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tes5editscripts's Introduction

TES5EditScripts

TES5EditScripts is a collection of several scripts written in pascal which allow for the execution of useful functions for the editing and creation of Bethesda plugin files. These scripts were developed with TES5Edit in mind, though many of them work fine in other versions of xEdit as well. These scripts will allow you to save huge chunks of time when creating mods for Bethesda games.

Current Scripts

  • JaxonzGameToMod Importer: v0.9 beta available.
  • Mator Smash: v0.9 beta available.
  • Merge Plugins: v1.9 released on Nexus Mods March 9, 2015.
  • PerkTreeUI: v1.2 released on Nexus Mods February 3, 2014.
  • QuickChange: v2.4 released on Nexus Mods July 18, 2014.
  • Find and Replace FormID: v1.2 released on Nexus Mods February 3, 2014.
  • NPC Generator: v1.8 released on Nexus Mods July 18, 2014.
  • Armor Mod Builder: v1.4 released on Nexus Mods July 21, 2014.
  • QuickDisplay: v1.5 released on Nexus Mods July 17, 2014.
  • Forge Menu Overhaul: v2.13 released on Nexus Mods August 30, 2013.
  • Renamer: v1.1 released on Nexus Mods July 17, 2014.
  • CCOR Compatibility Script: v1.0 released on Nexus Mods July 17, 2014.
  • Break it Down: v1.0 released on Nexus Mods July 17, 2014.
  • Re-Evaluator: v1.0 released on Nexus Mods July 17, 2014.
  • NPC Transmogrifier: v1.0 released on Nexus Mods July 17, 2014.

Script Installation and Usage

To install scripts you need to put the .pas files and all associated asset files into

{Skyrim Directory}\TES5Edit\Edit Scripts\

From there you can execute the scripts from within TES5Edit, or another version of Edit which supports them. Executing scripts in Edit is easy, if the script has a process function you'll start by selecting the objects you want to apply the script to, right click on one of the objects, and click apply script. Choose the script you want to apply from the dropdown list and click OK.

If the script doesn't have a process function you can simply right click anywhere and apply it. You can see individual script documentation for further instructions.

How Can I Help?

I'm always welcome to ideas for scripts which will save a large range of people a fair amount of time. If you have an idea for a script that falls in the scope of this project, contact me on Nexus Mods or here on GitHub.

License

These scripts are under GPL2 with linking exemption. This means you can link to the project with any program, commercial, open source or other. However, you cannot modify these scripts and distribute them without supplying the source.

tes5editscripts's People

Contributors

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tes5editscripts's Issues

smash: Invalid data type issue

Data types don't always match when using GetEditValue and SetEditValue. Should use native values in certian situations.

Relevent log entries:
!! Copy element value exception: ''Player [00000014]'' is not a valid integer value
!! Copy element value exception: ''DLC1SoulCairnLocation "Soul Cairn" [LCTN'' is not a valid integer value

Steps to recreate:

  1. Open the latest verisons of the Unofficial Patches in TES5Edit.
  2. Apply Mator Smash with an inclusive setting for QUST and INFO records.
  3. Patching should complete in under 2 minutes, and exceptions should occur on multiple records.

Also see:
http://afkmods.iguanadons.net/index.php?/topic/4113-wip-mator-smash/?p=154023

MergePlugins: Duplicate FormID errors when copying WRLD/CELL records

Strange Duplicate FormID errors occuring when copying WRLD/CELL records to the merged file.

e.g.
\ [06] DragonbornGalleryPatchV2.esp \ [30] GRUP Top "CELL"; Duplicate FormID [0512652C] in file [08] DragonbornGalleryM2.esp

Upon investigation, this occurs when copying a record with the PersistentReference QuestItem DisplaysInMainMenu flag set to a file where an override of that record already exists with the flag not set. Because wbCopyElementToFile copies child groups, if any record in a child group had this issue the result was an incomplete merge as wbCopyElementToFile fails on that record.

