Lightwave |
Novice |
|
|
Reged: 04/16/03 |
Posts: 41 |
Loc: Cymru (Wales) [Now travelling the world.
Currently in Cairns, Australia] | |
|
I've made a
utility that can move entire cells (including the landmass and all
objects such as NPCs and statics contained within the cell) to
different locations or make exact duplicates of the cells (including
interior) and place them elsewhere.
It's a simple command
line program which parses a rules file; the rules file contains the
list of cells you want duplicated, moved or deleted.
You can
do the following:
1. Make a duplicate of an entire Region
(e.g. in 9 commands you can make a duplicate of Vvardenfell) 2.
Move an entire Region (great for conflicting plugins). 3. Delete
all cells in an entire Region. 4. Make a duplicate of individual
cells and place them elsewhere. 5. Move or Offset an existing
cell to another location. 6. Duplicate an interior cell, calling
the copy by another name. 7. Delete an exterior cell. 8.
Delete an interior cell.
Some instructions are included in
the Readme.html file.
I'm literally having to run out of the
door on a trip to Snowdonia this instant ,
but I'll be back in a few days. TESfaith looks to be working as
intended with everything I've tested, but if there are any problems,
I'll be back at my computer sometime on monday if anyone has any
queries.
You can download it for now from:
http://homepages.which.net/~g.halliday/morrowind/TESfaith.zip
Good
luck,
Lightwave
Post Extras: |
Spudnik |
Diviner |
|
|
Reged: 12/11/02 |
Posts: 4032 |
Loc: Toronto, Canada | |
|
interesting.
veeeeeerrrry interesting.
now,
methinks me shall need to edit dreamyplaces.
-------------------- "The blood of Jesus Christ, His Son,
cleanseth us from all sin."
dragonsight reopened competitions Script help
Post Extras: |
Klinn |
Diviner |
|
|
Reged: 11/19/02 |
Posts: 2319 |
| |
|
Excellent!
Glad to see you continued work on this utility, which I'm sure will
be an invaluable tool for Morrowind modders. I'll download load it
right away. By the way, I love the utility's name.
Thanks
again!
...Klinn
Post Extras: |
Astarsis |
Disciple |
|
|
Reged: 04/02/03 |
Posts: 1652 |
Loc: Azura's Embrace | |
|
Absolutely
genius utility
cant
wait to see the new ynis moon, I loved the first one
Cheers
!
Astarsis
-------------------- new mods coming
summer 2004 !
click here for my mods
(Unforgotten
Realms) http://morrowind.unforgottenrealms.net/
(Also availlable on Summit)
Post
Extras: |
|
|
OMG!!!!!!!!!!!
This is the most BRILLIANT and
FANTASTIC TOOL EVER MADE for Morrowind!!!!!!!
Hands
DOWN!
I am crying tears of true joy! I have moved all 584
cells of my project thus far to a brand new location that will now
be compatible with TR!!! It did in minutes what would have taken me
DAYS to do manually with a hexeditor!!!!!1
ASTOUNDING!!!
SIMPLE!!!! and a TRUE GIFT to Morrowind Modders
everywhere!!!!
May your future be filled with nothing but the
best of everything you desire! Take care and thank you so very
much for what you have done for me with this program you
made!
of the purist Gold
-------------------- Owner/Administrator of MorroRing and Rethan-Manor.net
Post
Extras: |
|
|
why isnt there more posts?! this is awesome! can it copy landscape without the items?
-------------------- Making sweet interiors of under the sea/winds of changes mod! (leaded by astarsis)
Member: =Dawn-Of-Darkness=-Interiors, Models,misc & Concepts
[WiP] Relics Of Vvardenfell & Solstheim
(glow=red,3,900)Dwemer Own J00! =D(/glow)
James_BondForever@hotmail.com
Post Extras:
|
jdog |
Adept |
|
|
Reged: 04/30/03 |
Posts: 239 |
| |
|
there are few
post because of the time it is. Late at night here
-------------------- My Mods House Of Potions V1
The House Of Potions with Throwing Potions V1 New mod in the
works.....
Post Extras: |
PizzasRgooD |
Disciple |
|
|
Reged: 07/27/02 |
Posts: 1404 |
Loc: Belgium | |
|
omg thx! my
city was conflicting with WI, but i didn't feel like moving it
manually... now i don't even have to
-------------------- my screenshots
Post Extras: |
Soar182 |
Curate |
|
|
Reged: 05/29/03 |
Posts: 587 |
Loc: Minnesota | |
|
Will this work
for moving a group of cells into another plug in?
-------------------- Screen shots
Post Extras: |
|
|
Lightwave this sounds like a dream come true!The amount of time and work this will save is beyond belief!Now Modders can work with huge areas in an instant and have almost limitless time to concentrate on smaller finer details.I can hardly wait to see what masterpieces are born from this!Thank you Lightwave!Have a great trip and may there be plenty to talk about when you get back.
Post Extras:
|
Astarsis |
Disciple |
|
|
Reged: 04/02/03 |
Posts: 1652 |
Loc: Azura's Embrace | |
|
A well
deserved bump for all those needing to see this gem
the most
usefull programm ever
By the way, for those who don't know,
it is my understanding that Lightwave is also the creator of the
legendary Ynis Moon, one of the greatest mod ever made.
I
think he's moving the area to make it Bloodmoon
compatible
Ynis moon feature a gigantic epic battle between
imperial legions and bretons rebels
the
landscape is superb, and the advanture worth tackling
only
thing is you need a pretty good machine to run it because of the way
battle scripts work.
Cheers
!
Astarsis
-------------------- new mods coming
summer 2004 !
click here for my mods
(Unforgotten
Realms) http://morrowind.unforgottenrealms.net/
(Also availlable on Summit)
Post
Extras: |
|
|
I'm all thumbs
with dos.
So can someone give me examples of commands on
transposing regions say like the Velayia Region?
How far away
from Vvardenfell can you move land?
And will there be a
Window version of TESfaith?
