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IDs displayed incorrectly in SSEedit 4.1.5


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Posted

Easier to show:SSEditBullshit.png.81b9d797768a33dd6b6e107887cb9a12.png

Naturally, its an armor mod, it has nothing to do with markers. Question is, why does it clash IDs with Skyrim.esm? And how do i get it back to working order? SSEdit is a tool of choice for me, so  issue is beyond frustrating, particularly since it reappeards consistently across different plugins being edited, .esl's, .esp's, they all get the shaft. Any tips?

Posted (edited)

That looks like a corrupted mod to me. I would maybe try right click -> Renumber form ids, but I doubt that's going to work since those are not unique records but rather broken overrides. Your only option might be to edit the esp directly and give each object a new form id. I have C# code here for reading and writing esp files if you want to code something up to do it for you. XVI32 is probably still the only freely available hex editor if you want to do it by hand; the esp file format can be found here.

 

Edit: You got the latest xEdit version?

Edited by traison
Posted
14 minutes ago, traison said:

That looks like a corrupted mod to me. I would maybe try right click -> Renumber form ids, but I doubt that's going to work since those are not unique records but rather broken overrides. Your only option might be to edit the esp directly and give each object a new form id. I have C# code here for reading and writing esp files if you want to code something up to do it for you. XVI32 is probably still the only freely available hex editor if you want to do it by hand; the esp file format can be found here.

 Sincerely doubt it is in fact an ESP corruption, because im reasonably sure that armor with marker record instead of armo one would, in game, not work correctly, but it does. Meaning that it is an issue of SSEdit, not the .esp. And as i said, i observe the same behaviour among multiple mods. All of them functioning as intended. Would be real glad to write it off as a single bad mod, but that does not seem to be that.

Posted

All fine here. They're all in the 0xFE address space like they're supposed to be. Tested with xEdit version 4.1.5f. I have it archived here if it's not available online anymore.

Posted
2 hours ago, nilead said:

Easier to show:

Naturally, its an armor mod, it has nothing to do with markers. Question is, why does it clash IDs with Skyrim.esm? And how do i get it back to working order? SSEdit is a tool of choice for me, so  issue is beyond frustrating, particularly since it reappeards consistently across different plugins being edited, .esl's, .esp's, they all get the shaft. Any tips?

 

I download the mod from Nexus, add it to Vortex, deploy and open it with SSEdit.. Show correct for me... But i not know why show bad on your side...

Spoiler

image.png.0aa81b6868d959b0d6692d446a24d941.png

 

Have you make any change to the ESP file??? Maybe you have some strange option active on SSEdit???

 

Posted (edited)
17 minutes ago, alex77r4 said:

Maybe you have some strange option active on SSEdit???

 

The only setting I can think of that could cause funny things to happen to the 0xFE address space is if you rename your SSEEdit.exe to TES5Edit.exe (or similar) or pass it the -game argument with a value like FO3. That seems unlikely in this case.

 

Edit: If in doubt, pass it the -resetsettings argument.

Edited by traison
Posted
25 minutes ago, Grey Cloud said:

There was a problem with XEdit v4.1.5. Version 4.1.5f fixed it. I had the problem myself but I can't remember what the problem was. 

Either that, or just cleaning out SSEEdit cache that comes with full reinstallation did the trick.

Posted
14 minutes ago, nilead said:

Either that, or just cleaning out SSEEdit cache that comes with full reinstallation did the trick.

 

Oh, I was not aware the cache could do things like this. Quite unfortunate actually. I wonder if it can be disabled.

Posted
1 minute ago, traison said:

 

Oh, I was not aware the cache could do things like this. Quite unfortunate actually. I wonder if it can be disabled.

Well, i had no idea either, just glad to get my tools back in working condition. Thanks for trying to help, guess i should've just tried full reinstallation off the start.

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