0 of 0

File information

Last updated

Original upload

Created by

ElminsterAU

Uploaded by

Sharlikran

Virus scan

Some manually verified files

3260 comments

Comments locked

The author has locked this comment topic for the time being
  1. Sharlikran
    Sharlikran
    • supporter
    • 6,151 posts
    • 511 kudos
    Locked
    Sticky
    Missing Checkboxes: This is know issue. Delphi uses standard built in Windows libraries. The way to look at is (from Zilav) companies can't upgrade code and programs that have graphical issues like this. Microsoft will have to fix it's backwards comparability. Think of the it as the Y2K bug, how is everyone going to go back and change 2, 4, 10 year old programs written with previous version of Delphi and compile it with a new version of Delphi. For some companies the cost would be astronomical.

    The unfortunate answer is wait until Microsoft fixes it or revert to a stable version of Windows 10 rather then the insider builds. I am talking to Embarcadero but if they can't help open source developers resolve the issue then we will have to wait and see what Microsoft does.
  2. Sharlikran
    Sharlikran
    • supporter
    • 6,151 posts
    • 511 kudos
    Locked
    Sticky
    This thread is for discussing the program or to report a reproducible bug. I will no longer tolerate complaints about the use of TES5Edit for things it is not intended for, especially when it's due to user error.

    NOTE: Anti-virus programs cause unwanted delays and issues with TES5Edit. Be sure to disable them if you are experiencing any unusual behavior. Kaspersky antivirus is one that is known to cause issues.

    ModOrganizer:

    None of us use MO so there is no way for us to guide you through any settings changes that would assist you. People not using MO won't be able to troubleshoot TESEdit in that environment because of the differences when using MO. If you are using Mod Organizer you should read the documentation, look for Youtube Videos. Please direct all MO related questions in the approproate MO forums or refer to STEP Guides.

    GophersVids, GamerPoets and the STEP Guide are good resources for MO.

    When reporting a bug:

    Before you do anything, Can you reproduce the issue? If related to a specific record in a specific plugin can you reproduce the issues with a new plugin created from the CK? Try to reproduce your bug using a recent version of the software, to see whether or not it has already been fixed. Be precise, be clear and explain how to reproduce the problem, step by step, so others can reproduce the bug. Include any special setup steps. Explain in which part of the software the bug occurs. If you were preforming a specific procedure, explain what you are doing when the bug occurs. Explain the actual result of and the expected result for the bug you are reporting. Don't provide your suggested solution. An appropriate solution will be provided within the boundaries of the intended use and goal of the program.

    If you have a legitimate and reproducible bug, you have reviewed the above information, and you can still reproduce it then post a thorough and complete report on our new GitHub. The issue tracker is not a forum. It's for reproducible bug reports only, not possible bugs or questions.

    Questions in regards to editing plugins:

    For mod and plugin troubleshooting use the Skyrim Mod Troubleshooting thread. For plugin related questions use the CK Thread.
  3. skipdever
    skipdever
    • member
    • 6 posts
    • 0 kudos
    I have been using the 3.0.x version for some time to check my mod before shipping. Recently a user reported that this mod has errors with the 3.1 version of Tes5Edit that never existed before, so I downloaded it and sure enough, there were a dozen errors in it, all related to Packages where the location was a reference alias.

    These errors are all on valid packages where the location is a alias. These packages all work flawlessly. It is for this reason that I believe these error reports to be a bug.

    Thanks for looking and this and thanks also for a really great too. My mod and many others would not be possible without it.