-------------------- Falana
Khastaghirs, Redguard Sorceress, Level 59, Telvanni Lawman.
Ampersand Sithraviel, Bosmer Archer, Level 2, Theives Guild
Wet Ear.
Clara Braddox, Breton Spellsword, Level 1, Imperial
Cult laymember.
Angus Rhies-Pfaffenhoffen, Nord Crusader,
Level 1, Imperial Legion.
Post Extras: |
|
|
Quote:
A well deserved bump for all those needing to see this gem
the most usefull programm ever
By the way, for those who don't know, it is my understanding that Lightwave is also the creator of the legendary Ynis Moon, one of the greatest mod ever made.
I think he's moving the area to make it Bloodmoon compatible
Ynis moon feature a gigantic epic battle between imperial legions and bretons rebels
the landscape is superb, and the advanture worth tackling
only thing is you need a pretty good machine to run it because of the way battle scripts work.
Cheers !
Astarsis
Yes, i tried to play that an age ago & it was incompatible with bloodmoon
-------------------- Making sweet interiors of under the sea/winds of changes mod! (leaded by astarsis)
Member: =Dawn-Of-Darkness=-Interiors, Models,misc & Concepts
[WiP] Relics Of Vvardenfell & Solstheim
(glow=red,3,900)Dwemer Own J00! =D(/glow)
James_BondForever@hotmail.com
Post Extras:
|
|
|
Quote:
So can someone give me examples of commands on transposing
regions say like the Velayia Region?
The html readme file that is
included gives very clear and great examples of what needs to be
done. And this can be run in a dos prompt window so that you can
keep the help file where you can read it very easily while you run
the program.
and bumping again
-------------------- Owner/Administrator
of MorroRing and Rethan-Manor.net
Post
Extras: |
|
|
I would not
have made a post if I had not read the html help
file.
Everytime I type in a command it tells me that cr is
not recognized as an external or internal command, operable program
or batch file. Or that it is unable to open your Cell Transposition
rule file <tfaith.cfg>:no such file or directory.
CR,
"Ascadian Isles Region", -100, 80 this is what I typed in to test it
but it still doesn't work.
Like I said I don't understand
DOS and my computer run on Windows XP.
What am I doing
wrong?
-------------------- Falana Khastaghirs, Redguard
Sorceress, Level 59, Telvanni Lawman.
Ampersand Sithraviel,
Bosmer Archer, Level 2, Theives Guild Wet Ear.
Clara
Braddox, Breton Spellsword, Level 1, Imperial Cult laymember.
Angus Rhies-Pfaffenhoffen, Nord Crusader, Level 1, Imperial
Legion.
Post Extras: |
|
|
Quote:
I would not have made a post if I had not read the html help
file.
Everytime I type in a command it tells me that cr is
not recognized as an external or internal command, operable
program or batch file. Or that it is unable to open your Cell
Transposition rule file <tfaith.cfg>:no such file or
directory.
CR, "Ascadian Isles Region", -100, 80 this is
what I typed in to test it but it still doesn't
work.
Like I said I don't understand DOS and my computer
run on Windows XP.
What am I doing wrong?
ok
sorry about that I wasn't sure and so thought perhaps it would
help...
the tfaith.cfg file is where you enter the command
lines offered by the help file...
open the tfaith.cfg file in
windows with notepad... copy the contents and paste them to a NEW
text document I used "FAITH_Examples.txt"
That leaves you
with a blank tfaith.cfg file. then in the tfaith.cfg file you want
to enter the command line(s) you want to perform such as... CR,
"Ascadian Isles Region", -100, 80
Then Save and exit that
file. DO NOT save as...just use the standard save so it does not
change the file name at all...
Then what I did was copy the
esp file I wanted to alter into the folder where I had placed the
TESFaith files, because I placed them in their own folder rather
then in my morrowind folder.. Then you run the DOS Prompt I use the
one found in "START"..."PROGRAMS"..."ACCESSORIES"... it's called
"COMMAND PROMPT" on my system (xp pro)
That brings up a
window with a black screen and white letters showing a file path and
a flashing white line for a cursor... what you want to do then is to
enter CD\ and hit enter.... you should get the
following... C:\>_
then you will need to change the
directory to where you have the TESFaith file...like this... EXAMPLE
ONLY..
C:\> cd\program files\TESFaith (HIT
ENTER) C:\Program Files\TESFaith>_
That will be
whatever the filepath is you use to get to where you store the
program....Once you are there then you will enter the run command
for TESFaith...
C:\Program Files\TESFaith>TESFaith.exe
YOURFILE.ESP
Then it will alter the file you type there based
on the commands you saved in the tfaith.cfg file.
I hope that
helps a little more...if not let me know exactly where you saved the
TESFaith file to and I can give you a better example with more
direct command lines
good luck
-------------------- Owner/Administrator
of MorroRing and Rethan-Manor.net
Post
Extras: |
GhanBuriGhan
|
Diviner
|
|
|
Reged: 10/06/01
|
Posts: 2542
|
Loc: Switzerland
|
|
|
This sounds brilliant! People have waited for such a tool for ages. Thanks a lot, Lightwave, it should make mod conflicts much less of a problem in the future.
-------------------- ----------//Forum Scholars guild\\----------
[red]Get "MW Scripting for Dummies 5" TES scripting manual[/red]
And all my Mods!
Post Extras:
|
pionata
|
Adept
|
|
|
Reged: 05/28/02
|
Posts: 302
|
|
|
|
Thats realy a great tool. Do you plan to add the options to move teleporters for doors?, cause if i wanted to move WI i would have a couple of 100's of teleporter to replace.
also does it also move vertex coloring?
Realy best tool yet along with fps optimizer. !!
