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  1. Sharlikran
    Sharlikran
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    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 TES5Edit 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 Skyrim Creation Kit and Modders or Bethesda's Skyrim (Original) Creation Kit Thread.
  2. zilav
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    Rename to TES5VREdit to work with Skyrim VR.
  3. Sharlikran
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    Testing Needed! Link moved back to GitHub. xedit-3.3.0 Beta current version is 3.3.0 Beta

    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.
  4. ZorinSH
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    As much as I love this tool, whomever installed that mandatory near-infinite feeling "Tips" list, that shows up, when you scan your mods, is bloody mental.
    1. zilav
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      Mental is when someone doesn't understand that unchecking the show tips checkbox once will hide this "mandatory" list forever. Which works the same as all other applications out there showing tips upon first start.
  5. piotrmil
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    Hi, I have a question regarding one potential issue I've found that pops up when I select the "Check for errors". One of my mods - Rotmulaag - relies heavily on words of Power references (WOOP), particularly in the dialogues and messageboxes. To deal with that I am using PlayerKnows condition (https://www.creationkit.com/index.php?title=PlayerKnows_-_Form) which accepts Magic Effects, Enchantments and Words of Power. However, when I load my mod into TesVedit and check for errors, I get a whole heap of "Found a WOOP reference, expected: MGEF", as if tesVedit only recognised one of the three possible types. The condition, within the game, works absolutely fine, so I doubt it is a problem on my side. Strangely, it doesn't cry if I put the enchantment, just WOOP - I just tested it by whipping up a silly small test mod. I'd be glad if you could help me with this conundrum.
    1. Sharlikran
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      I will look into it but no ETA thank you for letting us know. This type of error is harmless as we don't just mass paste types into the verification routine.
    2. piotrmil
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      Yeah, that's what I figured. There a re lots of folks who see this error and go bonkers that there's something wrong with the mod.
    3. Sharlikran
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      I have a section on check for errors in the docs section 5.4 but I will be updating it as time goes on. I need to maybe make sections for it with different examples for different errors. I think I should start that section with something like, "Users should not go nuts and report all errors to the author because you don't know what you are talking about in the first place."

      Only I need to find a kinder way to put that.
    4. piotrmil
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      Yeah, it's the same with errors in the papyrus logs. It spews tons of errors, because a) it;s a bethesda game, and b) lots of mod try to, for example see if other esps are loaded for built-in patches, and if users are not using fifty thousand other mods, they get tons of errors. So much so, mooders even include warning log lines that say that.
  6. Sharlikran
    Sharlikran
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    @Kitty Black thanks for trying to help 0CORD0 but I prefer to direct people to the documentation. With the new release some things will be changing. I prefer xEdit members handle the questions unless I ask the community for assistance such as with MO2. Currently there are links to the CK or other applicable nexus forums for modding related questions. We will be revamping the sticky posts and the description page with the release of 3.3.x Beta and for the upcoming 4.0.
  7. 0CORD0
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    I tried to launch it but it tells me that it couldn't open the registry key. Where from here? Running the game's launcher doesn't work.
    1. Sharlikran
      Sharlikran
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      Download the current version 3.3.2 from GitHub, link provided in the sticky post, so if you are reading the forums switch to the comments section. If that does not help read the install instructions and if that does not help then the error tells you what to do but I show the error messages and and give examples of what the error means online also in section 2.2.6.
  8. lucifer1978
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    Hello i am having a problem with Dawnguard when i try to clean dawnguard.esm and finally click on "Undelete and Disable References"
    i get a message Warning: Plugin contains 57 deleted NavMeshes which can not be undeleted> is this an error ? in the past i never got this message any help? thanks.
    1. Sharlikran
      Sharlikran
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      The message has always been there. Please search previous posts this has been asked and answered many times.

      I won't have time very soon but I'll try to remember to add error messages and what they mean. For DLC or Bethesda files you do nothing.

