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Automation Tools for TES5Edit - Suggestions Thread


matortheeternal

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Well, I searched the forum for my idea to shoot you, but didn't find it.

I'm not entirely sure at the moment, but I'm 90% certain that at the moment TES5Edit can only handle the merging of records in leveled lists.

I was wondering if you might be able to write a script that merges all conflicting records into one ESP, pretty much a total replacement for the merge plugins script.

At the moment using both a bashed patch and a merged patch together still doesn't cover all conflicts, which is a bit of an issue for those like me who want to use many mods.

 

Anyway, sorry if this idea has already been pitched to you. Skyrim really needs this sort of feature.

 

Going through TES5Edit and merging everything record by record manually is such a pain.

 

This is basically making a better "bashed" patch. The "merge plugins" script still has a use in combining esp files.

 

I've been talking with Zilav about doing this. It's bouncing around in my brain. Sometime soon (maybe now, who knows?) I'll start working on it.

Edited by matortheeternal
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Making progress on the perk tree UI.

 

http://puu.sh/6nkp4.jpg

 

The nodes (which represent perks) are movable.

 

 

Edit: Perk Tree UI is almost complete. Now I have to transfer it from lazarus to TES5Edit and make it so it can import a tree from a selected record, and then export it back onto that record.

 

http://puu.sh/6nuNK.jpg

Edited by matortheeternal
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Well, I searched the forum for my idea to shoot you, but didn't find it.

I'm not entirely sure at the moment, but I'm 90% certain that at the moment TES5Edit can only handle the merging of records in leveled lists.

I was wondering if you might be able to write a script that merges all conflicting records into one ESP, pretty much a total replacement for the merge plugins script.

At the moment using both a bashed patch and a merged patch together still doesn't cover all conflicts, which is a bit of an issue for those like me who want to use many mods.

 

Anyway, sorry if this idea has already been pitched to you. Skyrim really needs this sort of feature.

 

Going through TES5Edit and merging everything record by record manually is such a pain.

 

This is basically making a better "bashed" patch. The "merge plugins" script still has a use in combining esp files.

 

I've been talking with Zilav about doing this. It's bouncing around in my brain. Sometime soon (maybe now, who knows?) I'll start working on it.

 

Ah, sweet.

A quick question about the merge plugins script.

Say, for example, I have a mod that gives Ralof a new hair cut and armour, and I have another mod that gives Ralof new armour, if I merge the two mods, which conflicting armour record will win? I have to assume it's based on load order, like whichever is loaded last will be overwritten.

 

Sorry if that's a bit confusing, I'm having a bit of a dilemma with my mods at the moment and I'm not too good at explaining things.

 

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Nice little script Katzchen/Kitten. I'll have to think a bit as to how it could be improved, but for now I'm just happy to see people still taking interest in TES5Edit scripting! :smile:

 

 

Edit: A possible future script could be a fully functional armor/weapon/item implementer. Something that would add the selected items to leveled lists, specific container references, etc. as per user input. Ideally it would offer a range of functions from simple single container filling to full-on leveled list implementations.

 

 

an improvement I'd like to make is to use an arbitrary number of containers, but I can't figure out how to store a container as a string so I can use a TStringList. I tried all sorts of things before I gave up and made an array of IInterfaces. Any suggestions?

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an improvement I'd like to make is to use an arbitrary number of containers, but I can't figure out how to store a container as a string so I can use a TStringList. I tried all sorts of things before I gave up and made an array of IInterfaces. Any suggestions?

 

 

Check "Base object variations.pas" demo script.

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Ah, sweet.

A quick question about the merge plugins script.

Say, for example, I have a mod that gives Ralof a new hair cut and armour, and I have another mod that gives Ralof new armour, if I merge the two mods, which conflicting armour record will win? I have to assume it's based on load order, like whichever is loaded last will be overwritten.

 

Sorry if that's a bit confusing, I'm having a bit of a dilemma with my mods at the moment and I'm not too good at explaining things.

 

The mod highest in your load order will be the one that has records copied last, but elements won't be merged in the way you want them to. I'll fix this in the next update to the Merge Plugins script.

 

 

an improvement I'd like to make is to use an arbitrary number of containers, but I can't figure out how to store a container as a string so I can use a TStringList. I tried all sorts of things before I gave up and made an array of IInterfaces. Any suggestions?

 

Use a TStringList, but via:

group := GroupBySignature(f, 'SIGN'); //replace SIGN with the signature of the group, e.g. CONT
for j := 0 to ElementCount(group) - 1 do begin
  e := ElementByIndex(group, j);
  List.AddObject(geev(e, 'EDID'), TObject(FormID(e)));  //List is a TStringList.
end;

This way you can access the FormID for the stringlist entry via List.Objects[index], which you can then use with

RecordByFormID(file, List.Objects[index], True)

-Mator

Edited by matortheeternal
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how about a script which automatically cleans an ESM/ESP?

 

Zilav already addressed this on the mod's comment thread.

 

Cleaning is already pretty much entirely automated. You run the filter, right click the file, you click Remove Identical to Master Files. You right click again and you click Undelete and Disable References and you're done. How much time would I actually save you if I grouped these procedures into a single button?

 

I suppose I could make it so you don't have to apply the filter, which might save a bit of time, and I could make it so you could batch clean multiple mods at once. I'll consider it.

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Has anyone else who suggested about a script that would strip out anything (moveable statics, activators, NPCs, etc.) and leave only the structure of, say, a house or building, intact? It would save time and tedium of removing every piece.

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Has anyone else who suggested about a script that would strip out anything (moveable statics, activators, NPCs, etc.) and leave only the structure of, say, a house or building, intact? It would save time and tedium of removing every piece.

 

No one has suggested that yet, I'll add it to the list. Would you like to run this on an interior cell, or in general in any defined x-y-z cube of space?

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