- How To Download Tes5edit
- Tes5edit 3.2
- Tes5edit Installation
- Download Tes5edit For Skyrim
- How To Install Tes5edit
Ko-Fi
A number of users asked for a way to support xEdit development without using Patreon and/or PayPal.
It is now possible to support xEdit development with both one time and monthly donations via Ko-Fi, charged directly to a credit card using stripe.com (or via PayPal) in AU$.
Alongside BOSS and TES5Edit, I would thoroughly recommend using an installation manager to install, update, uninstall, categorise and tidy your mods.
The Ko-Fi Page is linked via the Ko-Fi button in the top right corner of the main form.
GamerPoets Videos
A new 'Videos' button has been added in the top right corner of the main form.
This will open a YouTube playlist with xEdit specific videos by GamerPoets.
Bugfixes
- #634 - [FO4] Unknown Perk Entrypoint 157
- #636 - Adding a script fragment to a Quest's VMAD record doesn't update the fragmentCount field
- (reported on Discord) - xEdit remembers (unwantedly) if the main form was minimized when it was last closes and restores that state
- (reported on Discord) - When the same file is saved twice within the same second, it results in an error while renaming .save files on shutdown
- (reported on Discord) - [FNV] Unused at the end of BMDT is wrongly defined as variable size (should always be 3 bytes)
- (reported on Discord) - Collapsing of record storage (used when adding/removing/sorting masters) can under certain circumstances result in an assert while trying to save the file later
- (reported on Discord) - 'Deep Copy as Override' does not check records in child groups when looking for masters that need to be added to the target
- (reported on Discord) - When using
Insert
key in the View, it is not possible to use Ctrl to flip the 'Focus newly added elements in View' option - (reported on Discord) - [SSE] DATA in WATR is Unused
- (reported on Discord) - Without theme, the icons in the top right corner have a black background (thanks shad0wshayd3 for the fix)
- (found by developer) - Saving
.esm
or.esl
files without ESM flag for SSE stripped ONAM instead of writing it as required (the game treats files with these extension always as having ESM) - (found by developer) -
AddMasters()
can be called with names that are not valid module files - (found by developer) - The navigation treeview unnecessarily checks nodes of them main game masters for changes
- (found by developer) - [TES5/SSE] Words of Power in SHOU should not be alignable
- (found by developer) - [FO3/FNV] Some strings that are translatable are not flagged as such
- (found by developer) - [FO3/FNV] Sort FLST should be disabled by default
- (found by developer) - Duplicate 'Children of' GRUPs should report a non-fatal error instead of asserting
Collapsed Conditions
Collapsed Conditions now display the condition in a easily readable compact 1 line format.
Conditions are now collapsed by default. An option has been added to control this.
Collapse Arrays with Benign Conflict Priority by Default
A new Option 'Collapse Arrays with Benign Conflict Priority by Default' has been added (defaults to true).
When this option is active, Arrays with a Conflict Priority of Benign will be initially collapsed.
Manual Cleaning functions are deprecated
Manual Cleaning functions ('Apply Filter for Cleaning', 'Undelete and Disable References', and 'Remove 'Identical to Master' records' are considered obsolete with the introduction of 'Quick Auto Clean' mode and will now only show a message explaining this.
More information about Quick Auto Clean can be found in this What's New document (in multiple places below, use the search function).
[Very] Quick Show Conflicts, Quick [Auto] Clean, and Auto Game Link Sub Modes
These sub modes of Edit mode can now be accessed using the name of the exe in addition to use of parameters.
To use these modes, you can rename the as e.g.:
- Very Quick Show Conflicts:
FO3EditVeryQuickShowConflicts.exe
orTES4EditVQSC.exe
- Quick Show Conflicts:
SSEEditQuickShowConflicts.exe
orTES5EditQSC.exe
- Quick Auto Clean:
FNVEditQuickAutoClean.exe
orFO4EditQAC.exe
- Quick Clean:
TES4EditQuickClean.exe
orSSEEditQC.exe
- Auto Game Link:
FO4EditAutoGameLink.exe
orFO4EditAGL.exe
These sub modes will now show in the Window Caption of the Main Window, to make it easy to see that xEdit has been started in one of these modes.
Auto Load for Quick [Auto] Clean
The -autoload
parameter can be used together with -quickautoclean
or -quickclean
parameters.