-------------------- .-._.-._.-._.-._.-._. ===--------Wizard Alliance Mod Founder--------)))
http://www.wizards-islands.com/
http://www.euro-morrowind.com/wizards_isle/WITrailerHighRes.wmv
Post Extras:
|
|
|
I am not sure
what you mean by vertex coloring however I used the landscape
painter in TESCS on almost all my lands and they are eaxctly as I
made them in the new location. ...if that is what you mean by the
coloring...as for doors yeah it's a little frustrating I have redone
a bunch with a lot left to go but hey at least I don't have to
rebuild the lands and copy paste the pieces and adjust the line ups
and and and LOLOL
I don't mind doing the door markers at all,
and I am not sure if it would be possible as it would have to read
ALL the cells and then alter each interior cell conected to the
exterior ones because that is where the door marker information is
actually stored is in the cell with the door not with the marker
itself.... in essence I think it would begin to effect the stability
of the program by doing so....I dunno though...
-------------------- Owner/Administrator of MorroRing and Rethan-Manor.net
Post
Extras: |
|
|
Just thought I
might share a little tip that I have found works quite well when
moving a lot of land mass that has multiple regions...
If
you first make a back-up file of the one you want to alter then open
that back up in the TESCS and go to the region editor...create a new
region called TOMOVE then go to region paint and paint ALL the cells
you want to move with the TOMOVE region color....then save the
file.....
Now when you use the TESFaith utility all you have
to do is one command line in the cfg file to either copy all of
those cells or move them or delete them by entering...
__
"TOMOVE" ##, ##
the __ is replaced of course with the
command line code letters such as TR or CR. and of course the ## by
the number of cells you want to move it or where you want the copy
etc
once you are done moving/copying it you can go back into
TESCS and repaint the regions with their proper colors using the
back up file as a reference guide to what areas were what color
etc...
just a thought anyway for anyone wishing to move an
area that has a few regions etc but doesn't want to try and figure
out how far that region has to move to still fit beside that one etc
etc...
anyway I also wanted to bump the thread LOL can't
tell how grateful I am to have found out about this tool can ya??
-------------------- Owner/Administrator of
MorroRing and Rethan-Manor.net
Post
Extras: |
|
|
Threadwhisper
that was great advance you gave me.
And this new advice is
great to but one question what if the landmass come from esm instead
of a esp.
I am trying to move Velayia but some the regions
aren't moving.
On anothe note it would probably best if
wizard island was moved by the WI team. One person could be assign
there one region and tranpose it to a few hundred cells across from
Vvardenfell and Tamriel toward the east instead of the west.
-------------------- Falana Khastaghirs, Redguard
Sorceress, Level 59, Telvanni Lawman.
Ampersand Sithraviel,
Bosmer Archer, Level 2, Theives Guild Wet Ear.
Clara
Braddox, Breton Spellsword, Level 1, Imperial Cult laymember.
Angus Rhies-Pfaffenhoffen, Nord Crusader, Level 1, Imperial
Legion.
Post Extras: |
|
|
Thank you I am
glad it could help...for esm simply make sure the run command you
use has that extension it should work the exact same way everywhere
else...so an example would be...
C:\Program
Files\TESFaith>TESFaith.exe YOURFILE.ESM
instead of esp,
everything else should be the same command format as
before.
hope that helps you out too. With some of the things in esm's it
might be wise to use the CR instead of TR in the cfg file. This will
copy the regions/cells then once you verify they are all there and
in good condition you can use the delet function to delete the OLD
cells. Just kind of a second safety thing besides having the back-up
file....
Good Luck! and happy land moving
hehehe
-------------------- Owner/Administrator of
MorroRing and Rethan-Manor.net
Post
Extras: |
|
|
Does this
utility also scan through scripts (including those small ones in
dialogue) and change all references to the cells you move? By
references I mean things that, for example, call PositionCell and
move the player to one of those cells.
Some of us are
interested in this program as a means of fixing our plugins for
compatibility. It'd suck to have to manually scroll through dialogue
and script entries to change cell references after using TESfaith to
move the landscape/cell changes.
Post
Extras: |
Sane_Man
|
Novice
|
|
|
Reged: 08/31/03
|
Posts: 36
|
|
|
|
Nice one. That's all I can say really. Good to see you people doing some new utils. now, if only someone can get water sorted, I'll never need to leave the house...
Post Extras:
|
|
|
---- Hmmm
hadn't thought of that one EQ....I would assume no it does not.
Since it does not alter interior cells that call on the exteriors in
the way of door markers I would assume that it does not alter
scripts of anykind either....
I will have to be more careful
in my blind passing of this utilities capabilities to others
hehe.....off to check through the file I moved all over the place
testing and see what other possible things are being
missed....
Thanx EQ for choosing careful thought over blind
excitement, LOL Though I am still extactic with the program because
for me it came at just the right time, as I was about to begin doing
the move of my project manually which would be FAR more work then
repairing doors and now possibly scripts as well.... So it's still a
golden utility to me
-------------------- Owner/Administrator
of MorroRing and Rethan-Manor.net
Post
Extras: |
Lightwave |
Novice |
|
|
Reged: 04/16/03 |
Posts: 41 |
Loc: Cymru (Wales) [Now travelling the world.
Currently in Cairns, Australia] | |
|
Hi
everyone!
I'm glad it's proving of use (especially
ThreadWhisperer - thanks very much for your kind pmail! ).
It at least takes the bulk of the work out of shifting a plugin.
I've just touched down in Sydney (maybe travelling for up to another
year) so I'm afraid I may not be able to do anything more on
TESfaith or Ynys Mon for a long time.
The things TESfaith
does not currently change are the following (they should be
mentioned in the Readme):
1. Interior->Exterior cell Door
teleport locations. 2. NPC/Creature AI position values (e.g.
AIFollowTo, AITravel). 3. Script positions entries (Position,
PlaceItem, AITravel etc).
Changing these is already possible
in TESCS - it just takes more time.
For TESfaith to
automatically do it, it would have to make one complete pass of the
ESP/ESM file to locate the cell numbers that need changing, then a
second pass, analyzing every CELL (including interior), LAND and
(AFAIR) SCPT entry no matter where it appears in the
file.
Doing the doors and AI values wouldn't be too bad.
