Difference between revisions of "TES5Edit Documentation"

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To create a patch plug-in, you must have already created your conflict detection filter (Section 4.3). To create the new patch Plugin, right-click on a conflicted record (A) and select, “Copy as override” (B). This will open the file selection window, where you can choose, “<new file>” (E) by either double-clicking it or by checking it‟s button and clicking, “OK”. This will present you with a, “New Module File” window as shown on the next page, where you can select the name of your new patch plug-in.
To create a patch plug-in, you must have already created your conflict detection filter (Section 4.3). To create the new patch Plugin, right-click on a conflicted record (A) and select, “Copy as override” (B). This will open the file selection window, where you can choose, “<new file>” (E) by either double-clicking it or by checking it‟s button and clicking, “OK”. This will present you with a, “New Module File” window as shown on the next page, where you can select the name of your new patch plug-in.
[[Image:image061.jpg|800px|Section 4_7 Patch Plugin]]


Note: Note: You can, “Copy as Override” into any mod as well as <new file>, but we highly recommend that you only modify your own mods!
Note: Note: You can, “Copy as Override” into any mod as well as <new file>, but we highly recommend that you only modify your own mods!


The New Module File window allows you to choose any name for your patch plug-in, after which you will be prompted to add the mod-name as a Master from which you copied the record. The screenshot below illustrates the process:
The New Module File window allows you to choose any name for your patch plug-in, after which you will be prompted to add the mod-name as a Master from which you copied the record. The screenshot below illustrates the process:
[[Image:image063.jpg|800px|Section 4_7 New File adds master]]


Once confirmed, XEdit will add NV-Phalanx as the Master-file of your new patch plug-in. This happens because we chose the Veronica reference from NV-Phalanx when we did the, “Copy as override into…”. If we had chosen Cuter Veronica instead, it would set that as the Master file for our patch plug-in instead. This ensures that when you copy a reference into your patch plug-in, any data needed for it from the original mod file can be accessed by Fallout: New Vegas at run time. Once complete, you will see:
Once confirmed, XEdit will add NV-Phalanx as the Master-file of your new patch plug-in. This happens because we chose the Veronica reference from NV-Phalanx when we did the, “Copy as override into…”. If we had chosen Cuter Veronica instead, it would set that as the Master file for our patch plug-in instead. This ensures that when you copy a reference into your patch plug-in, any data needed for it from the original mod file can be accessed by Fallout: New Vegas at run time. Once complete, you will see:
[[Image:image065.jpg|800px|Section 4_7 New File results]]


Note how your new patch plug-in, “MyPatchPlugin.esp”, has been created and now occupies the right-most column, making it the conflict winner. Also note that Cuter Veronica is now in conflict because the Essential flag has not yet been moved over, as well as the level-cap and quest key. Now that our patch Plugin has been created, we can correct all of the conflicts on poor Veronica (but does she Deserve it?!?)
Note how your new patch plug-in, “MyPatchPlugin.esp”, has been created and now occupies the right-most column, making it the conflict winner. Also note that Cuter Veronica is now in conflict because the Essential flag has not yet been moved over, as well as the level-cap and quest key. Now that our patch Plugin has been created, we can correct all of the conflicts on poor Veronica (but does she Deserve it?!?)


We can now literally drag/drop each of these items into our new patch plug-in. We do this operation more than any other in XEdit when making a plug-in, as once the initial creation step is complete, it‟s simply a matter of dragging all of the overrides that we want into the patch plug-in as shown below:
We can now literally drag/drop each of these items into our new patch plug-in. We do this operation more than any other in XEdit when making a plug-in, as once the initial creation step is complete, it‟s simply a matter of dragging all of the overrides that we want into the patch plug-in as shown below:
[[Image:image067.jpg|800px|Section 4_7 Drag and Drop]]


Note that for the key we dragged it from the top-level, “Item” entry for that record, and not from the key item row itself. The Item row is the root-level for this particular object (including its Count variable, etc.). As such XEdit will only let you “drag” from the correct row-level, so you don‟t have to worry about getting it wrong! The screenshot below shows the result, with the key now replicated into our patch plug-in.
Note that for the key we dragged it from the top-level, “Item” entry for that record, and not from the key item row itself. The Item row is the root-level for this particular object (including its Count variable, etc.). As such XEdit will only let you “drag” from the correct row-level, so you don‟t have to worry about getting it wrong! The screenshot below shows the result, with the key now replicated into our patch plug-in.
[[Image:image069.jpg|800px|Section 4_7 Drag and Drop again]]


The screenshot below shows the results, with the Essential flag now replicated into our patch plug-in. The last thing we need to do is correct the level-cap conflict with Broken Steel, so we can get Veronica up to the maximum ruthlessness. We can drag n‟ drop this from the Broken Steel Master entry, but instead let‟s illustrate the edit function. Simply right-click on the value in your patch plug-in (A) and select, “Edit” (B) as shown:
The screenshot below shows the results, with the Essential flag now replicated into our patch plug-in. The last thing we need to do is correct the level-cap conflict with Broken Steel, so we can get Veronica up to the maximum ruthlessness. We can drag n‟ drop this from the Broken Steel Master entry, but instead let‟s illustrate the edit function. Simply right-click on the value in your patch plug-in (A) and select, “Edit” (B) as shown:
[[Image:image071.jpg|800px|Section 4_7 Edit value this time]]


Once you select, “Edit”, you will be presented with an Edit dialogue window, where you can type in the level that you want. Some fields will instead show you a list of Flags that you can check/un-check, all depending on what type of record you are editing. The last screenshot below shows the final result, with Veronica ready to kick some ass!
Once you select, “Edit”, you will be presented with an Edit dialogue window, where you can type in the level that you want. Some fields will instead show you a list of Flags that you can check/un-check, all depending on what type of record you are editing. The last screenshot below shows the final result, with Veronica ready to kick some ass!
[[Image:image073.jpg|800px|Section 4_7 Veronica ready]]


The merged-patch will produce a nearly crash-free game very quickly, but some subtle features of mods will inevitably not work. By manually patching and understanding each change, we can solve for these conflicts to our own satisfaction. Whether you retain the essential flag or remove it, is a player-by-player personal decision for what you want form your gaming experience.
The merged-patch will produce a nearly crash-free game very quickly, but some subtle features of mods will inevitably not work. By manually patching and understanding each change, we can solve for these conflicts to our own satisfaction. Whether you retain the essential flag or remove it, is a player-by-player personal decision for what you want form your gaming experience.


The final step is to save your patch plug-in, so we don‟t lose all our hard work! The most convenient way is to hit, “Alt-S”, which will present you with a save window as shown below:
The final step is to save your patch plug-in, so we don‟t lose all our hard work! The most convenient way is to hit, “Alt-S”, which will present you with a save window as shown below:
[[Image:image075.jpg|600px|Section 4_7 Save Changes]]


The, “Save Changed Files” view will present you with all of the mod files that have changed since the last save or boot up. This is handy, as you can un-check any files that you do not want to save, giving you finer control and ensuring you don‟t accidentally save a mod file that is not your own. Ensure that our, “MyPatchPlugin” is checked (A), and click, “OK” (B) to save your Plugin.
The, “Save Changed Files” view will present you with all of the mod files that have changed since the last save or boot up. This is handy, as you can un-check any files that you do not want to save, giving you finer control and ensuring you don‟t accidentally save a mod file that is not your own. Ensure that our, “MyPatchPlugin” is checked (A), and click, “OK” (B) to save your Plugin.
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