It is then necessary to specify the module that should be cleaned on the command line.
e.g.: SSEEdit.exe -quickautoclean -autoload update.esm
Auto Exit
The new -autoexit
parameter can be used together with a number of different modes (e.g. Quick [Auto] Clean, LODGen, Script) to have xEdit automatically close after the operation is finished.
Enderal
Initial support for Enderal has been added.
xEdit can be renamed to EnderalEdit.exe
or started with -enderal
as parameter.
A known problem currently is that if Enderal was installed in one location and then later moved to a different location with Steam, Steam does not update the registry with the new installation path and xEdit will be unable to find Enderal's Data path.
Fallout 76
Definitions have been updated to account for increased form version in 1.0.4 and 1.0.5 patches.
Sorting of INFO records
Problems with INFO sorting have been fixed and INFO sorting is automatically enabled by default for all games where it applies. (There should normally never be a need to turn it off, and turning it off can result in files being written that will not result in the correct INFO order when read by the game engine or CK.)
Background Info: INFO records resolve their PNAM (previous INFO) reference at the moment they are loaded, for this to work correctly the referenced INFO record must have been loaded before. To achieve this, INFO records need to be sorted according to their PNAM before being written to file.
The Sort INFO option has been split into 'Sort INFO' (default to True) and 'Fill missing PNAM' (default to False, to preserve the previous behaviour were Sort INFO was turned off by default).
The navigation treeview now by default shows the INFO children of DIAL records in the order derived from their PNAM values (the same order that they are also displayed in CK and the order in which they are processed by the game) instead of sorted by FormID. This can be changed using the context menu on the FormID column header of the navigations treeview.
New parameters have been added to control these two options (overriding whatever has been set in the options when used): -SortINFO
, -NoSortINFO
, -FillPNAM
, and -NoFillPNAM
.
ONAMUpdate Mode
ONAM is the signature of a subrecord in the file header that's used to list all overridden records in temporary CELL children groups in the file. It is required for ESM flagged files to allow support for loading temporary records on-demand by the game engine. xEdit already automatically correctly writes ONAM for ESM flagged files.
ONAMUpdate mode can be used to have xEdit fully automatically create ONAM subrecords also for all non ESM flagged files. The purpose is to support a new option in SSE Engine Fixes to make the game load all files as if they were masters. Further information about this can be found in SSE Engine Fixes.
There is no reason to use ONAMUpdate mode if you aren't going to use that function in SSE Engine Fixes.
To run xEdit in ONAMUpdate mode, you can either rename it to SSEONAMUpdate.exe
or start it with the -ONAMUpdate
parameter.
A new Option 'Always save ONAM' has been added (defaults to true). When this Option is active, xEdit will write ONAM when saving not ESM flagged files. (Without the Option, saving a non-ESM flagged file will strip out ONAM.)
When running ONAMUpdate mode, this option will be turned on and is saved in the settings file.
The option can be forced on using the -AlwaysSaveONAM
parameter.
.bsa/.ba2 Handling
xEdit specific code for .bsa
/.ba2
has been completely replaced with the code from BSArch
.
This change adds support for TES3 .bsa
archives as well as support for for additional texture formats for FO4 and FO76 texture .ba2
archives.
It also fixes some issues where certain .bsa
files (e.g. extra voices when language in Steam has been set to Polish for TES5) could result in an endless loop while starting xEdit.
Expert Options
Some Options have been moved to a new Experts tab which is only visible if you Know What You Are Doing.
Shrinking SpeedButtons
On the 'UI Settings' tab, a new 'Shrink SpeedButtons in the top right corner of the main form' Option has been added. The option is also available in the context menu of the buttons. (Thanks to shad0wshayd3 for improving the implementation.)
Selecting this option will remove the captions from the Help / Videos / NexusMods / GitHub / Discord / Patreon / Ko-Fi / PayPal buttons.
