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Taffer

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Taffer42

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About this mod

An xEdit script that will find every CELL record in a mod that doesn't already have an Editor ID, then patches it so it has one! Requires xEdit / SSEEdit.

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UPDATE (August 8, 2023): Realizing how easy it would be to accidentally assign the same Editor ID to more than one record, I have reworked the scripts. You are now required to enter a prefix, and the new script then creates new Editor IDs based on the prefix and a number (between 1 and however many records it finds in a mod to change). While the numbering scheme may seem to make it easier to assign the same Editor ID to more than one record, if you use a unique prefix for each mod, you should be able to avoid that. For those who prefer the original scripts, they are still included.

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This xEdit script came about because I always found myself installing mods and wanting to see how they looked right away. Only to find that the area the mod was in didn't have an Editor ID. (For those who don't know, it is the Editor ID that you use when you use the 'coc' command in the console to "teleport" somewhere.)

I was always frustrated at having to find another way to "quickly" get to the area in question. So I created this script.

This script will create a patch file for a mod (it MAY do multiple mods at once, I have not tested for this). It will go through the mod and find any CELL records it contains that don't already have an Editor ID (EDID). These records will be copied to the patch file, and given a new (hopefully unique!) Editor ID.

The file contains two versions of the script. Each does the same thing, except that one creates an .esp file flagged as an ESL; the other creates an .esp file flagged as both ESL and ESM. So you can decide which is better suited for your load order.

Usage:
  • Load the mod you want patched into xEdit / SSEEdit.
  • In xEdit, right-click on the mod.
  • Select "Apply Script" in the pop-up menu, then select this script from the list.
  • If the script finds a CELL record without an Editor ID (EDID), you will be asked for a filename for the patch file the script will create. (Don't include the extension; the file created will have an .esp extension.)
  • If you are using one of the updated scripts, you will then be asked for a prefix to use for the Editor IDs. This will be used for every Editor ID the script replaces during this run through. (Example: If you enter "prefix" for the prefix, your Editor IDs will look like this: prefix07, prefix17, etc.)
  • Once you've entered a filename (and a prefix, if using one of the updated scripts), the script will go to work. It will copy any CELL records that don't have an Editor ID to the new patch file, and give it one.
  • You will be informed when the script has finished. It will also tell you how many CELL records were patched.
  • Once the script has finished, close xEdit (be sure to save your new patch file!).
  • For Mod Organizer 2 users, the patch file should be in your overwrite folder.

Some Information:
  • I tried to make sure each new Editor ID was unique. Each created ID starts with my name (taffer) and is followed by that record's Form ID. So if an ID is created for a CELL with the FormID 0000A09C, the newly created ID will be taffer0000A09C.
  • All modifications are made to the patch file. Nothing in the original file is touched.
  • The patch file is flagged ESL, so it won't take up one of your limited plugin slots!

Some Fun Facts:
  • Patches 15,637 records in Skyrim.esm.
  • Patches 1,388 records in Update.esm.
  • Patches 11,000 records in Dawnguard.esm.
  • Patches 99 records in HearthFires.esm.
  • Patches 44,966 records in Dragonborn.esm.

Something to Be Aware Of:
When a mod makes a change to an existing area, it also makes a copy of that area's record to the mod. Let's say that somewhere near Riften there is a chest hidden behind some rocks. If someone makes a mod that removes that chest, or even just moves it, the area's record is copied over, usually from the original source mod (Skyrim.esm, in this case). That means that, if you have used this script to create Editor IDs for that area and it is flagged as ESM, the mod changing the chest will most likely end up overwriting your record, taking away your new Editor ID. You'll need to either make a patch to restore it (preferred) or edit the new mod itself to also include your Editor ID (not recommended!).
If, however, you used this script to create a patch that is not flagged as ESM, you can place it waaaaay down at the bottom of your load order. Now, your record with the new Editor ID will overwrite the one provided by the mod changing the chest. This is usually not a problem... these area records are copied over usually without any changes to them. But sometimes they are actually changed, in which case your Editor ID patch will overwrite the changes it provides. It is your responsibility to check to make sure you're modding responsibly.

Some Credit:
I would love to give some credit here. However, I have been modding Skyrim off and on for nearly 10 years now. In that time, I've learned a lot, much of it from this wonderful community, either by talking directly with someone, or by studying how someone else has done something.
I have created several scripts for personal use over the years, either altering someone else's script that was designed to do something different, or by piecing together a "new" script from several other scripts and modifying the result to suit my needs. Somewhere, way down the line, are the original scripts. I just don't know which scripts they were, or who made them.
So, to everyone who has ever posted a mod or script or mesh or whatever that I was able to learn something from, THANK YOU. And to everyone who has ever taken the time to teach someone any part of how to mod, THANK YOU. And to everyone who has ever posted a detailed guide, or read me file, or commented script, you deserve a knighthood!
In that same spirit, if you can learn anything from these scripts, if you can use them somehow to make your own, or modify them to help you do something else, please feel free to do so.

Some Disclaimers:
  • When you download a mod, a script, etc. and use it, you are accepting responsibility for what could happen.
  • If you attempt to modify a mod, a script, etc. to do something that it wasn't intended to do, you are accepting responsibility for what could happen. ("Let's poke it with a stick and see what happens" is not always the best plan.)
  • No Editor IDs were harmed in the making of these scripts.

Now... go play! :)