Scripts are more tricky since the format is so loose to begin with
and one has to be careful how to parse it.
Currently TESfaith
makes a single pass of the ESM/ESP file, and processes each CELL or
LAND record that it comes across, moving the CELL, the LAND and the
X,Y,Z co-ordinates of the record if it matches one of the
rules.
The main motivation behind it was to do TESCS
currently does not - move land (and move the objects with it) and
the main reason I wrote it was to solve my predicament and provide
hope for anyone else with the same problem. Though doors and scripts
are a bit tedious to manually modify, they can at least be done in
TESCS and although in the worst case this could take a few hours if
you have a really vast plugin, hopefully you won't keep having to
move your land very often anyway! Hence I wondered whether it was
worth my effort restructuring TESfaith to handle a double-pass,
especially considering I wouldn't have time to do anything more on
my own plugin, which truend out to be a very rushed release as it
was.
Remember that each cell is 8192 units in size, so if you
moved your cells by (2, -7) then the amount you'd you need to change
your Interior->Exterior door references, Scripts and NPC/Creature
AI values by would be adding (2*8192) = 16384 to each X value and
subtracting (7*8192) 57344 from each Y value.
TESfaith does
this on the position of each object contained within the matching
cell, just not outside it.
btw - I submitted TESfaith to
Morrowind Summit a couple of days ago (the day before I flew out)
and put the source in the Zip file, if anyone wants to see what it
does. As an improvement I would have done doors and AI functions at
the very least, but I preferred to spend time working on my plugin
since solving the latter things is much easier. Had I a C
compiler here I would probably spend some time doing the other bits,
but sadly I didn't!
Many thanks,
Lightwave
Post Extras: |
|
|
Sorry to say
but still got some problems,TW...
I understand how to work
tesfaith but its not doing anything.
I have it in c:\program
files\tesfaith\ and I have change the tfaith cfg file to note pad.
And I copied and pasted it to a file called faith_examples like you
said. And in the tcfg file I typed in the
following:
tr,"velayia region",9000,50 tr,"orc
mountain",9000,50 tr,"haunted forest",9000,50
before and
after I tried this very far distance I tried:
tr,"velayia
region",300,50 tr,"orc mountain",300,50 tr,"haunted
forest",300,50
when ever I type in c:\program
files\tesfaith.exe Velayia.esm it scans all of the land,cells and
objects.
But it when I look at Total land\cell records
modified or copied : 0 the is so for the objects. Basically
its not doing anything no matter what command I type in, it did move
some of Velayia one time. The same happened when I tried to move
YnysMons and Ashlands for a test.
I think it might be the t
cfg file because like I said it worked a few times but it not
working now.
Thank you.
-------------------- Falana Khastaghirs, Redguard
Sorceress, Level 59, Telvanni Lawman.
Ampersand Sithraviel,
Bosmer Archer, Level 2, Theives Guild Wet Ear.
Clara
Braddox, Breton Spellsword, Level 1, Imperial Cult laymember.
Angus Rhies-Pfaffenhoffen, Nord Crusader, Level 1, Imperial
Legion.
Post Extras: |
|
|
Hey no problem
I meant every word
This
thing saved my hide!!! Regardless of doors etc....not a problem for
me at all anyway.. I just better be a little more careful of my
zealous suggesting of it to those who have conflicts...make sure
they are aware fully of having to check scripts etc etc
As
for thanx to me....bah! I still owe you a ton more of them
LOL
so here is a couple more anyway Thank You Thank
You!!
Take
care hope your travels go well and bring you safely
back.
-------------------- Owner/Administrator of MorroRing and Rethan-Manor.net
Post
Extras: |
|
|
Ok I think it
might be the cfg file...
make sure that the original
tfaith.cfg is the one you edit with the commands you want and make
sure it is still a .cfg file. The reason I said to copy the examples
to a notepad txt file was just so you could keep them and have a
clean cfg file to work in...
EDIT: TR, "RegionName", 50,
-50
you may also need those spaces in the command the ones
you show don't have spaces....
Also ...WOW 9000
I do not think it would even be playable...the engine can only
handle about 100 off center cell 0,0 before graphics begin to get
shakey....even at 300 you will likely expierence problems in game...
check on the cfg file to make sure it is in the right format
and check spellings also, Also try being casesensitive as that may
effect it I am not sure I just always try to copy exact when I am
dealing with dos so I don't know if the program is case senstive or
not....
:/ Hope that helps and sorry you are having such
troubles with it....
And I do not mind helping at all so
don't feel bad about asking
It's nice to be useful
-------------------- Owner/Administrator of MorroRing and Rethan-Manor.net
Edited by ThreadWhisperer (10/30/03 07:28
PM)
Post Extras: |
|
|
ThreadWhisperer you da' Man!!!!
It must be case
sensitive. I managed to move things and I looked in region paint to
get the right ID's for the regions. I hope that it works fine when I
test it.
One suggestion to you and Lightwave which you
probably thought of any how is to make this able to scan all door
markers and change the y,x and z position too a different place
along with the rest of the exterior and objects.
-------------------- Falana Khastaghirs, Redguard
Sorceress, Level 59, Telvanni Lawman.
Ampersand Sithraviel,
Bosmer Archer, Level 2, Theives Guild Wet Ear.
Clara
Braddox, Breton Spellsword, Level 1, Imperial Cult laymember.
Angus Rhies-Pfaffenhoffen, Nord Crusader, Level 1, Imperial
Legion.
Post Extras: |
|
|
-- Your very
welcome...as for Lightwave...(and I)...uhm...(I) had NOTHING to do
with this program it's ALL his baby!! He is the mastermind and
genious!!
I just am very happy it exists, and so want to help people with it
if I can...just kind of my way of thanking him for a fantastic
program.
-- He did mention in his last post here though that
he may get around to doing the door marker problem and AI problem
sometime and had thought about doing it the first time but enjoyed
working on his mod more, and since doors could be re-adjusted in
TESCS he left it out of the program...