NOTE: This is the actual version of FNVEdit, FO3Edit, and TES4Edit by ElminsterAU being updated for Skyrim. He has allowed us to host both TES5Dump and TES5Edit under the same MPL.If possible please post in the Bethesda forum: http://www.gamesas.com/topic/1417195-relz-tes5edit/
Threads:
Spoiler
http://www.gamesas.com/index.php?showtopic=1415541
http://www.gamesas.com/index.php?showtopic=1412754
http://www.gamesas.com/index.php?showtopic=1409718
http://www.gamesas.com/index.php?showtopic=1392239
http://www.gamesas.com/index.php?showtopic=1388475
How To Download Tes5edit
http://forums.nexusmods.com/index.php?/topic/713668-wipz-tes5dumpfuture-tes5edit/
http://forums.nexusmods.com/index.php?/topic/713672-wipz-tes5dumpfuture-tes5edit/
http://forums.nexusmods.com/index.php?/topic/781826-wipz-tes5dumpfuture-tes5edit/
http://forums.nexusmods.com/index.php?/topic/713028-wipz-tes5dumpfuture-tes5edit/
http://forums.nexusmods.com/index.php?/topic/715413-fnvedit-issue-depot-bug-reports/
TES5Edit 3.0.22 EXPERIMENTAL is now available in the Downloads section on our Google Code Site.
You can download https://code.google.com/p/skyrim-plugin-decoding-project/downloads/list at our Google Code site http://code.google.com/p/skyrim-plugin-decoding-project/ in the https://code.google.com/p/skyrim-plugin-decoding-project/downloads/list section.
TES5Edit 3.0.22 EXPERIMENTAL by ElminsterAU updated for Skyrim by http://skyrim.nexusmods.com/users/156622, and http://skyrim.nexusmods.com/users/4147439.
This is a very early and highly experimental release of TES5Edit. If you don't know what TES5Edit is, you probably shouldn't be using it yet.
http://www.creationkit.com/index.php?title=TES5Edit_Cleaning_Guide_-_TES5Edit
Rename to TES4Edit.exe to work with Oblivion.
Rename to FO3Edit.exe to work with Fallout3.
Rename to FNVEdit.exe to work with New Vegas.
Fallout3 http://fallout3.nexusmods.com/mods/8629 for FO3Edit (applies to all game versions)
Check for new versions here: https://code.google.com/p/skyrim-plugin-decoding-project/downloads/list
Important for Older Systems:
If you get an error about d3dx9_*.dll not being installed, you need to update your DirectX to the most current version.
The most current (March 2008) version can be found here: http://www.microsoft.com/en-us/download/details.aspx?id=35
or here: http://www.microsoft.com/en-us/download/details.aspx?id=23611 (make sure to install it after unpacking it).
Whats new in 3.0.22?
* Skyrim Support.
* New exceptions handler.
* Optional backups in a separate directory.
* Remember position and state of the main window.
* Fixed bug when editing with Shift+DblClick.
* [All] Wrye Bash ghosted plugins (*.esp.ghost) in plugin selection window.
* [ALL] FLST form list is no longer sorted.
* [ALL] EDID affects conflict detection.
* [TES5] Localization editor, plugin localization/delocalization with optional translation.
* [TES5] -l:language command line switch to chose default localization files.
* [TES5] Adding missed plugin files from plugins.txt/loadorder.txt to the end of plugins list.
* [FNV] WeaponModKit IMOD record support for various subrecords.
* [FNV] PLD2 subrecord is no longer removed in package.
* [FNV/FO3] Quest stage signed value overflow fix.
* [Oblivion] Fixed ownership record order in CELL.
* [Oblivion] Snowy weather definition fix (thanks to Arthmoor).
ToDo List:
Update Miax’s Tome of FO3Edit for Skyrim.
Update NAVM, NAVI, and wbUnion for VMAD.
Update the http://www.creationkit.com/index.php?title=TES5Edit_Cleaning_Guide_-_TES5Edit
Known Issues:
http://code.google.com/p/skyrim-plugin-decoding-project/issues/detail?id=51 FNVEdit: 'Copy as Override' on a Base Effect associated to a script.
http://code.google.com/p/skyrim-plugin-decoding-project/issues/detail?id=51 FNVEdit: 'Copy as Override' on some dialogs
http://code.google.com/p/skyrim-plugin-decoding-project/issues/detail?id=51 TES4Edit: 3.0.22 throws an assertion failure when cleaning PGRD records from files.
Note: These are all a work in Progress.
Updates on CK Wiki Pages:
- http://www.creationkit.com/Category:TES5Edit
- http://www.creationkit.com/TES5Edit_Cleaning_Guide_-_TES5Edit
Tes5edit 3.2
- http://www.creationkit.com/Skyrim_TES5Edit_Mod_Cleaning_Tutorial
- http://www.creationkit.com/Skyrim_Dirty_Plugins_List
Current Progress:
About 90-95% of the records are decoded at this time. I have started to update the UESPWiki and I keep a current list on our site in the http://code.google.com/p/skyrim-plugin-decoding-project/wiki/UESPWikiUpdates.
