TES4View Advanced esp Viewer and Conflict Detector
Disclaimer: This topic has been created automatically for discussion regarding this file. The owner may or may not view comments left here.
TES4Edit
Started by
Site Bot
, Jun 15 2007 04:22 PM
339 replies to this topic
#1
Posted 15 June 2007 - 04:22 PM
#2
Posted 17 June 2007 - 06:51 PM
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
Posted 19 June 2007 - 02:56 AM
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
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
Posted 19 June 2007 - 09:06 PM
i would like to be able to mess with my savegames as well ... like changing masters and stuff ...
#5
Posted 20 June 2007 - 07:52 AM
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.i would like to be able to mess with my savegames as well ... like changing masters and stuff ...
If you want to change the masters of a savegame use Wrye Bash
#6
Posted 20 June 2007 - 07:54 AM
Already answered on the Bethesda Forum: http://www.bethsoft....h...=10314481The only things I would like to see as improvements are...
#7
Posted 22 June 2007 - 03:46 AM
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
Posted 22 June 2007 - 11:46 PM
Rating post
I have given this file a rating of 9
Comment
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.
I have given this file a rating of 9
Comment
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
Posted 23 June 2007 - 12:56 AM
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.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.
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
Posted 29 June 2007 - 12:06 PM
@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
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



Sign In
Create Account
Back to top