-- He did include the
info in the download though so that anyone else who wants to...(and
is able to)...can modify the program since he will likely be away
for about a year...so maybe we will get lucky and another programmer
will pick it up and add in the door marker retriever from interior
cells at least...
Anyway
Glad I could help!!
-------------------- Owner/Administrator of MorroRing and Rethan-Manor.net
Post
Extras: |
|
|
One more thing
ThreadWhisperer, you know the tip you gave about renaming a region
to move. If you have a mod that is an esp. like YnysMon it works
fine but what if you have a Master file and you want to do the same
thing. The reason I ask is because if I change the name of the
regions I ultimately make an esp. file but I can't merge it to the
esm. file so that I change all of the land.
I tried merging
them w/ TESAME and that didn't work out.
Is there a way to
merge a esp to an esm. so that I can change the name of the regions
to TOMOVE and proceed as normal?
-------------------- Falana Khastaghirs, Redguard
Sorceress, Level 59, Telvanni Lawman.
Ampersand Sithraviel,
Bosmer Archer, Level 2, Theives Guild Wet Ear.
Clara
Braddox, Breton Spellsword, Level 1, Imperial Cult laymember.
Angus Rhies-Pfaffenhoffen, Nord Crusader, Level 1, Imperial
Legion.
Post Extras: |
|
|
actually I use
a hex editor to make the esm into an esp file again
but
I am not sure on the esm region changing I will test out a couple of
things and get back to you on it.
Sorry I didn't respond right away I am having a "time with wife
night"
but were taking a break from the movie and such so I checked e-mail
LOL
I'll
get back to you on it though...unless you know how to use a
hexeditor
-------------------- Owner/Administrator
of MorroRing and Rethan-Manor.net
Post
Extras: |
Lightwave |
Novice |
|
|
Reged: 04/16/03 |
Posts: 41 |
Loc: Cymru (Wales) [Now travelling the world.
Currently in Cairns, Australia] | |
|
Quote:
EDIT: TR, "RegionName", 50, -50 you may also need those
spaces in the command the ones you show don't have
spaces....
Spaces aren't a problem (use none
or as many as you like ),
but case is. The commands must be in capitals and Region
names/Interior Cells must appear exactly as they do in TESCS
(including spaces and their case).
The parameters are commar
delimited, but commars are ignored if placed in quotes since some
Interior cells use them.
e.g.
CI
,"Buckmoth Legion Fort, Interior", "MyFort,
Entrance"
is OK - that would make a copy
of the interior of Buckmoth Legion Fort.
You've no idea how
much I wish I had a C compiler and copy of Morrowind here or I'd be
getting on with the door and AI references right away.
Lightwave
p.s. One last thing
is that if you're going to copy an exterior cell more than once (by
running the plugin, then the modified plugin through TESfaith) then
it's advisable you load the modified plugin in to TESCS after each
run and save it - this will standardize the order in which the cells
are stored (CELL immediately followed by LAND). If you don't,
after the second run the newly created cell may end up with
correctly placed objects but no landscape, even though the first two
copies will have worked as expected.
Post
Extras: |
|
|
hmm that could
be an interesting bug if someone wished to keep all the items and
redo the landscape around them so it looked diferent but had the
same stuff
hehehe Cool Thanx for the info
-------------------- Owner/Administrator
of MorroRing and Rethan-Manor.net
Post
Extras: |
|
|
oh
yeah...what's a c compiller...I'll send you one
LOL
-------------------- Owner/Administrator of MorroRing and Rethan-Manor.net
Post
Extras: |
|
|
Bump
hehe
just so more people may find out about this!
-------------------- Owner/Administrator of MorroRing and Rethan-Manor.net
Post
Extras: |
Miles_Acraeus |
Master |
|
|
Reged: 08/24/02 |
Posts: 7891 |
Loc: Primum Mobile | |
|
Yup, not
enough people will see this unfortunately. With the proliferation of
mods being released, I find this utility to be of a great benefit to
the community, hence, I notified a moderator and requested a link be
place in the pinned thread up top. Ummm... unless it has already
been done.
-------------------- "Just some spittle in your face." ~ Vladimir
Harkonnen
Post Extras: |
Argent |
Disciple |
|
|
Reged: 02/05/03 |
Posts: 1857 |
Loc: Australia | |
|
Lightwave:
Gotta say nice this is a very nice utility you have; any plans for a
GUI or will it remain a command line
app?
ThreadWhisperer/TREVOREDMEMTED : "Is there a way to
merge a esp to an esm." AND "I use a hex editor to make the
esm into an esp file again" Just as a point of interest (or
shameless plug, depending on how you look at it ),
TESDTK converts ESM to ESP and back again.
-------------------- Immersive
Architect: Make Morrowind your world builder.
Morrowind Tech
Post Extras: |
|
|
The only
reason I haven't used it was that I haven't gotten around to d/ling
java run time environment nor have taken time to read about
it.
But Argent can I make a request...
since Lightwave
is going to be gone for a long time and can't make the few changes
to faith to make it perfect can you give it a try. You seem like a
pretty computer savy person... Light wave seem to wanted to make
faith scan for teleport markers and move the along with the landmass
so if you move something like Wizard Island you don't have to worry
about making new door teleports in the editor. Making a hundred door
teleports that you nothing about would suck. I think that the
x,y,z position in the teleport markers can be changed by faith. So
if you have said marker at 10,10 and moved land to 20,20 coordinates
over the x,y, z position would change to 20,20 coordinate.
-------------------- Falana Khastaghirs, Redguard
Sorceress, Level 59, Telvanni Lawman.
Ampersand Sithraviel,
Bosmer Archer, Level 2, Theives Guild Wet Ear.
Clara
Braddox, Breton Spellsword, Level 1, Imperial Cult laymember.
Angus Rhies-Pfaffenhoffen, Nord Crusader, Level 1, Imperial
Legion.
