Tes5Mod:SkyEdit/Feedback

Enter any feedback or suggestions for SkyEdit below. Comments specifically related to bugs or crashes should be put on the Bugs page. Alternatively, you may also Contact the Author directly.

Comments

Fantastic job! Very well done! A great utility for this early in the life of the game.-WalB 10:18, 12 December 2011 (UTC)

:Very much looking forward to a version which could edit Soul Gems, Scrolls and Books. 142.167.99.88 20:12, 13 December 2011 (UTC)

::BTW, it seems SkyEdit somehow overlooks GRUP (MISC). Headbomb 19:26, 15 December 2011

:::Great for the limited scope it has, hope you coded generic and plugging these in is quick.  Would also like to be able to select master .esm for plugins from already-compiled .esp (ie removing dependency etc) Themendios 06:33, 16 December 2011 (UTC)

::::It seems like a very useful tool, and I look forward to its development, and learning how to make effective  use out of it. Currently, when I try to load my mod alongside Skyrim.exe, i get an error that says "failed to find localized string id."  And now the game CTDs after the bethsoft logo.  Any helpful workarounds to this problem?  

:::::except a problem i have when adding spells and items to containers (merchant etc') skyrim will crash on startup the actual tool is really cool  

::::::Love the program! I'm just waiting for you to add the Render Window to where we can put our items after they have been created.

::::::It would be nice to speed things up a bit before Bethesda signs their contract with Steam or we're all screwed!~Thunderwulf32 00:05, 28 December 2011

 It appears this isn't a usable tool yet:
Most fields are not properly read from the esm so for example the model, material, etc are not shown for armors.  You can click the > and see a list, but the programed values are not shown.  This makes comparing values to the built in impossible.
It's been a while since I used the Oblivion CS but I recall references to a LOT more things, notably models and textures, which are missing from the item display in Skyedit.
I'm not seeing how you have the esm open in one window and your esp in another.  Blending them all in one window makes editing impossible as you don't know what you're editing.  Making a new plugin makes adding values from the default esm impossible.  Something is just not working here.
If you try to load the update.esm master file, which is presumably updated info from patches which you'd want to be able to see, Skyedit kicks an error and fails to load anything.
Interesting mockup, but given that it's not functional and they are putting out an official creation kit, this may simply be an exercise rather than a production tool.  

:Amazing tool although it needs to be able to edit shouts.  

::There seems to be an annoying bug that won't let you alter references in the condition dialogue window. It always throws and an error whenever you try to save the changes.  

::: Awesome tool! I use it to export lots of data into .csv-files, munge the data with self-written perl scripts and reimport them back into SkyEdit. But I'm missing the TextureSets. Any chance of implementing import/export for them? [I don't actually care about editing stuff in SkyEdit itself.]  

Compiling
I've been trying to compile SkyEdit with Visual Studio for most of the day now. I just can't figure how to build the directory tree for the source code.

My current directory tree is this
..\SE\skyedit\... where I put these files in it  
..\SE\tes5lib\... where I put these files in it 

But I keep getting errors about file locations for various .h files (e.g. "...\skyedit\stdafx.h(23): fatal error C1083: Cannot open include file: 'windows/sizecbar.h': No such file or directory"). Now I can go in stdafx.h and modify 'windows/sizecbar.h' to '../tes5lib/windows/sizecbar.h', but then i get other errors like "..\SE\tes5lib\windows\srrecordfilter.h(19): fatal error C1083: Cannot open include file: 'modfile/srespfile.h': No such file or directory". And if I modify that one, I get another. And so on and so forth. I also tried putting \tes5lib as a subdirectory of \skyedit, but that didn't work either.

