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d assets are present. When files are missing especially scripts, that can lead
to undetected issues, malfunctions with the plugin, and CTDs.
Although we welcome suggestions for improving TES5Edit automation is not one of
them. We do not plan on adding an automated way to clean multiple plugins or ac
cess to TES5Edit from the command line. Currently cleaning a plugin involves in
dexing over a million references at times. When only the required plugins are l
oaded then the cleaning is accurate. If unnecessary plugins are involved those
become part of the index and could cause the plugin to lose important and requir
ed data. We understand the need for unattended automation at times. However, w
ithout human intervention too many issues during the cleaning process would go u
nnoticed and make troubleshooting game issues related to plugins even more diffi
cult then it already is.
As TES5Edit becomes more widely used in the Skyrim community it has become a con
cern that many people want to use the utility in place of the Construction Kit.
This is still not recommended. We work hard to make TES5Edit as accurate as po
ssible but development is directly related to the plugins themselves. TES5Edit
can not replicate all the changes that the CK will make. Attack Data is the bes
t example. Merely checking or unchecking certain things for an NPC will alter t
he attack data dramatically. We won't be adding those types of things to TES5Ed
it. Please understand that we don't directly support the use of TES5Edit when i
t is used outside the scope of its design which is conflict resolution. Editing
masses of entries, merging plugins, and creating compatibility patches for Skyr
im overhauls may be possible. However, please create your own separate thread a
part from the official Bethesda developmental thread for TES5Edit.
Trouble shooting plugins:
Detecting issues with plugins is a big concern. Nobody wants to start their gam
e over due to constant crashes to desktop. Detecting issues with plugins is ver
y difficult and is unique depending on the other plugins in your load order. Re
cently I had two plugins that I felt were not related to the cause of my own cra
sh to desktop while in the character creation menu. However, after uninstalling
those plugins I was able to create a new character and experience uninterrupted
game play. I know many of you look to the TES5Edit development team for guidan
ce but we are not modders. We rarely use the Construction Kit unless we need to
test the data in the records of the plugins. As noted by FlaFlada (slightly re
vised) who posted on my YouTube channel: The main points if having issues are 1.
Dirty mods. 2. Leveled list issues. 3. Improper mod placement. The solutions a
re 1.Clean all mods except Skyrim.esm and Unofficial patches using TES5Edit. 2.
Let BOSS sort your mods. 3. make a bashed patch using Wrye Bash. And in this or
der: Update mods, activate plugins, BOSS sort mods, clean mods, create patches w
ith TES5Edit, delete duplicate records in any user created patches already handl
ed by Wrye Bash, drag bashed patch BELOW additional user created patches, rebuil
d Bash Patch. If issues persist contact mod makers.
Contacting the mod authors is probably the last thing you should do after encoun
tering an issue. Unfortunately it's the first thing most people do. As authors
of TES5Edit we understand that there may be a lot of information to absorb for
new users but give it time. It took us time to inform ourselves about everythin
g so you can't expect to understand it in a day. I myself still look to the com
munity and modders for advice and information to make sure I provide the most ac
curate guidance and information. Telling us or a mod author that you can't read
walls of text you can't comprehend doesn't help you at all when asking for help
. Most authors don't have the time to compile compatibility lists of plugins an
d list in detail how to manage your load order. Questions like, "Is this update
d for Skyrim 1.8?", "Is this compatible with [Insert Plugin Here]?", are easily
answered by reading the documentation (if provided) or reading the description p
age. I myself will be referring people more and more to community based resourc
es, videos, and documentation so that I can work more directly with improving TE
S5Edit, updating Wrye Bash, updating plugins for Skyrim, and helping the BOSS te
am when possible. For that reason I will be increasingly less understanding whe
n it comes to questions that have been asked and answered before.
Previous versions such as FO3Edit, FNVEdit, TES4Edit:
We understand that sometimes updates to programs break things. Please use the u
pdates with caution. However, please use them and then report issues so we can
improve the program. Our goal is to make all versions as bug free as possible a
nd introduce new features that are useful for the modding community for all the
Bethesda games this utility supports.
TES5Edit Updates:
With each new version of TES5Edit it is STRONGLY recommended to restore plugins
from backups and reclean them. Otherwise any fixes and updates to cleaning proce
ss won't take effect.
Version 3.0.30 contains the following changes:
- Added Prev/NextMember for Record union. Use after adding a new one to select t
he apropriate.
- Search for required master extended upward.
- Added a second command line parameter to specify the game's ini file location.
- Ctrl+A to select all in editor window.
- "Jump to" option in record's header popup menu.
- Enable/disable autosaves in options.
- Log file is overwritten at 3MB.
- [xDump] Fatal exceptions are reported through ReportProgress to have a timesta
mp. It might be useful to track down the issue.
- [TES5] Blocks adding new script property and new scripts. Please use CK to cre
ate them.
- [TES4/TES5/FO3/FNV] Record definitions update (number of ITM counts may change
).
Scripting:
- New scripts added.
- New scripting functions (including regular expressions).
- New UI controls (TLabeledEdit, TCheckListBox).
- Scripts can be accessed with hotkeys (Ctrl+Shift+F to call a new find cell scr
ipt demo).