Post Extras: |
|
|
OH I second
that...Argent PLEASE please PLEASE! lol
Lightwave did include
the source code in the file and said if someone had the time and all
that.....he also eluded to how to do it with a second pass to get
the interior info altered as well.
Also I will look for your
utility and give it a whirl
so far the hexeditor has been very useful and not to difficult for
me so I may end up being mule headed LOL but I will definitly give
yours a go!! might be perfect for just the little swap overs I do
once in a while
thanx for the heads up on
it!
-------------------- Owner/Administrator of MorroRing and Rethan-Manor.net
Post
Extras: |
|
|
I'm just
posting so that people out there that are computer savvy would try
to make TESfaith able to move door teleports.
And I think
that this thread should be a sticky.
-------------------- Falana Khastaghirs, Redguard
Sorceress, Level 59, Telvanni Lawman.
Ampersand Sithraviel,
Bosmer Archer, Level 2, Theives Guild Wet Ear.
Clara
Braddox, Breton Spellsword, Level 1, Imperial Cult laymember.
Angus Rhies-Pfaffenhoffen, Nord Crusader, Level 1, Imperial
Legion.
Post Extras: |
Lightwave |
Novice |
|
|
Reged: 04/16/03 |
Posts: 41 |
Loc: Cymru (Wales) [Now travelling the world.
Currently in Cairns, Australia] | |
|
TESfaith
really doesn't need much hacking to do the Internal Doors.
Basically, for anyone with a bit of experience in C, all that needs
to be done is the following:
1. In main() the section from the first fopen() to the last fclose() should be put in a loop
(just so it runs twice). The easiest hack would be to create a
global variable called, say, pass
and do, say :
for (pass
= 1; pass <= 2; pass++)
{ }
enclosing the whole section that
includes the fopen() and fclose(). Also, the two if statements near the end of main() that contain write commands
should be ignored on the first pass.
2. In ProcessCellData(), about halfway down
there's a line (in INTERIOR cells) that says;
if (cell.current_x != cell.new_x || cell.current_y !=
cell.new_y) {
When the program is in the
first pass (e.g. just check the global loop variable, pass), just append these four
variables to a temporary file (N.B. Make sure this temporary file is
truncated when TESfaith begins, and/or deleted when TESfaith
exits).
cell.current_x,
cell.current_y, cell.new_x - cell.current_x, cell.new_y - cell.current_y
3.
Approx 2/3 down ProcessCellData()
is a section that identifies that the cell is Internal. Currently,
this section automatically returns without checking any of the
objects enclosed within it (currently TESfaith only duplicates the
entire cell). The parsing of this section needs to continue,
including any FRMR records (each
FRMR record is an object). You
can hand each of these on to ProcessFRMRData(), with some kind of
indication that this is an Internal object, not external (i.e. you
don't want TESfaith accidentally transposing the co-ordinates of
internal objects because they look the same as external
co-ordinates). A simple Boolean flag sent as a paramater to ProcessFRMRData() is good
enough.
4. In ProcessFRMRData(), the program currently
searches for a DATA section,
specifically skipping any section named DODT. DODT indicates a Teleporting
Door. If a DODT is found then
someone needs to add a bit of code to the routine (or create a new
function) that will extract the X and Y values of the Teleport
Location (Z will always remain the same), exactly like the floating
point values for X and Y are extracted in the DATA section further down the ProcessFRMRData().
Jim Adam's page has a section on the teleporting
door format. (N.B. Unfortunately Jim still hasn't updated his page
with the load of other info I gave him in September).
Once
decoded, this new bit of the program needs to read through the
temporary file created in (2) above, comparing the first two numbers
in the file with versions of this door's X and Y teleport
co-ordinates that have first been divided by 8192 and rounded down
(to integers). If a match is found then the 3rd and 4th numbers
in the temporary file need to be multiplied by 8192 and added to the
X and Y teleport values. In the DATA section of ProcessFRMRData() (where TESfaith moves
the objects in external cells) I'm writing these values directly to
memory, so it's pretty straightforward. Provided the X,Y
co-ordinates were found somewhere in this temporary file, then the
following flags should be set:
cell.copy =
TRUE; cell.save = FALSE;
... telling
TESfaith to only save the new version of the cell (copy), not the
old (save). This might cause a mishap if someone is trying to
duplicate an Internal cell with TESfaith at the same time, but it's
not disastrous (i.e. the old cell will disappear, replaced by an
identical new cell with a different name as expected, but with doors
that teleport correctly). If the cell is Internal, ProcessFRMRData() should return
straight after the DODT section
is processed, avoiding incorrectly moving the positions of objects
in Internal cells.
That's pretty much it. A couple of hours
work at the most.
Btw, once the temporary file has been
generated on the first pass (easier than trying to realloc() a structure in memory)
then the way is easily open to processing SCPT records (scripts) on the second
pass.
Darn, I could have done it in the time I wrote this -
it's just that these internet cafe's have all sorts of restrictions,
are expensive, have no development tools or Morrowind. Oh, the shame
of it ...
Lightwave
Post Extras: |
|
|
oh come on
someone must be able to do what lightwave has so very decently laid
out for anyone who can manage it?!?! Won't somebody please pick up
the guantlet for him on this, please?!
Thank you so much for
sharing that info Lightwave I truly hope it is not in
vain!!!
Very pleasent thing for you to do and should be taken
on by someone if nothing more then to repay you for your efforts to
bring the program as far as you did.
*BUMP* Now come on
someone please take his kindness and continue it for us poor C
programming incompitant's.
-------------------- Owner/Administrator of MorroRing and Rethan-Manor.net
Post
Extras: |
Argent |
Disciple |
|
|
Reged: 02/05/03 |
Posts: 1857 |
Loc: Australia | |
|
Quote:
for anyone with a bit of experience in C
Well, I'm out. Anyone else...?
-------------------- Immersive
Architect: Make Morrowind your world builder.
Morrowind Tech
Post Extras: |
jdog |
Adept |
|
|
Reged: 04/30/03 |
Posts: 239 |
| |
|
Quote:
for anyone with a bit of experience in C
I wish I could but I don't
remember much about c programming anymore. "Shuders" with thoughts
of link lists and recurisive link lists.
