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.
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.
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
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?
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.
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
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.
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
29 comments
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.
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
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?
*Edit: One exception is the Creation Kit and editing scripts but that's easy enough to get around.
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
Your welcome
Yes my next step, by tomorrow you will be able to delete rename also
To early in the program to say, the program is a file monitor first so everything is possible