/r/xedit
/r/xedit
I'm not sure how it happened but one of my mods actually changed the hair of a companion from a different mod! wtf? XD
Ok, so I installed this mod https://www.nexusmods.com/newvegas/mods/36588?tab=files to change Veronica to that look; it worked just fine right out of the box. I wanted to see what this other mod https://www.nexusmods.com/newvegas/mods/39268 would look like...didn't like it, so I disabled it and re-enabled the first one. That didn't work for me at all, the short hair from the second mod remained; the first mod wouldn't even load, instead the second one (which was disabled at that time) was still there. Both mods shared a mod (but not the same assets) called 'Anthony Lings Coiffure'. I removed all three mods and deleted all the files associated with them and only reinstalled the first mod and 'Anthony Lings Coiffure'...but somehow the short hair style from the second mod (which was completely deleted) is now permanently attached to the head of the first mod, and I can't change it! FNVedit shows that the hair on Veronica as the correct one (from Ling's), but it ain't on her in the game.
How do I fix this?
I've been using the mod Arcanum, it's my favorite magic mod.....one of my favorite spells from the mod is called Morbid Obsession, which is a novice level spell. However, every time I cast that spell, I gain A LOT of experience, literally every cast gains me a whole level in Conjuration. Just feels unbalanced and broken.
I've been trying to tweak the data in the Magic Effect tab, but I'm not knowledgeable enough to know which area to tweak.
Can anyone help with this issue? :)
So, I've been using xEdit for a little over five years, now, and never faced a situation like the following:
Trying to edit the Dwarven Helmet record, I type in the respective FormID, then I get this (Requiem Realistic armor is a patch of my own, using assets from several different mods).
You can see by the picture that, in the second column, we get the "Requiem - Improved Closefaced Helmets.esp" patch, but oddly, not the column for the "imp_helm_legend.esp" itself. I know for a fact that "imp_helm_legend.esp" DOES edit that same record, but it doesn't show up. Even going to "imp_helm_legend.esp"'s "Armor" records and clicking it, it still doesn't appear on the right panel.
What in the ever fucking hell is going on here?? I've been using xEdit for over five years now, and never noticed this behavior in this program. I'd assume it's just a matter of UI settings, hiding mods that are redundant or something, but still, I've had redundant mods before, but never did they just vanished from the load order/right side panel like that...
Could someone please explain to me how to reverse this?
Thank you very much...
So I have been using SSE Edit for a bit but I just got the new gog skyrim edition. How do I switch from the steam edition to the gog edition so I can clean the plugins? I have used the -d command line but it give me a no modules in the data folder. I have already ran the gog version a few times to get it all set up. So yea if y’all have any ideas to help me I would be very appreciative
I've never used xedit before btwbut anyways I downloaded the GitHub version from their official link and in the xEdit file there are 6 different versions: dump, dump64, FO, FO64, TESE, and TESE64. I used the TESE version and for some reason, it only seems to want to edit Fallout 4 (which is downloaded) instead of skyrim (original) and I see no option to do so. And whats weirder is that the application shows this??
So what does, "Clean Masters (= remove all unused masters", do exactly? I need it explain it the simplest terms. Thank you
hi guys, me again. i created a merged patch using this tutorial. https://www.youtube.com/watch?v=0Xc5tQCiDvo&t=36s and i was wondering if that is the right way to do it. because after activating my merged patch and checking things out in xedit, i still have conflicts in my leveled lists. but if i load my merged patch last it should ovveride those right ?
i havent made a merged patch in fo4edit for a long time now. but i wanna get back into it. i vageuly remember when selecting/loading modules when starting op xedit, i didnt load up fallout 4 and its dlc's (by removing the checkmarks next to them) in module selection to speed up the loading process. is this wise and can i still do that ?
Hi, i'm new to xEdit and modding in general, and i wanted to make a change regarding Factions in Skyrim. I wish to be able to create a plugin that makes it so the Dawnguard (either DLC1Hunter or DawnguardFaction in the editor, not quite sure) is hostile to the player character IF the player is flagged as a vampire. This means they're hostile even if the player is part of the Dawnguard. I generally want the same to apply for the Vigilants faction.
