AndalayBay Posted May 11, 2023 Share Posted May 11, 2023 This is a preview release to get some feedback on what you'd like to see. The GUI is rough and we're looking for some comments on it. Currently the only features are viewing the contents of plugins (and you'll see that we haven't made all the groups nice and pretty yet) and the advanced search. You can save your search results as a file that you can load into a spreadsheet, for example. Here's our first attempt at a readme/release thread. Looking for comments on this too. TES4Gecko - Sharpened This is a rewrite of TES4Gecko in C#. It is not a port, rather we have rewritten it from the ground up based on the documentation from the Unofficial Elder Scrolls Pages (UESP) as well as the source code from TES4Gecko. The source code is for a newer version of Gecko than what was uploaded to Nexus and was provided by Steve Carrow. Explicit permission for the new release was granted by Aubrey K McAuley. What's TES4Gecko? TES4Gecko was one of the first modding tools that supplied extra functions not available in the Construction Set (CS). Its primary purpose is to merge plugins, whether merging a patch into a master or simply merging unrelated plugins. It's also used to move worldspaces, compare plugins, convert to a master or to a plugin along with a few other features that aren't used very often. TES4Gecko - Sharpened The new version will offer the following features: merge plugins advanced search with the ability to save results in a text file move worldspaces compare plugins convert to master and convert to plugin editing of plugins Unlike the old Gecko, this version will display and provide access to the entire record, rendered in a fashion similar to the CS. Also, Gecko Sharp will use optimistic locking so you don't need to close Gecko when opening your plugin in another program. You can open the CS, change your plugin, save it and then go back to Gecko, right-click on your plugin and select Reload. It will reload the files with the changes you just made. Download: Link in thread below Installation Run the TES4GeckoSharpened installer. It will create a start menu folder and a desktop shortcut. REQUEST: Could you grab screenshots of the dialogue boxes that pop up during installation? We don't see the prompts since we have all the files already so it would be helpful if we could see what you are being prompted for during installation. Link to comment Share on other sites More sharing options...
AndalayBay Posted May 11, 2023 Author Share Posted May 11, 2023 Documentation?!!! Ewwwww. Link to comment Share on other sites More sharing options...
Vorians Posted May 12, 2023 Share Posted May 12, 2023 A good start! Don't forget to include a Requirements section (e.g. Microsoft.NETCore.App v 6+ x64). When prompted to download the above, you provide a link to learn about framework resolution, however this link is not clickable or selectable, would be handy if it could be for those interested. I would recommend setting the list of ESM/Ps to default-sort by Last Modified date, and to place ESMs always before ESPs, just like the game does. The Plugin Header container is redundant to the viewer so as in xEdit, it would be more efficient to skip it and just display the only record possible to exist within, Header Record. In the left Navigation pane, full row select would be more user friendly. Dark Mode please. Link to comment Share on other sites More sharing options...
Jimi diGriz Posted May 12, 2023 Share Posted May 12, 2023 I wasn't aware of the download link. I will have to create a virtual machine without the latest .Net stuff to see what the installer does. I am looking at an option to sort the plugin list by load order, which would also indicate which plugins are currently selected. I don't know what you mean by "full row select". Could you provide an example of what that is? I will look into Dark Mode. There must be a way as Visual Studio does it using the same framework. Thanks for having a look. Link to comment Share on other sites More sharing options...
Vorians Posted May 13, 2023 Share Posted May 13, 2023 Currently, if you want to select a record from the left pane, you have to click on the text itself. However several times I tried to click in the white space in line with the letters, only to find nothing happened. Full row select means being able click anywhere within the horizontal limits of a row of text and it still be recognised as clicking the text itself. Link to comment Share on other sites More sharing options...
AndalayBay Posted November 15, 2023 Author Share Posted November 15, 2023 We've got an update on its way. We're just battling through the installer. If someone knows of a free installer that can work with source code projects that are dependent on Windows components, please let us know! It needs to scan the Visual Studio project and figure out what needs to be included. It looks like you have to pay a hefty sum to get stuff like that these days. Link to comment Share on other sites More sharing options...
