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xEdit 4.1.5f

28 Apr 03:17
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Request for Mod Authors using xEdit

If you share you mods on Nexus Mods and use xEdit as a major component in development, please consider donating a small share of your Donation Points (DP) to ElminsterAU to support the ongoing development of this tool. The recommended donation is ~10%.

xEdit is crucial to our shared modding community and your contribution - no matter the size - is invaluable and deeply appreciated.

What's New in xEdit 4.1.5f?

Fallout 4 NG support

Added support to archive handling to read and extract from v7 and v8 BA2 files.

Bugfixes / Minor Changes

  • #1304 - Multiple Definition Updates
    • [SF] LIGH - mark fields unused instead of unknown,
    • [SF] OMOD - fix extraneous null character on name, add enum for types
    • [FO4/FO76] SPGD - Mark fields as unused instead of unknown
  • #1306 - [TES5VR] Fix TES5VR Backported ESL not correctly allowing extended low form range.
  • #1307 - Scripting: Fixed math functions
  • #1309 - [FNV] NPC Assertion Fix
  • #1314 - [TES5/SSE] Add Obstacle Flag to DOOR, FURN, TREE
  • #1316 - [TES5/FO4] Overhaul SCEN Definition
  • #1318 - [TES5/FO76] VOLI - Show color when the rgb values are collapsed
  • #1319 - [FO76] Definition updates for recent game update.
  • #1320 - [FO3] Spelling correction

What's New in xEdit 4.1.5d?

Bugfixes / Minor Changes

  • #1301 - [SF] Update TMLM to restrict UNAM/TNAM based on terminal menu type
  • #1302 - [SF] Update for new FXPD record and MUST/MSTF subrecord
  • #1303 - [ALL] Added Steam VDF parsing to find installation paths for supported games
  • #1294 - Scripting: Restored previously replaced script functions
  • #1296 - [FNV] Update CTDA data for SUP & ShowOff
  • #1293 - [TES5/SSE] Additional decoding for Dialogue View

Steam VDF Parsing

Support for detecting the Steam libraries and reading installation paths for supported games directly from Steam. This will
only work for games purchased through Steam. Not shortcuts for games added to the Steam game list. This should alleviate
most occurrences where xEdit will fail to locate a game if it was moved after install, or if an update removed the registry
entries.

xEdit 4.1.5c EXTREMELY EXPERIMENTAL

11 Feb 07:44
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Request for Mod Authors using xEdit

If you share you mods on Nexus Mods and use xEdit as a major component in development, please consider donating a small share of your Donation Points (DP) to ElminsterAU to support the ongoing development of this tool. The recommended donation is ~10%.

xEdit is crucial to our shared modding community and your contribution - no matter the size - is invaluable and deeply appreciated.

What's New in xEdit 4.1.5c?

ESL supported in Skyrim VR

When using TES5VREdit, if the installed "Skyrim VR ESL Support" SKSE plugin is detected, xEdit activates now ESL support.

Bugfixes / Minor Changes

  • #1273 - [TES5/SSE] Update Navmesh/NAVI definitions/decoding
  • #1277 - FNV: Update CTDA data for newest NVSE plugins
  • #1279 - [TES5/SSE] Update Offset Data
  • #1280 - [TES5/SSE] Update Location LCEP/ACEP
  • #1282 - [TES5/SSE,FO4] Update Landscape
  • #1283 - Scripting: Added more math functions
  • #1284 - Miscellaneous scripting changes
  • #1285 - [SF] new BNAM subrecord on header from patch 1.9.51
  • #1286 - Misc Flag, Unknown Decodes; Typo Fixes
    • [FO4] ARMA Flag Unknown 9 -> Has Sculpt Data
    • [FO4] SCEN Flags Unknown 5, 9 -> Has Player Dialogue, Pause Actors Current Scenes [FO4] RFGP PNAM ? Pack-In
    • [FO4/76] SCCO XNAM -> Coordinates for use in the CK's visual layout [TES5, FO4/76] Misc typo fixes
  • #1287 - [SSE] Update XCLC in CELL
  • #1290 - [TES5/SSE] Water currents
  • (reported on discord) - spurious access violations

What's New in xEdit 4.1.5b?

Extended FormID Range in Skyrim Special Edition

Support for Extended FormID Range (001-7FF) has been added for Skyrim Special Edition modules with a header version of 1.71.
This works exactly the same as Extended FormID Range support for Fallout 4 with header version 1.0.

Important

Modules that have masters with version 1.71 should themselves be version 1.71 modules, otherwise there will be errors when trying to reference or override any records with a FormID that falls into the Extended Range (001-7FF).