I've tried figuring it out for hours now, but i just can't seem to get it to work :( Any help would be appreciated!
Hello modders,
I am trying to use xEdit to mass copy somewhere around 300 armor formIDs into a merchant chest container element, so that said armors can appear in a certain merchant's inventory. Is there a way I can automate this so that I don't have to copy each FormID individually? Help would be very much appreciated
I'm going through FO4 Edit (like I usually do because I want to die) and one of my hundreds of mods allows the player to equip super mutant armor, which is dumb and stupid and also dumb.
Mind you, I have barely any idea how xedit works and it's mostly magic and wizardry at this point to me, but I know if I move the player.cannotEquip kwrd into the last plugin, it fixes that dumbetry. But in game, I can still equip my settlers with it. It's very immersion breaking so im trying to fix that. My best guess is looking at the vanilla values and comparing it to any plugins and pull a hypothesis out of my butt "this value must mean THAT" change it and hope for the best.
So AWKCR (i know, i hate it too, but too many mods require it) adds models (im assuming like, 3d models...things) like HumanSMHead03AA [ARMA:FE0198A9] to the vanilla models. Again, I presume "oh so thats a human model version of the super mutant version, if I just delete it then problem solved!" But in my experience, thats just gonna make the armor not appear on the settler, not make it unequippable. I only ask here because google as faelt me.
tl;dr - what value in fo4edit affects if i can make supermutant armor unequipable on npcs?
Hi I've kind of acquainted myself now with fo4 edit and I've decided on making my own weapon replacers for Fallout 4 for my own use case. now I know the basics of making replacers using fo4 edit with an article by cthorthu but I wanna take it a step further, now my current problem is when I ex. replace institute weapons it only replaces the weapon with the exact weapon type that I chose so my synths have no weapon variation. now I noticed that another weapon of the same gun had different combinations within its records so I used that instead as a replacer, it worked now my synths have varying attachments of the same gun but I did not like some of them. So what I'm asking is how can you add or delete weapon combinations and also add or remove attachments(includes) from the OBTS - Object mod template Item in the weapon combination tab. thanks in advance!
Basically, I'd like to be able to filter so that I can only see NPC records that modify the original records in Skyrim.esm, Update.esm and the three DLC packs, rather than every NPC edit ever. I want to make a patch for NPC's in vanilla, and then one for characters added by other mods. I'm just not sure how one would filter that way.
Hello! Is it possible to search all scripts that contain a specific text inside them? I want to enter the text and have it show me the scripts that contain that given word (or sentence) in it.
Atm I'm struggling to find the specific script that is responsible for changing a certain quest's stage from 40 to 50. I did Ctrl+F, did setstage oddhq03desert 50
but it didn't find anything.
Thanks in advance!
I have a quick Question for the Community regarding the Conflicts in Xedit Please look at the pictures.
I know the colour Code but I don´t always get why sometimes a following mod seems to delete the entry before, and sometimes it seems to passtrough.
Well... The tittle 😅
I created a perk, now i'm trying to add it to the spell that should be the Standing stone, but it only allows for me to put Mafic Effects. Sorry for being such a noob, the answer is probably on my face but i just can't see it :/
Yes, I've read the Tome of xEdit. I still don't get it.
So according to the Tome, I select Cobl Races.esp and "Copy as override into..." to create a new patch. Then it says to move the stuff from Capucines Character Expansion.esp into the empty space in the new patch... but there is no empty space. If I move the red text over to the same spot in the patch, it just overwrites the stuff that's there. How do I make it so that it adds the stuff from both Cobl Races and Capucines Character Expansion? Or am I completely misinterpreting what I'm seeing on the screen?
Edit: Forgot to mention, this is TES4Edit for Oblivion.
Hi, I', just starting with xedit for fallout 4, and I'm patching weapons for Better locational damge. While doing this One question shows up. what is the correct way to do this?
Should i duplicate the esp / esl of the weapon and make the modification there, or Should I copy only the record that are modified to the new file?