    Here is a snippet of the errors:

    [00:02] MiaFindTabChair1 [PACK:0508D972]
    [00:02] PACK \ Package Data \ Data Input Values \ Value \ PLDT - Location \ Location Value -> Found a STAT reference, expected: ACHR,DOOR,NULL,PARW,PBAR,PBEA,PCON,PFLA,PGRE,PHZD,PLYR,PMIS,REFR
    [00:02] MiaFindTabSitChair1 [PACK:0508D973]
    [00:02] PACK \ Package Data \ Data Input Values \ Value \ PLDT - Location \ Location Value -> Found a CPTH reference, expected: ACHR,DOOR,NULL,PARW,PBAR,PBEA,PCON,PFLA,PGRE,PHZD,PLYR,PMIS,REFR
    [00:03] MiaTravelSweepMarker [PACK:0508D984]
    [00:03] PACK \ Package Data \ Data Input Values \ Value \ PLDT - Location \ Location Value -> Found a WATR reference, expected: ACHR,DOOR,NULL,PARW,PBAR,PBEA,PCON,PFLA,PGRE,PHZD,PLYR,PMIS,REFR
    [00:03] MiaBrylansAttrackStella [PACK:05090531]
    [00:03] PACK \ Package Data \ Data Input Values \ Value \ PLDT - Location \ Location Value -> Found a NPC_ reference, expected: ACHR,DOOR,NULL,PARW,PBAR,PBEA,PCON,PFLA,PGRE,PHZD,PLYR,PMIS,REFR
    [00:03] MiaBrylanTravelToWineIdle [PACK:05090521]
    [00:03] PACK \ Package Data \ Data Input Values \ Value \ PLDT - Location \ Location Value -> Found a BPTD reference, expected: ACHR,DOOR,NULL,PARW,PBAR,PBEA,PCON,PFLA,PGRE,PHZD,PLYR,PMIS,REFR
    [00:03] MiaBrylanTravelToWine [PACK:0509051F]
    [00:03] PACK \ Package Data \ Data Input Values \ Value \ PLDT - Location \ Location Value -> Found a BPTD reference, expected: ACHR,DOOR,NULL,PARW,PBAR,PBEA,PCON,PFLA,PGRE,PHZD,PLYR,PMIS,REFR
    [00:03] MiaFindTabTravelToCoachman [PACK:05090ABA]
    [00:03] PACK \ Package Data \ Data Input Values \ Value \ PLDT - Location \ Location Value -> Found a BPTD reference, expected: ACHR,DOOR,NULL,PARW,PBAR,PBEA,PCON,PFLA,PGRE,PHZD,PLYR,PMIS,REFR
    [00:03] All Done!
    1. zilav
      zilav
      • member
      • 3,101 posts
      • 302 kudos
      This was fixed already
      http://afkmods.iguanadons.net/index.php?/topic/3750-wipz-tes5edit/
    2. skipdever
      skipdever
      • member
      • 6 posts
      • 0 kudos
      Thanks so much, this version fixed the issue for me.
  4. Mightymuch
    Mightymuch
    • supporter
    • 112 posts
    • 2 kudos
    Hi,

    I'd like to find out what mod entries are being chaged by what mods. Particularily i'd like to find out what is affeccting the smithing tree, as i think one of my mods is over writing another. (a mod overwriting perkus maximus in this case) does Te5Edit have the power to check this? And if this is the case, can someone explain to me (or direct me to the wiki article on this topic?

    1. Sharlikran
      Sharlikran
      • supporter
      • 6,151 posts
      • 511 kudos
      From what I see in your question, you would like a way to look at only specific information for a specific mod. However it seems like you don't want to manually click on each record one at a time. Unfortunately there is no search option in TES5Edit. There are no Wiki pages, Videos, or walk through that will present instructions to do exactly what you are asking for, exactly how you want.

      You can filter for certain records as covered in 2.3.8 of the Fallout Training manual but the filter options are very specific. There is no automation that will automatically parse all the records and narrow down the information for you. Although you can't specifically by some kind of automation look for the specific information you want to compare, you can manually compare records that are changed by mods. Comparing records manually has always been a function of all versions for all games that xEdit supports.

      Download the Fallout Training manual. There is a link on the description page. Section 2.3.2 and 2.3.7 show the interface enough for you to see how the left panel and the right panel work. Then select a record in the Perk section and using section 4 of the training manual you can determine if the record(s) are conflicting and whether or not it's a proper override.

