Talk:Version control

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How do you check out forms that are in the exe? Like for instance the "NullTextureSet". It is not in the Skyrim.esm, it's actually in the Creation Kit exe file. If you start the CK and don't load any files, there are forms that appear in some of the categories, like these:

  • Miscellaneous->TextureSet->NullTextureSet
  • WorldData->Water Type->DefaultWater
  • World Objects->Activator->DefaultAshPile1
  • World Objects->Statics->XMarker

These are forms built into the CK exe. Using these forms generally isn't a problem. I can assign "WorldData->Water Type->DefaultWater" to a world or place a "World Objects->Statics->XMarker" ref in a cell and it checks out without me having to include those forms in the new master file.

If I duplicate a static and assign the "NullTextureSet" to one of its surfaces, the merge will fail because it can't find it. If I checkout the "NullTextureSet", it will merge, but then the final merged master will have "NullTextureSet" in it. It shouldn't need that though since it's in the exe. I can use XMarkers all day long and I don't have to merge the "XMarker" form into the new master, shouldn't "NullTextureSet" be similar?

Pick any static and open its properties and click "Edit" to the right of "Model". Right-Click in the list and select "New". Select "NullTextureSet" from the list and click "Ok". If I try to merge this static it will fail because it can't find "NullTextureSet" in the source plugin.

What to do?

- Ez0n3 (talk) 13:36, 11 September 2012 (EDT)

I go in to TES5Edit and remove the references to the NullTextureSet on the static. It's usually applied when you create a texture variant but don't apply textures to all the nitrishapes. There's no benefit to using that texture since it represents the absence of one - if you must use a placeholder just find something suitable in the object window.

1shoedpunk (talk) 2016-01-06T17:24:32 (EST)