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Automation Tools for TES5Edit - Suggestions Thread


matortheeternal

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I have a beta of the Virtual Broom script, if someone wants to volunteer to help out with it. Here's beta v0.3:

 

http://puu.sh/6usxu.zip

 

Run it on an exterior cell, leave all the options at default, and it should disable all non architectural/landscape references. It decides whether or not to disable a reference based on the model path of the reference. You enter paths to disable in the window (e.g. Clutter, Weapons), to tell the script which model paths to disable. This results in all references which use models from your specified path to become, as I said before, disabled. Other references in the cell that aren't of signature STAT can be disabled with the checkbox. Whether or not the script disables Temporary/Persistent references is also controlled by checkboxes.

 

You can delete the references instead of disabling them if the CELL isn't from a Bethesda master and if you set the disable boolean constant to false instead of the default value of true.

Edited by matortheeternal
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I personally maintain a massive compatibility patch between all my mods and the one screaming gripe I have with TES5 is the counts for lists aren't automatically updated when the corresponding list is changed.

If I remove an item from a list and forget to update the count, it crashes on startup and I have to sift through all my changes and find where I messed up.

 

Is there a script or some other function already part of TES5 that will check a mod for list/count discrepancies?

It would have to check not just leveled item/NPC lists but NPC's records, container records etc. basically anything that has a separate count for a list.

 

Thank you for your help.

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I personally maintain a massive compatibility patch between all my mods and the one screaming gripe I have with TES5 is the counts for lists aren't automatically updated when the corresponding list is changed.

If I remove an item from a list and forget to update the count, it crashes on startup and I have to sift through all my changes and find where I messed up.

 

Is there a script or some other function already part of TES5 that will check a mod for list/count discrepancies?

It would have to check not just leveled item/NPC lists but NPC's records, container records etc. basically anything that has a separate count for a list.

 

Thank you for your help.

 

List counts are going to be automatically set in v3.0.32 of TES5Edit, thanks to the work of Zilav.

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I personally maintain a massive compatibility patch between all my mods and the one screaming gripe I have with TES5 is the counts for lists aren't automatically updated when the corresponding list is changed.

If I remove an item from a list and forget to update the count, it crashes on startup and I have to sift through all my changes and find where I messed up.

 

Is there a script or some other function already part of TES5 that will check a mod for list/count discrepancies?

It would have to check not just leveled item/NPC lists but NPC's records, container records etc. basically anything that has a separate count for a list.

 

Thank you for your help.

 

List counts are going to be automatically set in v3.0.32 of TES5Edit, thanks to the work of Zilav.

 

Kick... ass...

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The new Perk UI is amazing - way better than the one in the CK - but it doesn't quite work as advertised. (Not for me, at least.) When I save the offset positions, it doesn't keep the perks right where I left them; they always end up on some other part of the grid. I've tried every combination of "save offset position," "save grid position," and "save connections," but nothing works. I haven't messed with the gridScale variable at all, but I don't see how that could have affected anything. Same with "enable movement." I haven't added, removed, or changed any of the perks either, and I've never messed with their connections.


I think this is what's happening: the game remembers where the grid is, and it remembers how far the perks are supposed to be from the whole number points on the grid, but it doesn't remember which points they're set off of. That's what it looks like to me, anyway; the perks seem like they've been moved over to another square on the grid, but their positions within the squares are the same. (I think.) Then again, I don't really know much about computer logic. :wacko:


It could also be that I'm using someone else's mod as a master file for my own esp (with the modder's permission, of course). The mod I'm editing uses different perks in different trees with edited actor values, so that could be messing with something. But again, I don't know for sure.


Just wanted to let you know something might be wrong. Other than that, your Automation Tools are awesome! Thanks for making them! :smile:

Edited by Guest
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Maybe a tool that let the user to visualize the NPC model, with the settings specified in the .esp, comprehending the armor wearing and skin tattoos, particulars?

This would help in order to make changes on fly, on NPCs, without having on loading the entire CK.

Something like the PerkTree viewer.

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Maybe a tool that let the user to visualize the NPC model, with the settings specified in the .esp, comprehending the armor wearing and skin tattoos, particulars?

 

This would help in order to make changes on fly, on NPCs, without having on loading the entire CK.

 

Something like the PerkTree viewer.

 

I can't do that. Sorry. That's beyond my capacity because that requires a 3d-environment and loading textures and nif mesh files and displaying them. I'm not that good.

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