      To look at only the changes for Perma, you simply go to the plugin name and expand it's tree. If you have 200 plugins loaded, and Prema is A2 in your load order only expand the tree for that plugin. As you click on each record in the left panel, you will see all the changes in the right panel.
  5. ThreeTen
    ThreeTen
    • premium
    • 1,523 posts
    • 100 kudos
    So I believe I have come across a visual bug that is linked to using the RemoveNode function in conjunction with elements gathered from the GroupBySignature function

    I was working on some cleanup code so users do not have to always download a new ESP file, and one of the steps is to remove all of the weather records on the patch file. I was trying to break my patcher as a QA test and one of them was to see what happens if you just run the cleanup code then exit the patcher multiple times. 
    The first time it ran, everything seemed to work just fine.  After running it a couple times (2-4 times), the patch file on the left panel just disappears.
     I was able to get it back again by Right-Clicking the left panel and selecting Remove Filter, as I guess that refreshes the left pane.
    I am guessing this is just a visual bug as in my scripts, as well as when looking at conflicts tes5edit still recognizes the file as being there.

    This was the code that I used. 

    checkGrp := GroupBySignature(RSPFile, 'WTHR';
    for k := ElementCount(checkGrp)-1 downto 0 do begin
    RemoveNode(ElementByIndex(checkGrp,k));
    end;
    RSPFile is the IInterface linked to my patch esp file.

    Steps to reproduce:
    1. Create a dummy file with some dummy weather records in there, or use an esp with weather records.
    2. Create a script that runs the code above, making sure to link RSPFile to the esp in step one,
    3. Run the script 2-4 times
    -------------------------------------------------
    On a similar note, I have found another visual bug like the one I described above,  but this happens when you run a script that both removes all mainrecords in a GRUP via RemoveNode and adds new records belonging in the same GRUP.
     
    When something like that happens, you have to re-expand the affected file on the left panel multiple times before it displays correctly. (Hitting the plus/minus box that is displayed next to your esp file)
     
    For example,  when I removed all of my weather records then added new ones via a script, I went and expanded my patch file to see that the Weather GRUP was completely gone.  After re-expanding my patch file a couple more times the Weather GRUP popped up again with all of the newly created records.
     
    Code I used to reproduce:

    checkGrp := GroupBySignature(RSPFile, 'WTHR';
    for k := ElementCount(checkGrp)-1 downto 0 do begin
    RemoveNode(ElementByIndex(checkGrp,k));
    end;
    wbCopyElementToFile([WthrRecord], RSPFile, false, true);

    Steps to reproduce:
    1. Create a dummy file with some dummy weather records in there, or use an esp with weather records.
    2. Create a script that runs the code above, making sure to link RSPFile to the esp in step one. And another IInterface variable that links to a weather from skyrim.esm to be used in the wbCopyElementToFile function.
    3. Run the script, then expand your dummy file. (no wthr grup)
    4. Re-expand your dummy file (wthr grup appears)
     
    These bugs happen in versions 3.0.33 and 3.1. (havent tried 3.0.32)
    1. zilav
      zilav
      • member
      • 3,101 posts
      • 302 kudos
      Try to remove the group record itself instead of cycling through child records
      RemoveNode(GroupBySignature(RSPFile, 'WTHR'));
      Try to call RemoveFilter() at the end of script to refresh records tree.
      Collapsing and expanding nodes is the right way to refresh updated content, nothing wrong here.
    2. ThreeTen
      ThreeTen
      • premium
      • 1,523 posts
      • 100 kudos
      Cool thanks for the info.
      Edit: Did what you suggested, works like a charm. thanks again!
  6. Sethyticmacfoo
    Sethyticmacfoo
    • member
    • 1 posts
    • 0 kudos
    Hey, it is saying that TES5Edit is not a valid Win32 applications. How do i get around that?
    1. Sharlikran
      Sharlikran
      • supporter
      • 6,151 posts
      • 511 kudos
      Make sure you are using the latest 7zip version 9.20 or higher. You need 7Zip to extract the archive. If you have any additional issues download the 7zip archive from the mirror instead of the Nexus.
  7. Sovekz
    Sovekz
    • member
    • 10 posts
    • 0 kudos
    Sorry if this has been asked already, but do I need to clean the main files and dlcs every time I install a new mod or can I leave it be?
    1. HircineMANDA
      HircineMANDA
      • member
      • 202 posts
      • 5 kudos
      You have just to do it only once. And then run Loot to fix the load order and notificating you if there is a mod that needs cleaning. You should see Gamer poets tutorial or gopher TESVEdit tutorial videos
  8. davidhendriks1
    davidhendriks1
    • supporter
    • 14 posts
    • 0 kudos
    I think i have a problem that might actually be fixable... since it's so reproduce-able.

