SaveScum / skyrim-plugin-decoding-project

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False Identical to Master Record highlighting. #169

Closed GoogleCodeExporter closed 9 years ago

GoogleCodeExporter commented 9 years ago
What steps will reproduce the problem?
This needs more than 3 steps:

1. Open any master file (one you can edit) and go to a creature or NPC that has 
a template and is using that template through it's template flags.

2. Copy that record into another file.

3. Modify the template flags - it doesn't matter which ones, as all of them 
apply to this defect report - on the override record. Turn off Use Inventory or 
Use Factions to make it easy to test.

4. Modify the field you unlocked, in the attached images, I used Factions - as 
that's what I was modifying at the time.

5. After you've added/deleted/changed the field, reset the template flags to 
the master's version.

6. You'll see that it has turned back to blue, indicating it is identical to 
master.

7. Turn off the Template Flag for the field you edited in both the override and 
the master version of the record, and you'll see that the record now registers 
as edited.

-What is the expected output?
A recognized edit to record.

-What do you see instead?
Unrecognized edit to record.

-What version of the product are you using? On what operating system?
FNVEdit 3.0.33 r1594 Win7 64x

-Please provide any additional information below.
The template flags on an NPC or creature tells the game to ignore the 
information in the record and use the template's instead according to the set 
flags. This can be chained through templates using another template with the 
same flags - indefinitely. I always assumed the GECK and FNVEdit filled in that 
information from the template when the flag was turned off. This isn't the case.

I deleted a faction in the GECK, and it saved that change into the NPC records 
that used the faction by removing it from their faction lists. Opening the file 
in FNVEdit revealed that the NPC records still appeared as identical to master. 
Turning off the Use Faction flag on one of the affected records - both the 
master's and plugin's version of the record - revealed that they were not 
identical, that a change had been made. FNVEdit only recognizes that there is a 
change when the template flag is off for the affected field of the record in 
both the original and override.

I went out on a limb and deleted the faction in question from both the override 
plugin and master, and ran an error check on one of the records when the flags 
were on, it kicked out an error, displayed in the last image. I can see this 
can be confusing to people trying to remove references to certain records - in 
this case a faction - and going to a record in the list and not seeing the 
referenced record on the screen. Then thinking it isn't referenced, deletes the 
record only to find errors later on down the road when they check for errors.

This doesn't affect gameplay, the game will do what the record says and ignore 
the fields according to the template flags, but for developing mods, it can 
cause confusion and possible problems. This defect affects all of the flags for 
template flags, it was easier to explain it using something simple to edit.

Image 1: This is how the record appeared in FNVEdit after the GECK had changed 
it. It says the record is identical to master.

Image 2: I removed the Use Faction flag on both the plugin and master to reveal 
that it was not identical to master.

Image 3: I deleted the faction to see if an error would be created when the 
flag was on. It did.

Original issue reported on code.google.com by harkness...@yahoo.com on 16 Jun 2014 at 4:22

Attachments:

GoogleCodeExporter commented 9 years ago
That's why I didn't implement the same functionality (hiding fields depending 
on template flags) for TES5 since I too found it confusing. But noone ever said 
anything bad about it in fallouts, so I leaved template flags as is there.
Hiding can be removed if you really think that must be done. Strange that in 5 
years it was never mentioned to be an issue.

Original comment by zila...@gmail.com on 16 Jun 2014 at 5:33

GoogleCodeExporter commented 9 years ago
I've always found it confusing, but it wasn't an issue as I only came across it 
once in a rare while. I came across it again and figured I should at least say 
something in case it was an oversite. Looks like it isn't.

For the most part, it's not an issue in Fallout, don't care about Skyrim, so I 
cannot say if it is more an issue in that game.

Could you make it an option to hide/unhide these fields in the options menu? 
I'm not sure how hard that is to do, I've barely begun scripting in FNVEdit to 
learn the language enough to make my own solution - if that were possible.

Original comment by harkness...@yahoo.com on 16 Jun 2014 at 5:47

GoogleCodeExporter commented 9 years ago
Uploaded on afkmods.
Look for "hide templated actor fields" checkbox in Options.

Original comment by zila...@gmail.com on 16 Jun 2014 at 7:12

GoogleCodeExporter commented 9 years ago
Awesome. I thank you guys for your hard work.

Original comment by harkness...@yahoo.com on 16 Jun 2014 at 8:33

GoogleCodeExporter commented 9 years ago
Fixed r1604

Original comment by zila...@gmail.com on 17 Jun 2014 at 5:18