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Please do not use the tracker for general help and support on how to use xEdit.
Make backups of your plugins and report any issues in the official Bethesda thread.
If you have never used TES5Edit, Wiki Pages and basic videos are available.
Starting from 3.1.0 we need to remind you that we only support version 1.9.0.32 of
Skyrim. Update TES5Edit and Skyrim before you post in the forum. If you see any
references to xEdit that is a short way of saying all versions of the program which
would cover FO3Edit, FNVEdit, TES4Edit and TES5Edit.
xLODGen Versions:
FO3LODGen: http://www.nexusmods.com/fallout3/mods/21174
FNVLODGen: http://www.nexusmods.com/newvegas/mods/58562
TES4LODGen: http://www.nexusmods.com/oblivion/mods/15781
TES5LODGen: http://www.nexusmods.com/skyrim/mods/62698
TES5VRLODGen: http://www.nexusmods.com/skyrim/mods/62698
SSELODGen: http://www.nexusmods.com/skyrimspecialedition/mods/6642/?
Future of xEdit:
We appreciate all the thanks and support from the community. We would like to
thank all the users that made bug reports on the Nexus or in the Bug Tracker.
Zilav and Hlp continue to make various bug fixes and improvements. Zilav has added
more scripting functions while Hlp is still working on having a working Save game
editor. Currently early testing only allows you to view save games. We were very
excited recently when ElminsterAU had some time to make some optimizations to the
code. The program loads plugins faster then before and uses less memory.
We understand that sometimes updates to programs break things. Please use the
updates 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 and
introduce new features that are useful for the modding community for all the
Bethesda games this utility supports.
xEdit Updates:
With each new version of xEdit it is recommended to restore plugins from backups
and reclean them. Otherwise any fixes and updates to cleaning process won't take
effect.
- Added Prev/NextMember for Record union. Use after adding a new one to select the
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 timestamp.
It might be useful to track down the issue.
- [TES5] Blocks adding new script property and new scripts. Please use CK to create
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 script
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.
- With this version it is important to clean all of your plugins after restoring
the original Nexus or Steam workshop files. (Don't ask about this in the forum)
- [TES5] Papyrus (VMAD subrecord) support and other misc record updates including
Dragonborn DLC
- [TES5] "Next Object ID" error when copying records
- Text fields in records are case sensitive when matching
- Ability to change references to FormID < 800h
- Changeable conflict colors and default column width in options
- "Simple records" option for concise displaying of LAND, NAVM and NAVI records
(excluding references). On by default to speed up xEdit, customizable in options
- Improved scripting functions, new demo scripts
- [TES5] Updated load order handling when plugins.txt is empty and no BOSS info is
available
- [TES5] Fixed event name definition in QUST
- [TES5] CELL water level fixup for better conflicts detection
- [TES5] Autoremoving legacy RNAMs from WRLD; empty keywords from NPC_, ARMO, AMMO,
WEAP, ALCH, MISC
- [TES5] Removed NPC_, ARMO, AMMO, WEAP records from Merged Patch (unsafe to copy
possible scripts to a new plugin)
- [FO3] No sorting of DIAL groups
- [FO3/FNV] Fixed record definition for ragdolls which crashed game after cleaning
several DLCs
- Copy "Compare to" selected file to the game's data folder if it is not there
- Improved registry handling on x64 systems
- Hold CTRL key when expanding a node for full expand
- Skyrim Support.
- New exceptions handler.
- Optional backups in a separate directory.
- Remember position and state of the main window.
- Fixed bug when editing with Shift+DblClick.
- [All] Wrye Bash ghosted plugins (*.esp.ghost) in plugin selection window.
- [ALL] FLST form list is no longer sorted.
- [ALL] EDID affects conflict detection.
- [TES5] Localization editor, plugin localization/delocalization with optional
translation.
- [TES5] -l:language command line switch to chose default localization files.