-------------------- My Mods House Of Potions V1
The House Of Potions with Throwing Potions V1 New mod in the
works.....
Post Extras: |
|
|
bump...please
someone give this alteration of the program a try?? There is a post
back further in this thread with info on what is needed to make this
program get the interior doors moved as well....please...
-------------------- Owner/Administrator
of MorroRing and Rethan-Manor.net
Post
Extras: |
|
|
I second that
plea!
Come on... don't you want to be able to make all these
island mods compatible that are taking the same space at the moment?
Post Extras: |
|
|
Pretty please?
Post Extras: |
|
|
Bump.
Can anyone hack this app to make it move
teleport markers and interiors. The direction are in this post.
-------------------- Falana Khastaghirs, Redguard
Sorceress, Level 59, Telvanni Lawman.
Ampersand Sithraviel,
Bosmer Archer, Level 2, Theives Guild Wet Ear.
Clara
Braddox, Breton Spellsword, Level 1, Imperial Cult laymember.
Angus Rhies-Pfaffenhoffen, Nord Crusader, Level 1, Imperial
Legion.
Post Extras: |
Lightwave |
Novice |
|
|
Reged: 04/16/03 |
Posts: 41 |
Loc: Cymru (Wales) [Now travelling the world.
Currently in Cairns, Australia] | |
|
Just spent a
few hours in an internet cafe and have made the changes to
TESfaith to modify the Interior->Exterior door links and
just uploaded it to the summit (though don't know when it available
for download).
Please note that I don't have a copy of
Morrowind here to properly test it; all I have been able to do is
download a few plugins from the internet, run them through multiple
translations and check that the log file (in -v verbose mode) reports the
correct new co-ordinates. I managed to download a free C compiler
from the internet (Cygwin - used it many times in the past) and
surprisingly the program is even smaller now (20K).
Note that
doors in the affected interior cells are only modified if the
corresponding land is moved; if the land is copied then the doors
still point to their original location. I've also updated the Readme
slightly for those people that didn't realize they have to run
TESfaith from DOS - double clicking in Windows isn't going to do
anything.
Let me know if there are any
problems.
Regards,
Lightwave
Post Extras: |
Argent |
Disciple |
|
|
Reged: 02/05/03 |
Posts: 1857 |
Loc: Australia | |
|
Thanks for the
update, and thanks again for this great utility.
If
you need an alternate place to host this just send me a PM and I'll
be glad to put it up on my web-site.
-------------------- Immersive
Architect: Make Morrowind your world builder.
Morrowind Tech
Post Extras: |
|
|
I just wanted
to state for the record that TESFaith saved my mod. I realized too
late that there were about three other major mods all using the same
cells, and had to totally recreate my hard made landmasses...thanks
for creating such a wonderful and useful utility!
Post Extras: |
|
|
Quote:
Just spent a few hours in an internet cafe and have made the
changes to TESfaith to modify the Interior->Exterior
door links and just uploaded it to the summit (though don't know
when it available for download).
Please note that I don't
have a copy of Morrowind here to properly test it; all I have been
able to do is download a few plugins from the internet, run them
through multiple translations and check that the log file (in
-v verbose mode) reports
the correct new co-ordinates. I managed to download a free C
compiler from the internet (Cygwin - used it many times in the
past) and surprisingly the program is even smaller now
(20K).
Don't you worry about the testing
LOL
I'll be happy to let you know how things go!!! You are still my
biggest Morrowind Tool Hero on the web!!! very very awesome thanx so
very much!!!
Quote:
Note that doors in the affected interior cells are
only modified if the corresponding land is moved; if the land is
copied then the doors still point to their original location. I've
also updated the Readme slightly for those people that didn't
realize they have to run TESfaith from DOS - double clicking in
Windows isn't going to do anything.
Let me know if there
are any problems.
Regards,
Lightwave
WHOOT!! This is truly
fantastic! off to see if it is available yet!
-------------------- Owner/Administrator of MorroRing and Rethan-Manor.net
Post
Extras: |
|
|
Yay for
update!
Post Extras: |
Lightwave |
Novice |
|
|
Reged: 04/16/03 |
Posts: 41 |
Loc: Cymru (Wales) [Now travelling the world.
Currently in Cairns, Australia] | |
|
Hello again.
I've release another updated version of TESfaith to the
Summit (this is the third release), which they should hopefully make
available in a few days. If anyone wants a copy in the meantime, I
can email it to you (the zip is 33Kb).
The changes include
the following:
1. TESfaith should now update Scripts
and Dialog Script Commands relating to external cells that are
moved. Specifically it will modify Position, PlaceItem, AITravel, AIFollow and AIEscort functions (yes, I'm feeling
colourful; the sun's come up and I haven't gone to bed yet). If
there are other external cell co-ordinate functions that I've
forgotten about then please let me know. The scripts may still need
recompiling in TES CS - I still don't have either a copy of TES CS
or Morrowind to verify whether these things work. I've only been
able to verify that the record contents (the text field that
contains the script commands) and size fields are modified correctly
and it can cope with all sorts of funny syntax. Still, this is a
little experimental. In case there are problems, you can run
TESfaith with a "-d" option which tells TESfaith not
to modify any Script (SCPT) or
Dialog (INFO) records, much
like previous versions of TESfaith. I'll have to rely on
others telling me whether things do or don't work in the actual game
properly.
2. With a "-n" option you can now tell
TESfaith to only save the modified cells, land and contained
objects to a new plugin file. This is mainly for ripping landscape
and its objects from another master or plugin file to a fresh
plugin.
3. You can now specify the command line arguments in
the rules file (tfaith.cfg), which means people can avoid typing in
DOS commands altogether if they don't want to and can double-click
in Windows Explorer instead. e.g. in "tfaith.cfg" you could put a
line like:
tesfaith -nvd "Siege at
Firemoth.esp"
Note that if you specify
command line arguments in DOS, they will overrule anything you've
put in the tfaith.cfg file.