Bugfixes

  • #1249 - [TES5/SSE] made LCTN definitions properly formversion aware
  • #1254 - Report Error when a NULL Faction is in the Function GetCrimeGoldViolent/GetCrimeGold/GetCrimeGoldNonviolent
  • #1260 - REFR Overrides are placed in wrong cell if X or Y position is exactly -n*4096.0
  • #1266 - SSEEdit64 4.1.5 access violation
  • (reported on discord) - array access in scripts can result in incorrect RangeCheck errors on 32bit
  • (reported on discord) - conflict status is not properly reset if a record is removed
  • (reported on discord) - [SF] PLDT\Radius is incorrectly defined as Integer instead of Float
  • (reported on discord) - ONAM in the File Header is always missing it's first entry
  • (found by developer) - [SF] corrected SCEN record definitions to account for changes in Starfield 1.8.83.0
  • (found by developer) - TwbLocalizationHandler is not thread-safe
  • (found by developer) - Removing records might not always update the conflict status in the navigation treeview
  • (found by developer) - "Check For Errors" on a node which has children only checks the children, not the record itself

Minor Changes

  • #1196 - Feature Request: Extend F2 to assigning editable elements
  • #1245 - [SF] more TMLM definition
  • #1248 - Information tab updates
  • #1249 - [BSArchPro] warning about compressing strings
  • #1255 - [SF] additional TERM decoding
  • #1259 - [SF] People don't know how to properly create Quest Aliases
  • (reported on discord) - [SF] added PRDS to PROJ definitions

Important

Any ESM flagged (implicit or explicit) module which contains overrides of temporary records and has previously been saved by xEdit must be resaved to correct the incorrect ONAM written by previous versions. This includes any modules cleaned by QAC. Failure to do so means that the game engine will ignore the override that is missing from ONAM.

Partial Form Support

Initial support for Partial Forms has been implemented:

  • Records marked as Partial Form are ignored in conflict status determination.
  • The Partial Form Flag is correctly displayed as a Record Flag on all Records that support it.
  • The Partial Form Flag can only be set on records where it is likely safe to do so.
  • Setting the Partial Form Flag will remove all subrecords except EditorID.
  • Removing the Partial Form Flag will restore the subrecords from the highest visible master.
  • The -AllowMakePartial parameter, which only works if you know what you are doing, will allow QAC to mark ITM records that can be Partial Forms as such, if they can't be removed because they have children.

Warning

The safety of using Partial Forms in different contexts in the various game engines is still under exploration. Marking a record as Partial Form might result in engine bugs and unexpected behaviour.

What's New in xEdit 4.1.5a?

Bugfixes

  • #1027 - [FNV] TESClimate Moons / Phase Length field is read from the .esm incorrectly
  • #1240 - Conflict colors are not refreshed when filter is re-applied
  • #1242 - GBFM Component Data - Property Sheet
  • #1243 - [SF] WEAP\WVAR\Value - Min/Max typo

Minor Changes

  • #1243 - [SF] Added some more summaries
  • #1244 - [SF] improved RACE record definition

What's New in xEdit 4.1.5?

Please read in previous release.

xEdit 4.1.5 EXPERIMENTAL

04 Nov 07:42
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What's New in xEdit 4.1.5?

Starfield

After a monumental effort of over 400 hours by me (ElminsterAU), along with the extensive contributions from numerous other contributors, this version now includes support for Starfield, with editing enabled.

To start xEdit in Starfield game mode, use the -sf1 parameter or rename the exe to SF1Edit.exe.

Initial Module Selection

Reliance on Plugins.txt

SF1Edit, consistent with its approach for all previous games, will source the initial selection of active modules from the plugins.txt file.

Ignoring sTestFile1 to sTestFile10 Entries

sTestFile1 to sTestFile10 within the StarfieldCustom.ini file will be disregarded by SF1Edit when determining which modules to initially select.

The Immensity of Starfield's Game Data

Starfield is not just large; it's massive. Given its size, only the 64-bit version of xEdit can handle the game data.

First-Time Setup

On the initial start, the process of building reference information will consume memory in the 4 to 5 GB range. This setup will take over 10 minutes to complete. Although xEdit allows users to browse while this process is ongoing, it is strongly advised to refrain from any operations until the complete loading process has concluded.

Subsequent Startups

For subsequent launches, the cached reference information should load in just a matter of seconds.

Known Engine Bugs and Flawed Design Decisions

Through rigorous testing and scrutiny (through decompilation) of the current game engine, a variety of bugs and design choices have been identified that negatively affect the modding capabilities of the game. It's crucial to note that the list below is not exhaustive; there are likely many undiscovered issues remaining.

FormID Fields Missing Mapping Code

Various record types contain FormID fields that lack the necessary engine code to map them from their file-internal FormIDs to the global, load-order adjusted FormIDs commonly displayed in xEdit and the game itself. Specific instances have been confirmed for the following records:

  • Material on Impact Data Set (IPDS) records
  • Start Scene -> Scene (LCEP) in Scene (SCEN) records
  • Keyword (KNAM) in Sound Keyword Mapping (KSSM) records
  • Adjacent Snap Nodes (NNAM) in Snap Template Node (STND) records
  • Surface Block Array in Surface Pattern (SFPT) records
  • Surface Patterns arrays in Surface Tree (SFTR) records

Pack-Ins (PKIN) Anomalies

Overriding Pack-Ins (PKIN)—even with an exact byte-for-byte copy—results in unpredictable behavior.