Jimi diGriz Posted December 11, 2023 Share Posted December 11, 2023 I have uploaded the installer for the latest version of TES4Gecko-Sharpened. We have decoded more records: Ammunition (AMMO) Armour (ARMO) Cells (CELL) Doors (DOOR) Ingredient (INGR) Weapons (WEAP) The main work, however, is in getting the structures working for cells and world spaces. In the main tree the Cell node is just for internal cells. I have put them in as a big list for now which is awkward for large mods. TESxEdit puts internal cells under a block and sub-block hierarchy which doesn't make sense to me. If someone has a suggestion for how to group the internal cells I am listening. Under each of the internal cells are three new levels: Persistent Children, Temporary Children, and Visible Distant Children. These are lists of things like object references, NPC references, and creature references. External cells are found under WorldSpaces. If you open a WorldSpace such as Tamriel you will see two new levels: Persistent Cell and Cell Blocks. There should also be a Road record in there but I haven't fully decoded that yet. The Persistent Cell is a dummy cell that holds all of the persistent children. This is how the mod file is structured and is also how xEdit portrays it. That doesn't mean that we have to do it that way. One option is to move the persistent children under the appropriate external cells. Under Cell Blocks are the blocks and sub-blocks. Under the sub-blocks are the external cells. These cells have the same three levels as for internal cells. The temporary children for external cells should also contain Landscape and Path Grid records but I haven't decoded them yet. Right now Gecko displays the blocks, sub-blocks, and external cells in the order they appear in the mod file. We couldn't figure out what xEdit uses for sorting so we just left it that way. If you would prefer a specific ordering please let us know. If you would like these items sorted numerically remember that the X and Y coordinates can be both positive and negative. So, for example, for Tamriel blocks (0, 0), (1, 0), (-12, 0), (1, -2) what order should they be shown? Link to comment Share on other sites More sharing options...
Vorians Posted December 11, 2023 Share Posted December 11, 2023 (edited) Blocks and sub-blocks are defined in the ESM/P files, see UESP for reference. It would make sense to use the same method of display as xEdit as it matches the records and is what modders will be used to. EDIT Do you really need to do all this record decoding work, can't you just request this data from the xEdit team, who have already decoded around 95-99% of the TES4 records? Edited December 11, 2023 by Vorians Link to comment Share on other sites More sharing options...
Jimi diGriz Posted December 12, 2023 Share Posted December 12, 2023 I can show the interior cells in blocks and sub-blocks as they are organized in the mod file if that is what is desired. It seems rather obtuse to me to have to parse the cell formid to get this info. The CS doesn't help by providing the formid in hex rather than decimal. As well as using the UESP I have been using the source code from xEdit to help figure out the record structures. It takes some effort because xEdit is written in a variant of Pascal whereas the new Gecko is written in C#. I have also been cross checking with what I see in the CS as I have discovered a number of errors and omissions in xEdit. Link to comment Share on other sites More sharing options...
Vorians Posted December 12, 2023 Share Posted December 12, 2023 Ooh, I hope you're letting them know so they can make corrections. Link to comment Share on other sites More sharing options...
Jimi diGriz Posted December 12, 2023 Share Posted December 12, 2023 Are they still supporting it? I don't know if Delphi Pascal is still maintained these days. Borland went out of business a long time ago. Link to comment Share on other sites More sharing options...
AndalayBay Posted December 12, 2023 Author Share Posted December 12, 2023 9 hours ago, Vorians said: Ooh, I hope you're letting them know so they can make corrections. After Elminster humiliated me on Discord? Err... no. Also, did you grab the latest version? Link to comment Share on other sites More sharing options...
Vorians Posted December 12, 2023 Share Posted December 12, 2023 xEdit is still receiving updates, especially for Starfield but also for all currently supported titles. Andalay, it isn't about Elminster or for his benefit, it's for the benefit of people like myself who use xEdit. I hadn't downloaded but will do now. Link to comment Share on other sites More sharing options...
AndalayBay Posted December 13, 2023 Author Share Posted December 13, 2023 Well one of the bugs was in a script and it was pretty bloody obvious. It was a script that was supposed to fix the mismatched placement bug, as I explain here. If you run that script, it will not only mess up your plugin, but Oblivion as well, which it will add to your plugin. Since no one has complained, then I'd say no one is using that script and the underlying code isn't in xEdit itself. Other stuff is listed an "unknown" in xEdit and we've "decoded" it. I don't remember if there were other errors or not. We're focused on Gecko, not finding stuff in xEdit. Link to comment Share on other sites More sharing options...
AndalayBay Posted June 16 Author Share Posted June 16 A new version of Gecko has been published. See the mod description page for details. Link to comment Share on other sites More sharing options...
AndalayBay Posted June 18 Author Share Posted June 18 Uploaded bug fix for previous version. Please grab this one. Link to comment Share on other sites More sharing options...
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