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#1
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TES4View Advanced esp Viewer and Conflict Detector

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#2
riklund

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This utility is simply awesome. It's much more detailed than OBMM's conflict detector, and is also a superb way to quickly inspect a plugin, without having to load it in the CS. Great work!

#3
agiel

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Version 1.1.1 works like a charm for me (I was getting errors with earlier versions).



Perfect utility to go deep into the details of overlaps and conflicts between mods.

The only things I would like to see as improvements are :

- the manual option to delete a top level node from the tree (if it turns out to have no conflicts or only minor conflicts you don't want to see anymore).
- save the last tree+filters to save time next time you open the tool

#4
Grappas_Hammer

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i would like to be able to mess with my savegames as well ... like changing masters and stuff ...

#5
ElminsterAU

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i would like to be able to mess with my savegames as well ... like changing masters and stuff ...

Save games are currently not parsed in any way by TES4View. Also, TES4View is currently a pure browser, you can't make any changes to esm's/eps's either.

If you want to change the masters of a savegame use Wrye Bash

#6
ElminsterAU

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The only things I would like to see as improvements are...

Already answered on the Bethesda Forum: http://www.bethsoft....h...=10314481

#7
Majic7

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10 without question. After reading many comments in various places about not worrying about conflicts, " They don't really matter" etc. I downloaded this and know exactly what is happening. And yes, they DO matter.

#8
tom_supergan

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I have given this file a rating of 9

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About 100 mods get selected by default and I usually want to compare just two mods at a time. Clicking off 98 mods each time the tool is run is a pain.

Otherwise, this tool is an advacement over the existing tools, and I'm sure this tool will get more user-friendly soon.

#9
ElminsterAU

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About 100 mods get selected by default and I usually want to compare just two mods at a time. Clicking off 98 mods each time the tool is run is a pain.

You can simply createa text file with the mods you want to have selected by default and start TES4View with that text file as a parameter.

If you give that file a unique extension and double click it windows will ask you which program it should use to open that file, select tes4view and make sure the "always use the selected program to open this kind of file" option is selected.

In the future you can just create more of these text files and double click them to directly start tes4view with a sepecific set of mods pre-selected.

I would like to point out that there are numerous mods around by now that indirectly depend on other mods injecting records into them and just looking at individual files in isolation is not very useful. Also, as long as you are not a modder working on creating a compatibility mod there isn't much point in just comparing 2 mods. For all normal users that just want to know if they are going to have any problems with the mods they are using what counts is the overall picture, not just the comparison of 2 of their mods.

#10
ElminsterAU

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@tom_supergan:

Interesting, with all the mods I have I can't remember ever actually having seen the Force hide land being changed and being the source of a conflict warning.

Can you tell me what exactly the circumstances are where you are seeing this result in conflict warnings?

EDIT: Conversation continued on Bethesda Forum




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