Generic Base Form (GBFM) Crashes

If GBFM records overridden in BlueprintShips-Starfield.esm are copied as an override from Starfield.esm into a new module listing both Starfield.esm and BlueprintShips-Starfield.esm as masters, the main record will crash to the desktop. Copying these records from BlueprintShips-Starfield.esm seems to prevent this issue.

Fragility in FormID Formats with ESL Flagging

Compared to previous games, changes in the format of file-specific FormIDs have been observed when any masters are flagged as ESL. This alteration significantly compromises the internal structure of all affected modules. Should the ESL flag status of a master change in either direction, dependent modules will become misreadable—unless all masters revert to their original ESL state.

To elaborate on the term "misreadable": While the file remains structurally valid, allowing the game, CK, and other tools to read it, the association between the contained records and their respective modules becomes scrambled. As a result, a FormID that once referenced, or a record that overrode a record in ModA, may unexpectedly appear to belong to ModB. This shift could potentially lead to overriding or referencing entirely different records of completely different types.

In addition to this fragility, this new design lacks clear advantages and adds a layer of complexity for any tools designed to support Starfield module files with ESL-flagged masters. As of the time of writing, no known tools support this new format. Consequently, no files that would be affected by this change are currently in circulation, offering Bethesda an opportunity to reverse this ill-advised alteration.

Caution Against Using sTestFile1 to sTestFile10 for Module Loading

Utilizing the sTestFile1 to sTestFile10 entries in the StarfieldCustom.ini file for the purpose of loading module files is highly discouraged. Doing so can create a chaotic environment where custom module files are loaded in an unexpected sequence, possibly interleaved with official files. This can lead to a variety of issues, including but not limited to, game crashes, data corruption, and other instability problems.

Plugins.txt Not Processed

The current game engine, as published, does not process plugins.txt for loading modules. It is highly recommended to use the "Plugins.txt Enabler" mod, along with a mod manager that supports plugins.txt for Starfield (e.g., MO2), to use module-based mods in the game.

General Observations about the current state of modding support in the game engine

It is evident from analyzing both the data structures in the provided module files and from decompiling game code that modding capabilities were not a consideration in the development of the game engine up to now. This can also be inferred from the fact that there has been no quality assurance testing of modding functionality from Bethesda, as various current engine bugs that appear in the context of using mods would have been obvious showstoppers. Any existing modding capabilities appear to be incidental, stemming from the engine's legacy code base and the required work needed in that context to maintain functionality within the confines of editing Starfield.esm using the internal version of CK2.

This does not mean that Bethesda won't or can't still fix this. It is simply a statement about the state as it is right now.

Limitations (Implemented to Mitigate the Impact of Identified Engine Bugs and Design Flaws)

To navigate around the array of engine bugs and less-than-ideal design decisions, SF1Edit 4.1.5 imposes the following limitations:

Reflection-Based Data Streams

Records that contain data streams reliant on reflection—a programming technique unrelated to in-game visual reflections—cannot be copied as overrides. This limitation stems from the fact that these data streams are yet to be fully decoded. They may contain FormIDs that would require remapping when copied to a different module.

Unmapped FormID Fields

Any FormID field that is not mapped by the game engine can only contain a non-null value under specific conditions:

  • The module containing this field must list Starfield.esm as its first master.
  • Even when Starfield.esm is the first master, the FormID field can only take on values formatted as 00xxxxxx, where the xxxxxx references a record belonging to Starfield.esm.

Pack-Ins (PKIN)

Due to their unpredictable behavior when overridden, Pack-Ins (PKIN) records cannot be copied as overrides in SF1Edit 4.1.5.

Modules with ESL or Overlay Flags

Modules with either the ESL or Overlay flags set cannot be saved in SF1Edit 4.1.5.

Modules with Masters Having ESL or Overlay Flags

If a module has a master file that carries either the ESL or Overlay flags, SF1Edit 4.1.5 will neither save nor read such a module.

Game Masters Must Be Loaded

The module selection dialog box in SF1Edit will prohibit the deselection of Starfield.esm and BlueprintShips-Starfield.esm. These files are essential and must be loaded at all times.

Game Masters as Required Masters for New Modules

When you create a new module, SF1Edit will automatically add Starfield.esm and BlueprintShips-Starfield.esm as masters. The "Clean Masters" function will not remove these modules, as they are considered obligatory.

Official Game Modules Are Read-Only

Be aware that the official game modules—namely Starfield.esm, OldMars.esm, Constellation.esm, and BlueprintShips-Starfield.esm—are read-only. You will not be able to make modifications to these modules.