I'm admittedly not an expert programmer, but it's the first time I'm getting such a hard time compiling stuff from source. What am I doing wrong? Headbomb 05:53, 16 December 2011 (UTC)

:If it makes you feel better I am an expert programmer who uses git daily at work and gave up on compiling this ;)  Wish you had a vs2008 version too, vs2010 is a headache Themendios 06:31, 16 December 2011 (UTC)

::A guide to compiling would be amazing. First time using Microsoft's (TM) amazing programming products (sarcasm) I'm getting some kind of error about a missing X64 folder or profile or something. I've given up on compiling for the time being :/ Fowl 06:53, 19 December 2011 (UTC)

:::I'm an experienced programmer just not so much with C/C++ but I still managed to compile using VS2010. Just had the trouble one would expect to get plus one more issue.
:::Anyway...
:::# Open the project file, and set proper include/library paths (tes5lib, DevIL). -- Note: that VS2010 will not open the solution but it can open the project file.
:::# Get the DevIL SDK -- because its .lib and .dll files are missing.
:::# Compile.
:::(Xetrill/194.166.37.125 20:23, 21 December 2011 (UTC))

::::I am a programmer by career, and I've chosen to build and upload the svn version onto tesnexus. 
::::Please visit the website if you wish to skip the compiling yourself:
::::# 
::::-Tryas  

Armors?
I've been doing comprehensive reports for the Unofficial Skyrim Patch ( Really looking forward to armors being included in SkyEdit. Headbomb 20:56, 19 December 2011 (UTC)

Wow @ 0.031a
Just downloaded it. Very impressive update over 0.02a. Being able to edit books was an unexpected (but pleasant) surprise. Also yay for armors being editable. Some misc. items sadly remain uneditable though (specifically, soulgems). Headbomb's Better Sorting will be able to significantly progress with that one.

General comment, it would be nice if there would be a right click > "revert to vanilla" option. This way if you changed some item's properties, it's easy to revert to vanilla settings. Headbomb 06:11, 23 December 2011 (UTC)

:Right click > Clean should revert items back to their original settings. Temperance 04:25, 2 January 2012 (UTC)

Windows 7 64 bit. 0.031a
Im not sure if it is just me, or not but, I have 2 computers running windows 7 64 bit, with all of the latest updates and Frameworks, ect ect. and I keep getting an error, that MSVCR100.dll is missing, Now I actually downloaded the DLL file itself, and placed in the directories, then I got another DLL error, did the same for that aswell, and then it, gave me a error. 0xc0000007b tried to rebuilt dependancys manually and I failed, no matter what kept getting that error, I tried to open this file up in windows xp, in a virual machine, it worked just fine, but I want it to run in my main OS, WIndows 7 64 bit.. Because it will make my life soo much easier.... Anyway, just wanted to ask if there was a fix or not?  

:Check the FAQ section of SkyEdit; 

:-Tryas  

Question
I've been doing a lot of weapons & armor fixing, and in 0.03a I though it was an omission of due to the alpha state of SkyEdit, but I'm running into the same issue again.
Draugr Armors (any piece) are tagged as being made of "ArmorMaterialDaedric".
Is there really no equivalent to WeaponMaterialDraugr for armors? Did Bethesda really meant to required the Daedric Smithing perk to improve those crap armors? Or is this due to SkyEdit not reading the files correctly? Headbomb 07:47, 4 January 2012 (UTC)

Editing races?
This would be perfect if we could edit them. This is the feature I'm primarily waiting.  

'Error: unexpected (or out of order) subrecords' from new objects
When I am, I call it "pinging" my ESP (just contain some new recipes) with TES5Edit, when the Mod was created by SkyEdit, every new item has errors like this:
"Error: record COBJ contains unexpected (or out of order) subrecord CNTO"
For every item and (In case of recipes) sub-item. Is this actually a problem-causer or is it just "trivial" and not causing errors?
Loading and then saving the mod using the official CK fixes the order of the items to the "Bethesda Standard", and TES5Edit "Error search" returns no errors, after the fix. So is SkyEdit seems to handle subrecords differently and it works, or is CK much more prefered nowadays and shuld be used instead? Or is it actually no problem? I'd like some explanation if it's just "trivial" or actually "dangerous".MarukiTheFaceHater (talk) 06:03, 27 April 2013 (GMT)