- Removed syntax highlighter from script editor.
Fixes:
- Variable size detection corrected.
- Out of bounds detection corrected.
- Issues 125, 126, 129, 128 (128 was "worked around").
Misc:
- Code modified for compatibility with both Delphi XE and XE3 in the same source
files.
- Added BaseName property so unsorted arrays can contain structured unions.
- ByteArray length increased to 64 bits.
Version 3.0.29 contains the following changes:
- new icon provided by moiman100 http://forums.nexusmods.com/index.php?/topic/92
1884-icons-for-tes5edit/
- [TES5] more information is decoded (Records ARMA, NVSI, MOD2, LVLO).
- [TES5] Every string value gets own ID when localizing plugin
- double click on a FormID in the message view while holding CTRL jumps to that
record
- fixed crash when changing perk effect type to Entry Point
- Quest Stage field for Quest + Stage Perk Effect Type now has a drop down with
all stages available for the selected quest
- single click on an already selected field now opens the editor again
- fixed in-place editor to properly cover the complete field and have it's text
align exactly with the text normally displayed
- MasterUpdate and MasterRestore modes are supported (Warning: highly experiment
al, handle with care)
Version 3.0.16 contains the following changes:
- FalloutNV.esm not marked as modified if duplicated groups have been merged
- fixed crash when looking at base effect records
- "unsaved changes" dialog should no longer appear if detail view is in edit mod
e
Version 3.0.13 syncs up the engine with the most current version of TES4Edit, TE
S4LODGen and FNVEdit.
Version 3.0.15 contains the following changes:
- double click on a FormID in the message view while holding CTRL jumps to that
record
- fixed crash when changing perk effect type to Entry Point
- Quest Stage field for Quest + Stage Perk Effect Type now has a drop down with
all stages available for the selected quest
- single click on an already selected field now opens the editor again
- fixed in-place editor to properly cover the complete field and have it's text
align exactly with the text normally displayed
What's new in Version 2.5.3?
Fixes assert error when copying certain subrecords.
What's new in Version 2.5.1?
Bug Fix: floating point comparison is now less "fuzzy". This can result in some
floating point numbers now comparing as unequal even though they are within the
limit of the accuracy of single (4 byte) floating point values. But it will prev
ent cases where floats that should be unequal compared as equal.
What's new in Version 2.5.0?
Context menu on file node in navigation treeview -> Renumber FormIDs from...
Renumber FormIDs from will change all FormIDs of records belonging to that file
(but not any override records which might be contained in that file) so that the
y start at the specified value.
This is useful if you have multiple modules that you plan to update in the futur
e, but also want to always provide a merged version (e.g. using FO3Plugin). By a
ssigning non overlapping FormIDs to the different modules, you can make sure tha
t no FormID reassignment of conflicting FormIDs has to take place when merging.
WARNING: changing the FormIDs of an existing module will make it savegame incomp
atible and will break any other module that uses this module as master. If you h
ave any dependant modules, you need to have them all loaded into FO3Edit at the
time you change to FormIDs so that they will all be updated accordingly.
Also, this version has been compiled with the "large address aware" flag and wil
l be able to use up to 4GB when running under a 64bit version of Windows.
What's new in 2.3.0 EXPERIMENTAL?
large number of small fixes to record definition, resulting in many more cases o
lassification.
It's worth pointing out here that if a record is overriden by both plugins in a
mod group and other plugins that normal conflict detection will still work perfe
ctly.
Basically this system can be used to reduce a lot of noise from the conflict rep
orts.
What's new in 1.2?
- Filtering the first time should be noticable faster
- Filtering a 2nd time should be over almost instantly
- New conflict category "Hidden by Mod Group" which can be filtered on
- When sorting by EditorID or Name the files get sorted by filename instead of l
oad order
- Improved parsing of Path Grids
- A lot of "unknown" fields and flag values now have a proper name
- Selection dialog (used for files, record to skip, mod groups, ..) has a contex
t menu with "Select all", "Select None" and "Invert Selection"
- added a couple more mod groups for the official plugins
- Bugfix: Filtering could wrongly filter out records with conflicts if their par
ent is also a record (not a group) and didn't contain a conflict
- numerous tweaks to the mechanism which assigns conflict classifications
- When filtering it is possible to "Build reference information" (adds quite a b
it of additional processing time). After this has been done a new tab "Reference
d By" is available if the currently selected record is referenced by any other r
ecords.
- Mod groups are applied better under certain circumstances.
- double clicking on a row in the right side treeview will open a window that sh
ows the text of that field in a multi line memo. So you can now easily read scri
pts or books
- everything I've forgotton about ;)
Forum: http://forums.bethsoft.com/topic/1418088-relz-tes5edit/
Be warned, this program uses a lot of memory. Performance on a system with less
then 2GB of RAM will most likely be sub-optimal. Activating the filtering uses e
ven more memory.
TES5Edit also has a little brother: TES5Dump
http://code.google.com/p/skyrim-plugin-decoding-project/downloads/list
It's based on the same parsing engine and converts any given esp or esm into a t
ext representation. (No conflict detection or funky colors here tho I'm afraid).