The Case for Exclusively Supporting .esm Files in Starfield

The publication of mods in the .esm format is strongly encouraged, a practice that should ideally extend to most previous Bethesda games. However, the widespread use of .esp modules for older titles renders a complete switch impractical for those games.

For Starfield, we stand at a unique juncture where a unified effort can set the standard that all published mods should be .esm files. That means that SF1Edit will, for the time being, only support the creation and saving of .esm modules.

Technical Justifications:

  1. Loading Sequence and Conflict Resolution: The game engine necessitates that all ESM-flagged modules load before non-ESM modules. When mods are released in mixed formats (ESM and non-ESM), it creates two distinct categories that cannot intermingle. Consequently, this severely limits the ability to resolve conflicts through load order adjustments.

  2. Resource Limitations: Temporary references like REFR, ACHR, etc., are treated differently in ESM and non-ESM modules. In ESM modules, these records are loaded into memory only when the player approaches them (within the uGrid range), offering a more efficient use of resources. In contrast, non-ESM modules load all these temporary references at the start of the program, keeping them in memory throughout the game's runtime. The game engine only has a fixed, finite number of reference handles available for use, regardless of the system on which it is running. Every loaded reference will use one of these handles, hence it is imp...

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xEdit 4.1.4c EXTREMELY EXPERIMENTAL

23 Aug 03:44
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xedit-4.1.4c

increased version to 4.1.4c

xEdit 4.0.4c

23 Aug 03:43
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xEdit 4.0.4c Pre-release
Pre-release
xedit-4.0.4c

increased version to 4.0.4c

xEdit 4.0.4

10 Nov 11:28
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What's new in xEdit 4.0.4?

Bugfixes

  • #777 - [Skyrim SE/LE] - Unknown Map Marker TNAM value 59
  • #788 - For Oblivion Copy as overrides fails for MGEF
  • #792 - Flipped indexes in display of blocks and sub-blocks
  • #803 - after cleaning, some new worldspaces from DLCs may not load their temporary records correctly
  • #813 - Unknown field in Script Fragments decoded by Creation Kit error log
  • #823 - FO3: Anchorage.esm & PointLookout.esm need Mark Modified applied during QAC
  • #848 - Records with hardcoded FormIDs show as new records instead of overrides/injected
  • #853 - FNV - cleaning dead money master erases map geometry
  • #855 - After cleaning dlcnukaworld.esm, items in Nuka-Town market vanish
  • #860 - tooltip always disappears after a second
  • #863 - FO4: DefaultObject forms (DFOB) should override via EditorID
  • #871 - Updates for Static Collections [FO4]
  • #875 - TES4Edit 4.0.3 not able to copy Magic Effect Records
  • #886 - Crash by confirming add of no master
  • #880 - Minor problem with double clicking during module selection
  • #894 - [Skyrim] Several RACE subrecords are not marked as required
  • #909 - xEdit should double apostrophes in generated LOOT masterlist entry names
  • #912 - TES4Edit crashes when trying to load Nehrim.esm
  • #914 - RNAM subrecord of INFO needs to be treated as case sensitive
  • #916 - DR displayed incorrectly in Armor and Armor Addons for F3/NV
  • #919 - For REFR, Linked Rooms Count needs to be updated whenever the Linked Rooms are changed
  • #926 - [FO4] Load order is being ignored
  • #946 - GetNewFormID only allows 0 argument when it needs IwbFile as the input
  • #949 - [TES4] Oblivion.esm shows as edited when using VQSC mode
  • #953 - Time passed wrong for long running scripts
  • #959 - Quick Auto Clean should force-enable "Remove OFST Data"
  • #964 - SLGM and FLOR refs are completely valid for pack data
  • #965 - Game master automatically re-added after clean masters removes it (when no masters left)
  • #972 - NPC_ 'Geared Up Weapons' should only show 1 byte
  • #973 - GetIsID condition with Hazard argument is reported as an error
  • #974 - xNVSE inline variable declarations comes up as error in error checking
  • (reported on Discord) - .esl extensions don't always force loading as ESL correctly when the module is not ESL flagged
  • (reported on Discord) - [TES4] EDID and ESCE incorrectly report "Expected 4 bytes but found 0" when running "Check for Errors" on MGEF
  • (reported on Discord) - EnderalSE mode incorrectly performs exact instead of partial matching when loading .bsa for loaded modules
  • (reported on Discord) - Long running operations like filters and scripts can't be aborted
  • (reported on Discord) - 64 bit version does not handle extended FormID range in FO4 correctly
  • (reported on Discord) - saving a file without changes could discard previously queued saves for that file, resulting in data loss
  • (reported on Discord) - loading a masterless file alone can crash xEdit if it contains references to hardcoded records
  • (found by developer) - Need to force InternalEdit for AfterSet handlers

Minor changes

  • #827 - Allow SSEEdit to Minimize during processing
  • #901 - "Unhide all..." option in column context menu
  • #902 - Option to ignore MHDT conflicts when using Very Quick Show Conflicts (use -IgnoreWorldMHDT parameter)

Enderal Special Edition

Initial support for Enderal Special Edition has been added.

xEdit can be renamed to EnderalSEEdit.exe or started with -enderalse as parameter.