I fixed a small bug where
Interior->Exterior doors for individually moved cells in negative
co-ordinates or pointing to the most south and western cells in
moved regions didn't get modified to point to the new location.
Nobody has emailed me to tell me whether the Interior->Exterior
mod has worked or not, so I'll assume it had (apart from this
bug).
I've included A Complete Novice's
example to moving land in a plugin in the Readme,
where they no longer have to rely on DOS. That's where most people
got confused I think.
Please let me know if when using
TESfaith you find that any of these changes don't work as
expected.
Best Regards,
Lightwave
Post Extras: |
zJoriz |
Curate |
|
|
Reged: 03/20/03 |
Posts: 539 |
Loc: Zwijndrecht, The Netherlands
| |
|
-- dead link
-- I'll search for TESFaith elsewhere, but you oughta know that
the URL in your first post is quite down today.
-------------------- Joris "zJoriz"
van Dorp Member of the Morrowind Photographer's Guild Member
of the House Dagoth TC
Post Extras:
|
Lightwave |
Novice |
|
|
Reged: 04/16/03 |
Posts: 41 |
Loc: Cymru (Wales) [Now travelling the world.
Currently in Cairns, Australia] | |
|
I know. My ISP
web server is only 5Mb and I had to remove it a couple of months
ago.
The latest version of TESfaith is always at the
Morrowind Summit
Sounds like I've
introduced a handful of glitches in the latest version (judging by
some of the posts), but once I've got Morrowind here in New Zealand
I'll iron those out and make sure the main Morrowind utility servers
have the same version. Gamer's Roam still has the original release which,
last I checked, though I didn't actually submit it myself. That
version doesn't change door teleport markers or co-ordinates in
scripts, but importantly it didn't seem to cause any other real
problems.
Regards,
Lightwave
Post Extras: |
|
|
Hi, I have
problems with moving landmass.
I use the latest
Tesfaith.
I have a conflict between DragonBreech Alpha and
Veldion 2.0. I want to use them both.
But I can`t get the
program to move landmass, Like veldion has multiply regions, does
that mean, I have to move all regions from Veldion with the hand,
and look in tescontruction set for all the coordinates? Instead that
TesFaith will move the Veldion Esm 30 cells to the east.
Only
thing that I need is to move Dragonbreech alpha, or Veldion away
from each other, but I saw that they have multiply regions instead
that the mod 1 region name has.
Can someone please write the
command so I can move it, or copy it and delete the old landmass
with the esm.
Hope someone can help me
out.
Lord Skywalker
Post
Extras: |
FlyTSI |
Curate |
|
|
Reged: 05/11/02 |
Posts: 890 |
Loc: Mo | |
|
I would not
recomend trying to move Veldion, the mod has several scripts in it
that are position sensitive. For you to move the land mass you would
have to reposition about 20 different script positioners.
-------------------- Morrwind Site http://www.morrowindcorner.com/ flytsi@morrowindcorner.com
Wizards Islands Team Member http://www.wizards-islands.com/ Maker of the
Veldion mod http://morrowindcorner.com/VeldionMod Veldion
on ModDB http://mods.moddb.com/2986/
Post Extras: |
Beryllium |
Curate |
|
|
Reged: 04/09/03 |
Posts: 532 |
Loc: New Zealand | |
|
Use TES-CS to
turn Dragon's Britches into one region. Then move it. Then
re-instate the original regions.
Back it up first.
Post Extras: |
JOG |
Curate |
|
|
Reged: 09/15/02 |
Posts: 745 |
| |
|
Quote:
Position, PlaceItem, AITravel, AIFollow and AIEscort functions
(yes, I'm feeling colourful; the sun's come up and I haven't gone
to bed yet). If there are other external cell co-ordinate
functions that I've forgotten about then please let me
know
I suppose you already support
positioncell and placeitemcell, but I think you forgot Setpos
Do you also change the
AITravel/AIFollow coordinates set in the NPC's AI-window?
-------------------- Havish (Updated to v1.2
!!!)
Pirates! (WIP)
My Morrowind
Corner
Post Extras: |
Beryllium |
Curate |
|
|
Reged: 04/09/03 |
Posts: 532 |
Loc: New Zealand | |
|
Quote:
Do you also change the AITravel/AIFollow coordinates set in
the NPC's AI-window?
He does not. It may be too hard, or
low on his priority list. I think he needs to be encouraged if it
is really needed.
Post Extras: |
|
|
Does anyone
know where the TESTFAITH download site has been moved to ????
Post Extras: |
|
|
Check
Lightwave's post a few above yours, the latest version is at the
Summit, and the original is at Gamer's Roam - he even included links
for you!
Post Extras: |
|
|
The Gamers
room link does not work - It just provides a Cymry plugin. It is'nt
at the Morrowind Summit site either. I got a copy from the Renthan
site - so far it refuses to copy areas - and I know it needs to run
under DOS. It scans the plugin, understands the rules, and copies
nothing !!!!!
Edited by Andysaurus
(05/09/04 07:21 AM)
Post
Extras: |
Lightwave |
Novice |
|
|
Reged: 04/16/03 |
Posts: 41 |
Loc: Cymru (Wales) [Now travelling the world.
Currently in Cairns, Australia] | |
|
Quote:
The Gamers room link does not work - It just provides a Cymry
plugin. It is'nt at the Morrowind Summit site either. I got a copy
from the Renthan site - so far it refuses to copy areas - and I
know it needs to run under DOS. It scans the plugin, understands
the rules, and copies nothing !!!!!
First, using the latest version is
probably better than using the oldest version(!). Second,
what rules are you using and what were you expecting it to
do?
Lightwave
Post Extras: |
|
|
i have two
questions......
i have a landmass that encompasses about 200
cellsand i didn't rename any of them yet.........is there any way to
move all this with TESfaith.......?
and if i can, will i have
to rename all of the cells.......?
Post Extras: |