Current Contributors:
http://skyrim.nexusmods.com/users/4147439
http://skyrim.nexusmods.com/users/156622
We would love to have more people helping out on the project.
Name: Skyrim Plugin Decoding Project
Summary: A collaborative project to decode Skyrim's record structure using TES5Dump and provide a working version of TES5Edit.
Description: TES5Dump (a.k.a. TES4Dump / FO3Dump / FNVDump) are utilities that dump the contents of a .esp or .esm plugin to a text file, using internal record definitions. By comparing its output with plugins of known contents, the record definitions can be tweaked until the correct structures have been decoded. TES5Dump also forms the plugin parsing backend for the TES5Edit utility. (a.k.a. TES4Edit / FO3Edit / FNVEdit)
Skyrim's record structure has not yet been fully decoded, and the Skyrim modding community suffers from the lack of a working TES5Edit. This project's aim is to help the decoding effort by providing TES5Dump and allowing many people to update its definitions using Subversion, and to provide the TES5Edit utility.
Its predecessors FNVEdit, FO3Edit, and TES4Edit by ElminsterAU are the best tools to use for exploring overlaps between mods and cleaning mods. TES5Edit will have the same functionality since the compiled release will be made with the same TES4 back engine using the definitions as a result of this project. He would work on it himself, but unfortunately suffers from a severe lack of spare time. He has offered to compile TES5Edit after the necessary supporting files are changed for Skyrim's file format.
This utility will let you easily see how multiple mods interact and override each other, as well as giving you a quick view of the changes that a plugin makes. It lets you browse a graphical record tree of your active plugins, revealing the values set by most record types and comparing overlapping changes from each active plugin.
When started it will automatically find your Skyrim Data directory. You then get a dialog to select which modules you want to load with the current selection from your plugins.txt as default value. Once you have confirmed that dialog the selected modules will start loading in the background. The program will then work the same as its predecessors.
License: Mozilla Public License TES5Dump and TES5Edit.
Anyone is welcome to download the source to TES5Dump using the instructions below.
Why do we need TES5Dump:
How TES5Dump works:
TES5Dump Skyrim.esm &--#62; Skyrim.txt
To turn the whole master into a huge text file.
What works better when working on the record definitions is to create new .esp’s using the CK with just a single (or a few) records, of a single type, with specific values for all the different fields.
The process is then basically:
Create new .esp with example records
Run TES5Dump
Modify record definitions
Repeat till dump is correct
Repeat steps 2-4 until all possible record types and all possible fields are covered
What we need for this project:
We are looking for volunteers and TES enthusiasts who are willing to contribute their time in decoding Skyrim's files, and making updates to the UESP Wiki.
If you would like to participate in this project please send me a PM.
Wiki Updaters:
Any general knowledge of how to edit html and possibly xml. After you have checked out the files the folder you will work with is UESPWiki. It will contain templates of each record posted on UESPWiki. To make changes to the http://www.uesp.net/wiki/Tes5Mod:Mod_File_Format site you need to register first. Registration is free and hardly any information is required.
Please refer to the on site wiki: http://code.google.com/p/skyrim-plugin-decoding-project/wiki/DecodingRecords
Record Decoders:
After you have checked out the files the folder you will work with is TES5Dump. The only file you need to edit will be wbDefinitionsTES5.pas.
To compile the source you need a trial version of Delphi found here. https://downloads.embarcadero.com/free/delphi The source is written in Delphi but you only need a basic knowledge with C++ or Java to interpret the Delphi code and figure out the references.
Having knowledge of or, experience in decoding the records in plugins would be extremely helpful as well. The decoding is not programming intensive because all you are really doing is updating the pre existing routines for Skyrim's format.
Tes5edit Installation
Please refer to the on site wiki: http://code.google.com/p/skyrim-plugin-decoding-project/wiki/DecodingRecords
Getting Set Up:
You will need an SVN client like http://tortoisesvn.net/downloads.html to submit your changes. Instructions are listed https://code.google.com/p/skyrim-plugin-decoding-project/wiki/NewMembersGettingStarted
Special Thanks:
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.
Bethesda: For their awesome program, and for this forum so we can accomplish this task.