QuickEdit

By starting xEdit with a -quickedit:somefile.esp parameter, only that file (and it's required masters) will be initially selected in the Module Selection Form.

It is possible to list multiple files, e.g. -quickedit:dawnguard.esm dragonborn.esm.

This parameter can be combined with -autoload (see below).

xEdit 4.1.4 EXTREMELY EXPERIMENTAL

10 Nov 11:26
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What's new in xEdit 4.1.4?

Bugfixes

  • #826 - FO4 VMADs with complex script properties still parse incompletely
  • #864 - subgraph data is incorrectly created/overriden
  • #888 - Plugins with no masters can't resolve references to hardcoded records
  • #897 - Assertion Failure when using Referenced By to jump to INFO
  • #904 - Any mod referred to in INOM and INOA in all present overrides will be added to a mod's master list on override
  • #908 - overriding a creature in fo3/fnv mode doesn't properly copy NIFZ and KFFZ sections
  • #954 - IMAD unknown flags in 4.1.3h

Minor changes

  • #856 - Ability to apply xEdit script to selected refs in Referenced By window
  • (reported on Discord) - added optional 4th aSilent: Boolean parameter to AddRequiredElementMasters script function

What's new in xEdit 4.1.x?

There are a large number of changes between 4.0.x and 4.1.x which aren't currently documented here, but will be before the release of 4.2.x

What's new in xEdit 4.0.4?

Bugfixes

  • #777 - [Skyrim SE/LE] - Unknown Map Marker TNAM value 59
  • #788 - For Oblivion Copy as overrides fails for MGEF
  • #792 - Flipped indexes in display of blocks and sub-blocks
  • #803 - after cleaning, some new worldspaces from DLCs may not load their temporary records correctly
  • #813 - Unknown field in Script Fragments decoded by Creation Kit error log
  • #823 - FO3: Anchorage.esm & PointLookout.esm need Mark Modified applied during QAC
  • #848 - Records with hardcoded FormIDs show as new records instead of overrides/injected
  • #853 - FNV - cleaning dead money master erases map geometry
  • #855 - After cleaning dlcnukaworld.esm, items in Nuka-Town market vanish
  • #860 - tooltip always disappears after a second
  • #863 - FO4: DefaultObject forms (DFOB) should override via EditorID
  • #871 - Updates for Static Collections [FO4]
  • #875 - TES4Edit 4.0.3 not able to copy Magic Effect Records
  • #886 - Crash by confirming add of no master
  • #880 - Minor problem with double clicking during module selection
  • #894 - [Skyrim] Several RACE subrecords are not marked as required
  • #909 - xEdit should double apostrophes in generated LOOT masterlist entry names
  • #912 - TES4Edit crashes when trying to load Nehrim.esm
  • #914 - RNAM subrecord of INFO needs to be treated as case sensitive
  • #916 - DR displayed incorrectly in Armor and Armor Addons for F3/NV
  • #919 - For REFR, Linked Rooms Count needs to be updated whenever the Linked Rooms are changed
  • #926 - [FO4] Load order is being ignored
  • #946 - GetNewFormID only allows 0 argument when it needs IwbFile as the input
  • #949 - [TES4] Oblivion.esm shows as edited when using VQSC mode
  • #953 - Time passed wrong for long running scripts
  • #959 - Quick Auto Clean should force-enable "Remove OFST Data"
  • #964 - SLGM and FLOR refs are completely valid for pack data
  • #965 - Game master automatically re-added after clean masters removes it (when no masters left)
  • #972 - NPC_ 'Geared Up Weapons' should only show 1 byte
  • #973 - GetIsID condition with Hazard argument is reported as an error
  • #974 - xNVSE inline variable declarations comes up as error in error checking
  • (reported on Discord) - .esl extensions don't always force loading as ESL correctly when the module is not ESL flagged
  • (reported on Discord) - [TES4] EDID and ESCE incorrectly report "Expected 4 bytes but found 0" when running "Check for Errors" on MGEF
  • (reported on Discord) - EnderalSE mode incorrectly performs exact instead of partial matching when loading .bsa for loaded modules
  • (reported on Discord) - Long running operations like filters and scripts can't be aborted
  • (reported on Discord) - 64 bit version does not handle extended FormID range in FO4 correctly
  • (reported on Discord) - saving a file without changes could discard previously queued saves for that file, resulting in data loss
  • (reported on Discord) - loading a masterless file alone can crash xEdit if it contains references to hardcoded records
  • (found by developer) - Need to force InternalEdit for AfterSet handlers

Minor changes

  • #827 - Allow SSEEdit to Minimize during processing
  • #901 - "Unhide all..." option in column context menu
  • #902 - Option to ignore MHDT conflicts when using Very Quick Show Conflicts (use -IgnoreWorldMHDT parameter)

Enderal Special Edition

Initial support for Enderal Special Edition has been added.

xEdit can be renamed to EnderalSEEdit.exe or started with -enderalse as parameter.

