upon exit.
- Fixed minor bug when Edit can't find game's folder. If your registry settings is invalid due to a Steam bug and Edit is unable to find your game, put it in the game's root folder where the game executable file is (Oblivion.exe, TESV.exe, etc).
- Reason: The game's Registry entry is missing. This happens to a lot of people, because Steam likes to remove it whenever the game is updated or its game cache is verified. Run the game's launcher to add the Registry entry back again.

Version 3.0.22 contains the following changes:

- Skyrim Support.
- New exceptions handler.
- Optional backups in a separate directory.
- Remember position and state of the main window.
- Fixed bug when editing with Shift+DblClick.
- [All] Wrye Bash ghosted plugins (*.esp.ghost) in plugin selection window.
- [ALL] FLST form list is no longer sorted.
- [ALL] EDID affects conflict detection.
- [TES5] Localization editor, plugin localization/delocalization with optional translation.
- [TES5] -l:language command line switch to chose default localization files.
- [TES5] Adding missed plugin files from plugins.txt/loadorder.txt to the end of plugins list.
- [FNV] WeaponModKit IMOD record support for various subrecords.
- [FNV] PLD2 subrecord is no longer removed in package.
- [FNV/FO3] Quest stage signed value overflow fix.
- [Oblivion] Fixed ownership record order in CELL.
- [Oblivion] Snowy weather definition fix (thanks to Arthmoor).


Q: I have the following errors with one of my plugins what do I do?

[00:43] Background Loader: Error: record ARMA contains unexpected (or out of order) subrecord MODL
[00:43] Background Loader: Errors were found in: ShieldofYsgramorDraugrAA [ARMA:01001001]

A: Occures with plugins made with the ReProccer, NPC Editor or other 3rd party tools.

xEdit Team Members:


Community members who have contributed in some way:

Listed in alphabetical order

AndalayBay: Without her help getting me in touch with Elminster we would all still be waiting for confirmed record definitions, and even longer for a working TES5Edit.
Divstator: for his work on Improved NavMesh Decoding
fireundubh: for all his record decoding suggestions for FO4Edit
jonwd7: for his work on Improved NavMesh Decoding