      For mods from the nexus the mod author needs to resolve the errors.

    2. lucifer1978
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      Still i got this after the first clean TES5Edit found 6 ITM records and 57 deleted navmeshes in loot, i did a second cleaning and now i get This plugin contains wild edits, but thanks to this guide https://afkmods.iguanadons.net/index.php?/topic/4110-manual-cleaning-skyrim-and-skyrim-se-master-files/ i managed to clean that file
    3. Sharlikran
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      I am sorry I didn't mention the new version and the Help button.

      That guide is outdated and is no longer needed. If you have the version in the sticky post, 3.3.1, then all you do is make a shortcut with -quickautoclean, (click the blue text it's a link) and run xEdit, select the one mod you want to clean, and it will do it for you automatically. For Dawnguard you don't have to clean it twice anymore because of the auto process.

      What you were looking for that I mentioned you search for was what it means to have "57 deleted NavMeshes" in the official DLC. Unless the guide explains that then it has been mentioned before.

      But as I said I still need to add errors to the docs so people know when to ignore it like with the DLC for example, and when not to ignore it like a mod you download from the Nexus.
  9. TTRJN
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    THIS MESSAGE IS FOR SHARLIKRAN ONLY. IF YOU'RE NOT SHARLIKRAN, DON'T BOTHER WRITING AN ANSWER, I WON'T READ.

    Since your PM system is off, I'm forced to write in the comments. Duh -_-"

    As you may have figured out, I am the guy who filled in the "copy [something] to selected records" issue on Github. I had no idea that it will become such a disaster. I have no quarrel with you and I'd rather not.

    I don't see how my behavior was contemptuous to you, but if so, sorry. English is not my first language, so sometimes I use words and sentences that people may find offensive.

    And yet, I still can't understand why you decided to change one of the outstanding features of the xEdit into something more convoluted and less intuitive? Why you decided to go extra lengths and made it dependent on "Compare" feature? It seems counterintuitive to me.
    1. Sharlikran
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      I ask that users follow the forum and commenting guidelines which I quoted one paragraph in the GitHub issue. I ask that you read that so that we do not go back and fourth over what you feel is less intuitive. The feature to copy records was updated, nothing more.

      I do understand that previously you were able to select records and then right click and copy the selected entry from the view treeview without first having to use compare selected. To compare selected you right click on the selected records. After which you can copy as you did before. It is one more step then in previous versions.

      In the latest version you can right click in the navigation treeview (the left side) and go to other -> options -> UI Settings you can change the value for when xEdit automatically compares records. I suggest leaving it at 10. Once you CTRL CLICK the records xEdit will automatically compare them. Choosing what you want to copy is then available without having to first choose compare selected. If you are copying to more then 10 records you can increase the value. If you are selecting tens or hundreds of records then you will need to first choose compare selected.

      There are also ways to stick to certain records if you need to copy them, ways to filter for values you wish to copy, as well as static and smart fit options for column widths. There should be enough ways to copy the values you need.

      I ask that you accept the answer as is and respectfully drop the subject.
  10. User_14423759
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    I notice in the new experimental versions that there are new <error cannot be resolved> detections that aren't detected in version 3.2.1; they are found in popular plugins (skyui/racemenu etc) should these errors be removed? would it make the game any more or less stable?

    they are all quest, 'forced' references. sounds important so I'm leaving them alone unless told otherwise
    1. Sharlikran
      Sharlikran
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      I notice in the new experimental versions that there are new <error cannot be resolved>
      Been around for a decade or so.
      would it make the game any more or less stable?
      Can't answer that as one cannot determine the intent of the mod unless you made it.