QuickEdit

By starting xEdit with a -quickedit:somefile.esp parameter, only that file (and it's required masters) will be initially selected in the Module Selection Form.

It is possible to list multiple files, e.g. -quickedit:dawnguard.esm dragonborn.esm.

This parameter can be combined with -autoload (see below).

xEdit 4.1.3j EXTREMELY EXPERIMENTAL (RC2 for 4.1.4)

08 Nov 13:25
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What's new in xEdit 4.1.4?

Bugfixes

  • #826 - FO4 VMADs with complex script properties still parse incompletely
  • #864 - subgraph data is incorrectly created/overriden
  • #888 - Plugins with no masters can't resolve references to hardcoded records
  • #897 - Assertion Failure when using Referenced By to jump to INFO
  • #904 - Any mod referred to in INOM and INOA in all present overrides will be added to a mod's master list on override
  • #908 - overriding a creature in fo3/fnv mode doesn't properly copy NIFZ and KFFZ sections
  • #954 - IMAD unknown flags in 4.1.3h

Minor changes

  • #856 - Ability to apply xEdit script to selected refs in Referenced By window
  • (reported on Discord) - added optional 4th aSilent: Boolean parameter to AddRequiredElementMasters script function

What's new in xEdit 4.1.x?

There are a large number of changes between 4.0.x and 4.1.x which aren't currently documented here, but will be before the release of 4.2.x

What's new in xEdit 4.0.4?

Bugfixes

  • #777 - [Skyrim SE/LE] - Unknown Map Marker TNAM value 59
  • #788 - For Oblivion Copy as overrides fails for MGEF
  • #792 - Flipped indexes in display of blocks and sub-blocks
  • #803 - after cleaning, some new worldspaces from DLCs may not load their temporary records correctly
  • #813 - Unknown field in Script Fragments decoded by Creation Kit error log
  • #823 - FO3: Anchorage.esm & PointLookout.esm need Mark Modified applied during QAC
  • #848 - Records with hardcoded FormIDs show as new records instead of overrides/injected
  • #853 - FNV - cleaning dead money master erases map geometry
  • #855 - After cleaning dlcnukaworld.esm, items in Nuka-Town market vanish
  • #860 - tooltip always disappears after a second
  • #863 - FO4: DefaultObject forms (DFOB) should override via EditorID
  • #871 - Updates for Static Collections [FO4]
  • #875 - TES4Edit 4.0.3 not able to copy Magic Effect Records
  • #886 - Crash by confirming add of no master
  • #880 - Minor problem with double clicking during module selection
  • #894 - [Skyrim] Several RACE subrecords are not marked as required
  • #909 - xEdit should double apostrophes in generated LOOT masterlist entry names
  • #912 - TES4Edit crashes when trying to load Nehrim.esm
  • #914 - RNAM subrecord of INFO needs to be treated as case sensitive
  • #916 - DR displayed incorrectly in Armor and Armor Addons for F3/NV
  • #919 - For REFR, Linked Rooms Count needs to be updated whenever the Linked Rooms are changed
  • #926 - [FO4] Load order is being ignored
  • #946 - GetNewFormID only allows 0 argument when it needs IwbFile as the input
  • #949 - [TES4] Oblivion.esm shows as edited when using VQSC mode
  • #953 - Time passed wrong for long running scripts
  • #959 - Quick Auto Clean should force-enable "Remove OFST Data"
  • #964 - SLGM and FLOR refs are completely valid for pack data
  • #965 - Game master automatically re-added after clean masters removes it (when no masters left)
  • #972 - NPC_ 'Geared Up Weapons' should only show 1 byte
  • (reported on Discord) - .esl extensions don't always force loading as ESL correctly when the module is not ESL flagged
  • (reported on Discord) - [TES4] EDID and ESCE incorrectly report "Expected 4 bytes but found 0" when running "Check for Errors" on MGEF
  • (reported on Discord) - EnderalSE mode incorrectly performs exact instead of partial matching when loading .bsa for loaded modules
  • (reported on Discord) - Long running operations like filters and scripts can't be aborted
  • (reported on Discord) - 64 bit version does not handle extended FormID range in FO4 correctly
  • (reported on Discord) - saving a file without changes could discard previously queued saves for that file, resulting in data loss
  • (found by developer) - Need to force InternalEdit for AfterSet handlers

Minor changes

  • #827 - Allow SSEEdit to Minimize during processing
  • #901 - "Unhide all..." option in column context menu

Enderal Special Edition

Initial support for Enderal Special Edition has been added.

xEdit can be renamed to EnderalSEEdit.exe or started with -enderalse as parameter.