Add More Slots for Replace FormID 1.3 to Batch Change FormIDs

I am using your Script to Replace FormIDs for a Standalone PA Mod & Tutorial, without your current Script it would take forever to do this mod, but cause sometimes I'm meet with unique FormIDs that need to be replaced I have to input the Find & Replace 1 by 1 for each session rather than load it all at once and change FormIDs in Batch (I already gave the Script a Hotkey = Ctrl + H for Changing 34 to 34 FormIDs for Fallout's Power ARMO GRUP's OBTE Area)

Find: Select Plugin > Replace: Select Plugin > [Checkmark] = Lock to Current ESP/ESM (Cause Loading Fallout4.esm is probably slowing it down)

  1. Find: 00001 > Replace: 00002
  2. Find: 000A0 > Replace: 000B2
  3. Find: 00D05 > Replace: 00D07
  4. and could continue adding FormIDs

OK > Executes all changes going Left > Right > Down > Left > Right >Down > etc of the list.

If it were possible to Copy & Paste a List of FormIDs under Find: Column Textbox >
Copy & Paste a List of FormIDs under Replace: Column Textbox > Ok > Execute Row 1, 2, 3, etc.

I've been asking for Workflow features from other Mod Devs (few we're okay with what I said) and if you feel this is a terrible idea just say so or advise me on how to use GitHub better (Most threads I create get Locked on first reply)

Issue with Automation Tools

Hello, firstly, thank you so much for the Automation Tools. They've saved me hours of work. I'm just hoping they can continue to save me work

I've used them successfully thus far, but now I'm trying to use the Quick Change/Element Assign option and things are going weird.

I put in the path and the value I want, and TESV edit reports back it has successfully added the element to the record.

But there's nothing there. No change at all. I don't get that. Either it works and I'm good or it fails and I get an error, right?

I've run tests, I know I have my inputs correct. Using the same inputs, I can use the Remove option and it will find the element I tell it to at the path I put in.

Specifically, I'm trying to add races to the Additional Races section of the Armor Addons. Is this just something it's not able to do? Or am I doing something wrong? Without an error message, I have no idea where to start fixing this.

Error in mteFunctions?

I'm having an issue when trying to run the RAB Smash Splitter script in SSEEdit. When I run it I get:
Error in unit 'mteFunctions' on line 7 : 'unit' expected but '<' found.

smash: Non-matching references issue

Possible issue with traversal that's causing non-matching references to be an issue, else it might just be TES5Edit being picky. Will take some investigation to fix.

Relevant log entries:
!! Copy element value exception: Found a LCTN reference, expected: QUST
!! Copy element value exception: Found a FACT reference, expected: ACTI,ALCH,AMMO, ...

Steps to recreate:

  1. Open the latest verisons of the Unofficial Patches in TES5Edit.
  2. Apply Mator Smash with an inclusive setting for QUST and INFO records.
  3. Patching should complete in under 2 minutes, and exceptions should occur on multiple records.

Also see:
http://afkmods.iguanadons.net/index.php?/topic/4113-wip-mator-smash/?p=154023

smash: Merge Unsorted Arrays properly

Unsorted arrays need to be merged properly. Right now we're just traversing them and copying elements down. This may actually be the correct choice in certain situations, but is an incorrect choice in other situations.

For now we should just use the winning override for Unsorted Arrays by editing Settings.

smash: Wildcard support in settings

Support one wildcard in settings so people don't have to enter every subrecord in a record or enter every record that has a particular subrecord in their setting.

Getting an error in NPC Generator

[00:31] Exception in unit userscript line 484: '$' is not a valid integer value
[00:31] Error during Applying script "AT - NPC Generator v1.8": '$' is not a valid integer value

This is on 4.01 version of xEdit, so I will update to the 4.02 version now.

It will generate one character and then gets that error, so it most likely is not actually at that line as there is no $ at that location, at least according to Notepad++.

MergePlugins: Orphaned child group issue

CELL/WRLD records are getting orphaned child groups. Not sure how/why this is happening or how I can fix it, but it needs to be investigated. From what I've seen, it seems to occur with new records (not overrides), and may be related to how formIDs are being renumbered.

smash: texture elements not copying

MODS and water texture elements are not copying over for some reason. not sure why right now... might need ElementAssign or something idk.

Enhancement suggestion: more scripts for NIF work routine

Hello matortheeternal
thank you for developing useful NIF scripts for TES5Edit (I am using version 4.0.3), script for updating tangents works like a charm!
I've come with idea for more automation scripts and with notable examples:

  1. the first is "Remove duplicate vertices"
  2. and the second is much more complex, aimed to be a workaround for current existing 3DS MAX NifTools plugins that destroy shader flags on export (notable example is shader flag 2 "EnvMap_Light_Fade" that being eliminated on exporting meshes with Skyrim Shader Type "Default"). Being able to use tool that could mass change shader flags might be useful.

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