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[RELz] SSEEdit utility esm sseedit plugins esp


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xEdit 3.2 by ElminsterAU and SSEEdit Team

Users are expected to use common sense, read previous posts, look through the Wiki pages, watch Youtube videos, and look through the Training Manual before posting. If it's already covered somewhere you may not get any answer to your question at all.

Wiki Pages:

Note: These are all a work in Progress.

TES5Edit
TES5Edit Cleaning Guide
TES5Edit Mod Cleaning Tutorial
TES5Edit Scripting Functions [Wip] - Thanks to Turulo for starting it. Last update 10-13-2013 by Mator

Current Documentation:

Fallout3 Training Manual for FO3Edit (applies to all game versions)
FNVEdit Training Manual for FNVEdit (applies to all game versions)

If you would like to contribute to the conversion of the Fallout New Vegas documentation please visit the xEdit Documentation page on the CK Wiki. Your help is greatly appreciated.

xEdit Updates:
With each new version you may want to restore plugins from backups and reclean them. Otherwise any fixes and updates to cleaning process won't take effect.

Version 3.2 contains the following changes:

- [SSE] Skyrim Special Edition support
- [SSE] SSELODGen mode
- [FO4] Fallout 4 support
- improved record definitions and error checking
- various bug fixes and optimizations
- new scripts

Version 3.1.3 contains the following changes:

- [SSE] Skyrim Special Edition support
- [FO4] Fallout 4 support
- utf-8 support for translatable strings with -cp:utf-8 command line parameter
- "Stick to" right click menu in the right view pane
- improved record definitions

xEdit Team Members:

ElminsterAU
Hlp
Zilav
Sharlikran

Community members who have contributed in some way:

Listed in alphabetical order

AndalayBay: Without her help getting me in touch with Elminster we would all still be waiting for confirmed record definitions, and even longer for a working TES5Edit.
Divstator: for his work on Improved NavMesh Decoding
fireundubh: for all his record decoding suggestions for FO4Edit
jonwd7: for his work on Improved NavMesh Decoding

utility esm sseedit plugins esp


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Thank you.


Member Since 10 May 2002

utility esm sseedit plugins esp


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@Sharlikran

Hi and thank you for this great tool.

On launching it the first time a "SSEEdit Backups" folder is created in the Data directory; how can we choose another place for this folder to be created?


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utility esm sseedit plugins esp


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I am not aware of a way to do that.

utility esm sseedit plugins esp


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I have the beginnings of a new website for xEdit, but it's still a work in progress.

utility esm sseedit plugins esp


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@sharlikran said:

I have the beginnings of a new website for xEdit, but it's still a work in progress.

 Thank you for the new version! Much appreciated! :)


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@sharlikran said:

I have the beginnings of a new website for xEdit, but it's still a work in progress.

 In the new version, the Survival Mode .esl file shows at the bottom of all the .esp, after the mod I created after the Survival Mode; I get the usual error message saying: "Background Loader: Fatal: ".


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I'd prefer not to comment or be asked questions about load order of ESL files in regards to xEdit.  I do not have links to all the current consensus of how ESL files are loaded in the game. Suffice it to say if you see an ESL file with your eyes in a mod manager such as NMM, Wrye Bash, or a mod sorting tool like LOOT, that is what you see with your eyes. The game ignores the order you are looking at in the manager.  Bethesda has chosen how it will use ESL files at runtime. 

For editing purposes modify plugins.txt so that the file(s) load in the order needed for use with xEdit.

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@sharlikran said:

For editing purposes modify plugins.txt so that the file(s) load in the order needed for use with xEdit.

 The .esl file doesn't show in the plugins.txt, neither do the esm files.

In xEdit, it should show with the esm files but it shows at the bottom of the list:

.

Plugins.txt:


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@anneschmidt said:

 The .esl file doesn't show in the plugins.txt, neither do the esm files.

 Okay, in order to use xEdit, we must add the .esl file at the top of the Plugins.txt list. I must test if it can remain there or if we must delete it in order to play the game in normal conditions.

Edit:

No problem with loading my save after adding the esl file to the Plugins.txt list. I suppose it's good and you'll be able to inform everyone of this. :)


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Thanks for sharing that but don't worry about testing anything.  I an mot aware of the current state of all the tools. LOOT might be able to sort ESL files if you have the latest snapshot. NMM probably won't know what an ESL file is. Just assume that for now any mod manager may not know what an ESL files is and will probably remove it from plugins.txt. The only thing that will recognize and not remove the ESL file from plugins.txt is the game itself.

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@sharlikran said:

Just assume that for now any mod manager may not know what an ESL files is and will probably remove it from plugins.txt.

 I'm not using any mod manager and the esl file I have never showed in the Plugins.txt. I edited my previous message.

Sorry that I bothered you with that. Won't happen again.


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Thanks for mentioning that your save game loaded with the ESL file in plugins.txt.  Normally for other things yes people like xEdit, Wrye Bash, the script extender team, and LOOT could inform users what to do in a given situation. ESL files are the exception because we don't have much control over them like other files.

The key point to all this is that Bethesda decides what to do with the ESL file once the game starts, period. Anything you see in plugins.txt, the order you put the file in plugins.txt, anything you see in NMM or any other mod manager, may not be how the game is treating the ESL file.

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Feel free to comment on xEdit that's what this is for. You aren't bothering me with anything and I'm not angry or annoyed. I'm making sure people reading this understand how to treat the ESL files. That's all.