QuickEdit

By starting xEdit with a -quickedit:somefile.esp parameter, only that file (and it's required masters) will be initially selected in the Module Selection Form.

It is possible to list multiple files, e.g. -quickedit:dawnguard.esm dragonborn.esm.

This parameter can be combined with -autoload (see below).

xEdit 4.0.3j (RC2 for 4.0.4)

08 Nov 13:23
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Pre-release

What's new in xEdit 4.0.4?

Bugfixes

  • #777 - [Skyrim SE/LE] - Unknown Map Marker TNAM value 59
  • #788 - For Oblivion Copy as overrides fails for MGEF
  • #792 - Flipped indexes in display of blocks and sub-blocks
  • #803 - after cleaning, some new worldspaces from DLCs may not load their temporary records correctly
  • #813 - Unknown field in Script Fragments decoded by Creation Kit error log
  • #823 - FO3: Anchorage.esm & PointLookout.esm need Mark Modified applied during QAC
  • #848 - Records with hardcoded FormIDs show as new records instead of overrides/injected
  • #853 - FNV - cleaning dead money master erases map geometry
  • #855 - After cleaning dlcnukaworld.esm, items in Nuka-Town market vanish
  • #860 - tooltip always disappears after a second
  • #863 - FO4: DefaultObject forms (DFOB) should override via EditorID
  • #871 - Updates for Static Collections [FO4]
  • #875 - TES4Edit 4.0.3 not able to copy Magic Effect Records
  • #886 - Crash by confirming add of no master
  • #880 - Minor problem with double clicking during module selection
  • #894 - [Skyrim] Several RACE subrecords are not marked as required
  • #909 - xEdit should double apostrophes in generated LOOT masterlist entry names
  • #912 - TES4Edit crashes when trying to load Nehrim.esm
  • #914 - RNAM subrecord of INFO needs to be treated as case sensitive
  • #916 - DR displayed incorrectly in Armor and Armor Addons for F3/NV
  • #919 - For REFR, Linked Rooms Count needs to be updated whenever the Linked Rooms are changed
  • #926 - [FO4] Load order is being ignored
  • #946 - GetNewFormID only allows 0 argument when it needs IwbFile as the input
  • #947 - [FO4/F76] NPC_\AIDT - AI Data subrecord 4 Unknown bytes correspond to "No Slow Approach"
  • #949 - [TES4] Oblivion.esm shows as edited when using VQSC mode
  • #953 - Time passed wrong for long running scripts
  • #959 - Quick Auto Clean should force-enable "Remove OFST Data"
  • #964 - SLGM and FLOR refs are completely valid for pack data
  • #965 - Game master automatically re-added after clean masters removes it (when no masters left)
  • #972 - NPC_ 'Geared Up Weapons' should only show 1 byte
  • (reported on Discord) - .esl extensions don't always force loading as ESL correctly when the module is not ESL flagged
  • (reported on Discord) - [TES4] EDID and ESCE incorrectly report "Expected 4 bytes but found 0" when running "Check for Errors" on MGEF
  • (reported on Discord) - EnderalSE mode incorrectly performs exact instead of partial matching when loading .bsa for loaded modules
  • (reported on Discord) - Long running operations like filters and scripts can't be aborted
  • (reported on Discord) - 64 bit version does not handle extended FormID range in FO4 correctly
  • (reported on Discord) - saving a file without changes could discard previously queued saves for that file, resulting in data loss
  • (found by developer) - Need to force InternalEdit for AfterSet handlers

Minor changes

  • #827 - Allow SSEEdit to Minimize during processing
  • #901 - "Unhide all..." option in column context menu

Enderal Special Edition

Initial support for Enderal Special Edition has been added.

xEdit can be renamed to EnderalSEEdit.exe or started with -enderalse as parameter.

QuickEdit

By starting xEdit with a -quickedit:somefile.esp parameter, only that file (and it's required masters) will be initially selected in the Module Selection Form.

It is possible to list multiple files, e.g. -quickedit:dawnguard.esm dragonborn.esm.

