Skyrim
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LuJoSoft

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superl

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29 comments

  1. superl
    superl
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    Sticky
    New update major change in the program, I removed the open and save button. You now open project by selecting it in the explorer, so if there is no project you need to create it and then it will appear in the explorer, the saving is done automatically when you stop monitoring 
     

    Version 1.1.0.0 02/18/2015

    • Added a file explorer, to select project to monitor.
    • Will now monitor delete.
  2. DaggerfallTeam
    DaggerfallTeam
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    Is this still in Development
    1. superl
      superl
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      I stop it because no response from users but I can continue it if you come with sugestion
  3. Gearhog
    Gearhog
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    Haven't tested this yet, BUT YES! This seems soooo helpful, as I'm constantly having issues with packaging updates and such.
  4. apachii
    apachii
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    Thank you supert for this utility.

    Would it be possible to make it work similar to this utility?
    TES4Files by MentalElf http://www.nexusmods.com/oblivion/mods/8489
    http://wiki.tesnexus.com/index.php/How_to_prep_mod_files_using_TES4Files

    What it does is that after you have selected an esp or esm file it will exports all the textures and nif files that belongs to that esp/esm with the right folder path in an new folder ready to be packed in your mod.
    It creates a text log with everything in your mod with all textures and meshes path and tells if you have the missing/wrong textures path on a nif file.
    1. superl
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      the program monitor the data folder for any activity, it doesn't scan an esp for dependencies, so everything that CK will create will be catch by TMC, everything you copy to the data folder will be catch by TMC.

      Now working on the delete and rename.



      Note that like my other tool that I created that started as a simple app to compile a script and now it's a full blown papyrus editor with all the gadgets you can imagine, I will take every suggestion in consideration and try to implement them in it, I will start by finishing the basic of it rename and delete then I will add to it
    2. dwcool62
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      TES5Edit does a good job of that with the Asset Manager script.
    3. superl
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      It does but still misse lots of files
  5. BigBizkit
    BigBizkit
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    Wow.

    I just gave it a quick spin and so far it is working flawlessly. VERY helpful. I've been forgetting files in just about every update now but not anymore it seems. A big thank you to you!

    edit:

    This is already immensely useful for scripts and facegen data and possibly more, but how does it keep track of "new" meshes used? Is it capable of that?
    1. superl
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      It will monitor everything that is created, copied or change in the data tree folder, but lots more capabilities will be added soon if I see interest in it.
  6. b133d4u
    b133d4u
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    Will this ever be able to be used for Fallout 3 or New Vegas?
    1. superl
      superl
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      It should starting the next update, is the structure of those game the same as Skyrim
    2. Ghostwalker71
      Ghostwalker71
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      All of the Bethesda games have basically the same folder structure for data and the bsa editing tools are interchangeable, so it should work. Just set the data folder you want to monitor and give it a test
    3. superl
      superl
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      Thanks for the info, almost done with the new update it will have major change
  7. dwcool62
    dwcool62
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    Any ideal how this would work with Mod Organizer and its virtual data folder.
    1. hjj174
      hjj174
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      Try running it/starting it through MO, that way it will be able to see the virtual directories. Any tool I've used that depends on specific file paths has always worked properly for me.
      *Edit: One exception is the Creation Kit and editing scripts but that's easy enough to get around.
    2. superl
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      The problem I have is that everyone want it to be compatible with MO, with SSE it was the same thing so I gave it a try and I had the solution to make it work at 100% with it, at the beginning I had one tester and he bailed on me. So I removed all tweak I did in SSE because no one wanted to help me to test it.

      I been told that SSE works fine MO without any problem, the only thing it will copy the script to the temp folder MO as, I don't know I don't use MO.

      So if your asking me if I will make change to the program to adapt it for MO, I don't think so but at the same time I'm sure it will work well with mo
  8. superl
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    Very useful, thanks for sharing, Supert.


    Your welcome
  9. superl
    superl
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    In response to post #22674419. #22674929 is also a reply to the same post.
     

    Oooh, I see.

    And it'll be possible to remove files from the Project in case I accidentally add something else?

    (Somewhat disregard my comment on the Beth foroums page.)
     


    Yes my next step, by tomorrow you will be able to delete rename also
  10. superl
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    Any ideal how this would work with Mod Organizer and its virtual data folder.


    To early in the program to say, the program is a file monitor first so everything is possible
  11. urshi
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    Very useful, thanks for sharing, Supert.