      This is a great question and covered here. Which is available from the help button in the program.
  11. User_14423759
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    is there anyway to control/click, to select the multiple conflicting records, and 'batch' drag all of the columns from the plugin I want to another plugin instead of dragging them one by one to get their values to win (if that makes sense)?

    if this was possible, then it would save me countless amounts of time and I would look back and laugh at myself for dragging them one by one to fix conflictions.
    1. zilav
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      "Drag all of the columns" is essentially copy as override a record and overwrite the existing one, am I understanding your request right?
      Get the latest build from the sticky post, select records, right click, hold Ctrl+Alt and click "Copy as override". Normal copying skips records which already exisits in the destination plugin, in this mode it will ask to overwrite them.
    2. User_14423759
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      yes, for instance if I have two plugins that change tons of values inside of CELL, such as ELFX and Remove Interior Fog and I want to use the values from both of these plugins in my new patch; I've always assumed I only have the choice to select all of the red (conflict) sub blocks, via shift and/or ctrl click (or better yet with the arrow keys), 'copy as override' from one of the said plugins and then manually drag and drop the rest of the conflicting values from the red column of the one I did not choose in order to get them both into my patch plugin to make all the values green with a yellow background, solving all the simple conflictions.

      what I would like to do is somehow 'copy as override' from both ELFX and Interior Fog, putting all of their values into my patch at once, merging both together at the same time and getting rid of all the easy to handle red/green conflicts that were inside them. perhaps I'm missing something and should 'deep copy as override' into the patch instead?

      sorry if I over-complicated my example; I'm still (fairly) new to and exploring xedit, but I'm to the point were I'm comfortable applying a filter and manually solving all my conflicts with a custom patch at the end of my load order, instead of relying on automated processes like wrye bash to do it for me. I would love to save a bunch of time, especially with those leveled lists :o

      I was messing with those key combinations last time; when I get another huge batch of conflicts, I'm going to try ctrl+alt and see what happens
    3. Sharlikran
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      He gave the instructions. If you have the current version which is 3.2.73 from the sticky post then it will copy the values to the selected records using his instructions. If you use the version from the files section then it will not work at all like Zilav mentioned. I for one have not tried the new feature so feel free to ask for clarification. Also it might be best to just click the discord button and ask if you need help.
    4. User_14423759
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      thanks for the fast reply, I'll give it a read and figure it out eventually. I'm getting closer to that point :)

      UPDATING: I think it might be CTRL+SHIFT, then right click, copy as override, and it will bring up a box that asks 'do you want to overwrite said records, no or yes to all; it carries them over, but when I move to next plugin and try the same thing, it overwrites the previous, which means i still need to go back to the left and drag and drop them manually. I'm trying to keep records from all plugins. I'm testing this out on a bunch of music plugins, merging the music types all into a new plugin. I tried saying no-to all instead, but had the same result

      I'm so close to figuring this out. there has to be a way to retain the easy to merge tracks from all the columns, instead of doing it one by one (copy as new record maybe?)
  12. teethewicked
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    I just updated to the newest LOOT version and now it's giving me this message for one of my mods:

    "TES5Edit v3.2.70 EXPERIMENTAL found 69 ITM records. "

    Previous LOOT version listed the mod as clean, and when I run the latest version of TESVEdit, it comes back with no ITM records.
    1. Sharlikran
      Sharlikran
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      LOOT messages are hand entered by volunteers. Any changes that happen for xEdit to the cleaning process means that you have to restore your DLC not reclean the already cleaned DLC again. Don't do that because we may have determined that a record was not supposed to be removed.

      Restore you DLC, download 3.2.73 from the sticky post. Run the cleaning process which I think there is supposed to be an update in the xEdit docs but it's not finished. Make a separate shortcut on your desktop with "-quickautoclean" and run that on the DLC. You choose one plugin at a time same as before. Before you run the cleaning process you might want to just run xEdit once to build the reference cache.

      Then don't report the differences. Say you had 69 ITMs before and now you have more, or less. It's supposed to be that way. The LOOT messages are not auto calculated and at some point will be manually updated by the volunteers.
  13. Mhillow
    Mhillow
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    Wonderful mod, it really helps with finding any incompatibility a mod may have.
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