- [TES5] Adding missed plugin files from plugins.txt/loadorder.txt to the end of
plugins list.
- [FNV] WeaponModKit IMOD record support for various subrecords.
- [FNV] PLD2 subrecord is no longer removed in package.
- [FNV/FO3] Quest stage signed value overflow fix.
- [Oblivion] Fixed ownership record order in CELL.
- [Oblivion] Snowy weather definition fix (thanks to Arthmoor).
- 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 experimental,
handle with care)
Version 3.0.13 syncs up the engine with the most current version of TES4Edit,
TES4LODGen and FNVEdit.
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 prevent
cases where floats that should be unequal compared as equal.
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 they
start at the specified value.
This is useful if you have multiple modules that you plan to update in the future,
but also want to always provide a merged version (e.g. using FO3Plugin). By
assigning non overlapping FormIDs to the different modules, you can make sure that
no FormID reassignment of conflicting FormIDs has to take place when merging.
WARNING: changing the FormIDs of an existing module will make it savegame
incompatible and will break any other module that uses this module as master. If
you have 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 will
be able to use up to 4GB when running under a 64bit version of Windows.
When started it will automatically find your Oblivion Data directory. You then get
a dialog to select which masters/plugins you want to load with the current
selection from your plugins.txt as default value. This is followed by a second
dialog which lets you choose which records not to load. By default this is LAND,
PGRD, ROAD and REGN because these records are very large and usually not very
interesting to look at. Once you have confirmed that dialog the selected plugins
will start loading them in the background. Depending on your system it should take
30 seconds to a few minutes (!) for all plugins to load. You can follow the
progress in the message window. (Don't panic if it seems to freeze, it just takes
time).
The tree view on the left side now shows all active masters and plugins in their
correct load order. By navigating that tree view you can look at every single
record in any of your masters or plugins.
Once a record has been selected the detailed contents of that record is shown on
the right side. The detail view shows all versions of the selected record from all
plugins which contain it. The left most column is the master. The right most column
is the plugin that "wins". This is the version of the record that Oblivion sees.
Both the detail view and the record list use the same color coding to signal the
conflict state of individual fields (in the detail view) and the record overall (in
the record list).
Background color:
White - Single Record
Green - Multiple but no conflict
Yellow - Override without conflict');
Red - Conflict
Text color:
Black - Single Record
Gray - Hidden by Mod Group
Purple - Master
Gray - Identical to Master
Orange - Identical to Master but conflict Winner
Green - Override without conflict
Orange - Conflict winner
Red - Conflict loser
Conflict detection is not simply based on the existence of multiple records for the
same FormID in different plugins but instead performs a comparison of the parsed
subrecord data.
The record tree view on the left side has a context menu where you can activate
filtering. Filtering is based on the same conflict categorization as the background
and text color.
Yes, filtering will take a while. It has to decode and compare the contents of
every single record which turns up more then once.
The answer to the "I installed FCOM and everything is red! What do I do now?"
question.
There are groups of mods that, while raising heaps of conflict warnings, should be
considered as non-conflicting. e.g. if you've installed FCOM then you are not
interested in seeing conflicts between the mods that make up FCOM. The solution for
this is to define a mod group. Mod groups are stored in a TES4View.modgroups file
in the same directory as TES4View.exe. There already is such a file included with a
few example mod groups defined. This is just an example and not meant as a
guarantee that these specific mod groups are "clean" and conflicts can safely be
ignored.
Not all mod groups defined in that file will necessarily show up in the selection
list. Mod groups for which less then 2 plugins are currently active are filtered.
If the load order of plugins doesn't match the order in the mod group it is also
filtered.
When the detail view for a record is generated and multiple files of the same mod
group modify this record, then only the newest of the files in that modgroup will
be shown. So instead of seeing 5 different files with numerous conflicts you are
only seeing the newest file in that mod group. This also affects conflict
classification.
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 perfectly.
Basically this system can be used to reduce a lot of noise from the conflict
reports.