This parameter can be combined with -autoload (see below).

xedit-4.0.3

04 Jan 15:21
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What's new in xEdit 4.0.3?

Bugfixes

  • #649 - Right pane filter bug
  • #654 - [FO4] Check for Errors: reports error when a region / object list has SCOL entries
  • #659 - When comparing records, right-clicking to Expand All produces a contextual menu that hangs the Expand All functionality
  • #669 - CELL at 0,0 may be spuriously added to worldspaces during cleaning.
  • #670 - [FO4] Damage magic effects mislabelled subrecord
  • #674 - Invalid ITMs may be reported in rare cases when form versions differ
  • #676 - Ghosted ESPs and Modgroups
  • #678 - AccessViolation while generating conflict status in rare cases
  • #691 - [FO4/FO76] Copying CELL data into a file can cause landscape collision to be re-enabled when it shouldn't
  • #694 - scheduled save from save failure not removed on subsequent successes
  • #695 - Typo in Weap>DNAM>Animation Type: Balistic -> Ballistic
  • #682 - The path bar covers the forward and back buttons if the window is too small
  • #696 - Double Listing of "Decrease Equip Time" in Weapon Mod Effect
  • #697 - Cannot apply scripts using Classes, SysUtils, StrUtils or Windows units
  • #708 - "Clean masters" function doesn't remove all masters at first use
  • #718 - access violation when holding delete
  • #720 - wrong order for FNAM and LNAM in MUST
  • #721 - The MTNM field in RACE record is written with unnecessary terminating 0 byte
  • #729 - LODGen can fail with references that have NULL or unresolvable Base FormIDs
  • #732 - New CK leaves Base record listed for deleted REFRs, should not be marked as error
  • #733 - changing the form id of an overridden record doesn't update the link between original and override until restart
  • #734 - right side window's record overrides don't focus on currently selected mod
  • #737 - Ambiguity in Skyrim's QUST definition
  • #747 - Ambiguity in Skyrim's PACK definition
  • #748 - Changing ANAM in Skyrim's PACK does not update the CNAM prompt
  • #750 - form id override's id changes while the original fails in case id number's changed to an existing id
  • (reported on Discord) - cleaning Dragonborn.esm can make Boars non-aggressive
  • (reported on Discord) - crash in NAVM when triangle edge is flagged as edge link, but the number stored in the edge field can't look up a valid external NAVM via the Edge Links table
  • (reported on Discord) - VeryQuickShowConflicts may very rarely not show certain conflicts
  • (reported on Discord) - Hardcoded (FormID < 800) records are not handled correctly in modules that don't have the game master as a master
  • (reported on Discord) - adding a new module after having performed a "Compare To" puts the new module at the wrong load order
  • (reported on Discord) - error when copying nif blocks with skinning
  • (reported on Discord) - double click on integer and float elements does not show in-place editor if they are inside a union
  • (reported on Discord) - in very rare cases, a change might not result in the file being marked as having unsaved changes
  • (reported on Discord) - changing the FormID of a record might not always update the FormID of the "Children of" group for that record
  • (reported on Discord) - Module selection misbehaves for modules with missing masters
  • (reported on Discord) - [TES5/SSE] BOOKs teaching SPELs should not allow NULL
  • (found by developer) - TdfElement.LoadFromResource does not report if the resource can't be found
  • (found by developer) - Quick [Auto] Clean allows selecting the game master (which makes no sense)
  • (found by developer) - [FO4] incorrect subrecord order in CELL
  • (found by developer) - injected records are not showing up in drop down of FormID in-place editor
  • (found by developer) - orphaned "Children of" groups can cause Asserts when trying to display them in the nav tree view

Minor changes

  • #637 - [FO4/FO76] TTEB - Unknown in RACE record is "Blend Operation"
  • #679 - [FO4/FO76] VISI and PCMB subrecords decoding
  • #722 - suffix removal during formid copying
  • #731 - [FO4] "Unknown 11" in the "Data-Flags" subrecord of CELL records is "Hidden from Interior Cell List"
  • [FO3/FNV] Flag 0 in BOOK means "Scroll"
  • [FO3/FNV] make "RuntimeScriptProfiler xSE Extension Log" available
  • Report error records in PrepareSave with full path instead of just their name
  • Show tooltip hint for View column headers
  • Show indices for unsorted SubRecord Arrays
  • [TES5/SSE] added ENCH to Knowable Forms
  • Allow assigning to deleted records
  • Experts can activate an option which enables an extended FormID space (001-FFF instead of 800-FFF) when compacting for ESL
  • Check for Errors now reports invalid ObjectID in light modules and HITMEs

Shortened Parameters

Some parameters can be specified in a shortened way now:

  • -quickshowconflicts as -qsc
  • -veryquickshowconflicts as -vqsc
  • -autogamelink as -agl
  • -quickclean as -qc
  • -quickautoclean as -qac

Changes to QuickAutoClean

As a fix for a problem in Dawnguard.esm (see details below in previous version) QAC was marking all records in a to be cleaned file as modified, which made xEdit assemble these records from parsed data instead of just writing out the bytes that were read when the file was loaded.

This resulted in problems when cleaning Dragonborn.esm (and possibly other files).

xEdit is now only marking all records as modified in Dawnguard.esm

This behaviour can be controlled with 2 parameters:

  • -NoAutoMarkModified prevents mark modified from being applied to Dawnguard.esm (resulting in the Soul Cairn error described below)
  • -ForceMarkModified always applies mark modified to the cleaned file (if there was anything to clean)