    Problem:
    I recently created a merged patch with ts5edit and a bashed patch with wyrebash, after being told i need to do so by the "lootification" mod skyproc patcher. I followed the STEP videos to the letter (i'm fairly confident), but now when i try to load a save file it crashes right to desktop (ctd) regardless of whether or not the bashed patch and/or the skyproc patches' esp files are activated in NMM. This problem goes away if the merged patch is deactivated. Interestingly, with all the esp's active, i can still create and play a new game without issue (wandering around, fighting, loading new cells, saving, etc.), it's just when i try to load that i get the ctd. Regardless of what save file i try to load, i get the exact same papyrus error log. I'll put some details below.

    How I created the patches:
    In NMM i deactivated the skyproc patches. I Ran Loot, used it's report and tes5edit to clean ITM and UND errors as suggested by LOOT. After, I re-opened tes5edit, loaded up all my mods and did right-click, "create merged patch". Once it finished, i deleted the leveled categories of the patch, saved and quit. I activated the esp in NMM. After, again being lead by STEP, i created a bash patch with WYRE Bash, activated it in NMM, ran LOOT once more then made up the FNIS, Automatic Varients and Lootification patches. Ran Loot again once more to be safe, no notification of problems. I also loaded everything up in TES5edit one more time to check load order and masters, and it passed fine. But still! it crashes the game whenever i try to load a profile.

    Papyrus Log Sample:
    Below are the last 3 entries into the error log, after a couple dozen other very similar "missing script property" messages. Again, the messages are always the exact same no matter if i'm trying to load one of my older profiles or the one i just created.

    [03/31/2015 - 05:23:20PM] Warning: Property LocationNote on script Scarlett attached to (7E008866) cannot be initialized because the script no longer contains that property
    [03/31/2015 - 05:23:20PM] Warning: Property ScarlettThief on script Scarlett attached to (7E008866) cannot be initialized because the script no longer contains that property
    [03/31/2015 - 05:23:20PM] Warning: Property USKP_HouseCarlBedroomEnable on script QF_Favor252_000A2C9B attached to Favor252 (000A2C9B) cannot be initialized because the script no longer contains that property



    Any help appreciated, from anyone! Thanks in advance!
    1. zilav
      zilav
      • member
      • 3,101 posts
      • 302 kudos
      Merged patch is unsupported for Skyrim due to a bugged fragile nature of Skyrim's engine, TES5Edit even warns you before creating one. It is used by mod authors and experienced users as a base to create compatiblity patches.
      If you can't troubleshoot the possible issues yourself, then better not to use it.
    2. davidhendriks1
      davidhendriks1
      • supporter
      • 14 posts
      • 0 kudos
      Yeah, i saw that. I had hoped that the uniformity of how it was crashing to desktop indicated a simple mistake, but i'm going to try removing the merged patch and patching lootification with just the Wyre Bash patch.
    3. Sharlikran
      Sharlikran
      • supporter
      • 6,151 posts
      • 511 kudos
      Wyre Bash can only process leveled lists at this time. Version 305 cannot handle VMAD which are the script records. Someone reported that some properties are defined as arrays. When the array is empty then there is still some data written to the plugin. TES5Edit recently had an update for that so it will handle that properly. The current Beta 306 of Wrye Bash has not been looked at to ensure that it will handle empty arrays. So I would not bother trying to use Wrye Bash as a patching tool.