Hello all!
I'm trying to export a list of all Cells (that have PCMB data) and their fields: Version Control Info 1, VISI & PCMB. I don't know what kind of "path" the QuickDisplay script is expecting, however, because when I enter those field names (as printed in xEdit) in the QuickDisplay "path" field, and export, I tend to get seemingly random/wrong/different data than is displayed in xEdit.
Any ideas what I'm doing wrong?
Let me preface by saying I have no idea how to work xedit. The only thing I was interested in was using it to edit a script in an existing mod. However, the documentation on such an endeavor seems to be completely hidden from me. I've spent hours looking around and experimenting with xedit literally just trying to edit a single variable in a script. Is it even possible to edit an existing script with xedit?
Has anyone else successfully merged/edited the Exclude from Radiation System plugins that have conflicts? The mod author doesn't give a tutorial. MergePlugins refuses to merge them for one reason or another, and I simply do not understand SSEEdit. Could someone that's used these mods please explain the process to me?
Could this be done with a xedit script, and how would it look like?
So, I would like to use SSE Edit, to add a prefix to the directory of literally a thousand or so armor addons, I think that the Automation Tools for TES5EDIT on the Nexus can achieve what I need to do, or at least I hope so, but I have so far had no luck, I've attempted to enter "Male world model\MOD2 - Model FileName" as a directory but no combination of those two work, and entering the first part alone results in an error saying it cannot be changed, and the second part results in a typical "path not found" error.
Is this even possible to achieve with xEdit? I'm not a coding/scripting sort of guy, so I feel I might be using these scripts wrong anyway.
I also need to add all these armoraddons with a suffix onto existing armors alongside the original armoraddons, whether that can somehow be automated I would also love to know.
I've been trying to make a bashed patch for my mods. However, during this process, as stated, TES5Edit started randomly changing the size of the columns in the right window as I scroll up and down. I can't figure out for the life of me why its doing this, or how to turn it back off. Its making it nigh impossible to scroll through leveled lists to find and resolve conflicts. How do I change it back to what it was before?
Hi maybe a newbie questions but I just wanted to know what the localization flag in the header of a file in xedit does. I'm just currently playing with xedit and making requiem patches and disabled localization on a plugin, and noticed all of the names changed to odd symbols.
Is there a way to fix this say if I didnt want localization, I'm just curious how it all works.
Thank you guys for your time and hopefully someone can help me with this.
Long story short,
I got Mihail's Creature mods running in my game, they tie me down and kick my ass, I cracked them open, level is hard set to 60 for majority of them(Im level 10). The Author placed these monsters in cells; I think, at-least what I can see in the "Cell/block" tree.
Should I bother editing these values and offsets? if I change them calc min to 5 calc max 70, do they spawn from levels 5 - 70? Are the ones that are placed in cells going to be changed, or do I crack the cell open and edit them in xedit as well? I have A LOT to edit..
I get these mods are supposed to be a challenge, But I cant even do a quest. I'd leave and come back to them but I cant even go anywhere because Mihail also placed forts at choke-points with level 60 mages that spam ice spike, and even re-inforced 'The Pale' starter dungeons' that guys a sadist.
I'm trying to find the sound effect for when you have the Bound Bow readied in your hand. Its almost like a sizzling sound and I'm fairly sure its the same sound for many other spells that you have in your hand, ready to be cast.
I've found the sound effects for the bow itself (Charge, Ready, Sheathe/Draw and Release) but not the effect for when you just hold the bow in your hand. Since I believe that sizzling sound is shared with other spells it might have a generic name rather than Bound Bow or Mystic Bow, but I can't locate it anywhere.
I'd be most grateful if anyone have any ideas! I'm playing with headphones and that sound is slowly eating away at my sanity.
Edit: Found it thanks to some friendly people in the r/skyrimmods It was [00] Skyrim.esm (AF75991D) \ Sound Descriptor \ 000960E6 <MAGConjureBoundWeaponLP> Its impossible to lower the sound enough to make it quiet but at least its only a faint whisper now compared to how it was before.