      You will need to use Mator's merge script, but you have to be able to troubleshoot any issues that arise on your own. If his script does not work then download the Fallout New Vegas training manual (a link is on the description page) and look over section 4 on overrides versus conflicts and making manual patches.
  9. Kerv007
    Kerv007
    • member
    • 38 posts
    • 0 kudos
    Hello

    I was trying to do a merge patch (not merge plugins, the merge patch), when, at the end, it said in many lines [02F019B4] Error: Could not be resolved

    When I checked it for errors, it seemed fine.

    By the way, I was using a very heavy mod load, and it took a long time to start (especially the Extended Slide Colors), and almost an hour to make the merge patch, staying a long time unresponsive.

    Update: Tried again without extended slider colors and it seems to work.
    1. Sharlikran
      Sharlikran
      • supporter
      • 6,151 posts
      • 511 kudos
      Extended Slide Colors is really old, outdated, unsupported by its author, and should not be used. It is a generated plugin that can't even load into the CK. I am surprised you could get it to load into TES5Edit. Just remember when posting think of what is going on. If it takes a few seconds to load with just Skyrim.esm and takes a while to load with 250 plugins then there is no bug nor any way to make it go faster.
  10. wyvernix
    wyvernix
    • supporter
    • 270 posts
    • 6 kudos
    EDIT - Resolved by viewing the FO3 Manual.
  11. Sacremas
    Sacremas
    • supporter
    • 2,814 posts
    • 22 kudos
    Can a TES5Merged.esp fix dialogue conflicts as well like other conflicts? Say one mod wants to add a new dialogue option to scare the thief that tries to rob you away with magic, another adds a "I'm in the guild you moron!" option, can TES5Merged automatically fix such conflicts as well and let you see both of these?
    1. Sharlikran
      Sharlikran
      • supporter
      • 6,151 posts
      • 511 kudos
      In the beginning, for a long time, there was no Wrye Bash for FO3. The Merged Patch function in FO3Edit had been implemented to perform merging of changes to very specific sub-record lists in very specific records. It is simply something that has been there and left there. People use it and for those who do or have, they like it so it hasn't been removed. It's not intended to make patches or automate conflict resolution.

      The Merged Patch only looks at these records, 'LVLI', 'LVLC', 'LVLN', 'LVSP', 'CONT', 'FACT', 'RACE', 'FLST', 'CREA', 'NPC_'. All versions of xEdit look at the same records. So if it's not one of those records then the changes will not show up in the Merge Patch. You will need to know plugins well enough to make a manual patch. That is covered in section 4 of the Fallout training manual.
    2. Sacremas
      Sacremas
      • supporter
      • 2,814 posts
      • 22 kudos
      Thank you, I was hoping the merged could skip by those extra patches actually, I have them I mostly wondered if they were needed at all with a merged patch considering the other conflcit reslutions. Now I know. Thanks again.
  12. rastakool
    rastakool
    • member
    • 6 posts
    • 0 kudos
    Bonjour, j'ai un petit soucis avec la version 3.1. Le téléchargement me donne une archive vide d'une taille de 2.40 Mo ????? Une explication. Merci
    1. Sharlikran
      Sharlikran
      • supporter
      • 6,151 posts
      • 511 kudos
      Je ne parle français. This is just Google Translate.

      Le fichier est compressé, mais la confusion là-bas? Il n'a pas utilisé les archives? Vous devez vous rappeler qu'il est possible WinRar et d'autres programmes ne sont pas compatibles avec le fichier. Il ya des pages en anglais Wiki et des vidéos montrant comment tout faire. Si vous ne parlez pas anglais, trouver quelqu'un qui peut traduire.

      Téléchargez le fichier à partir d'ici ou site alternatif. Le lien vers le site alternatif dit jusqu'à "Mirror" en anglais. Vous devez télécharger 7zip 9.20 ou autre nouvelle version pour décompresser le fichier.
REPORT BUG
Top