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Lightwave
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Reged: 04/16/03
Posts: 41
Loc: Cymru (Wales) [Now travelling the world. Currently in Cairns, Australia]
TESfaith: New utility to move/duplicate landmasses.
      #1815836 - 09/26/03 11:08 AM

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

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Spudnik
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: Lightwave]
      #1815841 - 09/26/03 11:16 AM

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
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Klinn
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: Lightwave]
      #1815938 - 09/26/03 12:29 PM

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


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Astarsis
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Reged: 04/02/03
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: Lightwave]
      #1901844 - 10/26/03 10:25 PM

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)

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ThreadWhisperer
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: Astarsis]
      #1902025 - 10/26/03 11:42 PM

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

--------------------
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j4m3sb0nd
Curate

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Re: TESfaith: New utility to move/duplicate landmasses. [Re: ThreadWhisperer]
      #1902412 - 10/27/03 06:55 PM

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
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jdog
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: ]
      #1902453 - 10/27/03 05:18 AM

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.....

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PizzasRgooD
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: jdog]
      #1902598 - 10/27/03 07:03 AM

omg thx! my city was conflicting with WI, but i didn't feel like moving it manually... now i don't even have to

--------------------
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Soar182
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: Lightwave]
      #1903878 - 10/27/03 05:57 PM

Will this work for moving a group of cells into another plug in?

--------------------
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Hellbishop
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: Lightwave]
      #1903956 - 10/28/03 08:12 AM

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.

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Astarsis
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: ]
      #1904354 - 10/27/03 08:05 PM

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)

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TREVOREDMEMTED
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: Lightwave]
      #1905402 - 10/28/03 02:32 AM

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.

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j4m3sb0nd
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: Astarsis]
      #1905550 - 10/28/03 07:12 PM

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

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ThreadWhisperer
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: TREVOREDMEMTED]
      #1906026 - 10/28/03 09:56 AM

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

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TREVOREDMEMTED
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: ThreadWhisperer]
      #1906200 - 10/28/03 11:03 AM

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.

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ThreadWhisperer
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: TREVOREDMEMTED]
      #1906247 - 10/28/03 11:27 AM

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



--------------------
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GhanBuriGhan
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: Lightwave]
      #1906536 - 10/29/03 03:28 AM

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!

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pionata
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: GhanBuriGhan]
      #1906646 - 10/29/03 04:21 AM

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


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ThreadWhisperer
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: ]
      #1906669 - 10/28/03 02:32 PM

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...

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ThreadWhisperer
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: ThreadWhisperer]
      #1907576 - 10/28/03 07:08 PM

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??






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TREVOREDMEMTED
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: ThreadWhisperer]
      #1908862 - 10/29/03 04:26 AM

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.

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ThreadWhisperer
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: TREVOREDMEMTED]
      #1908926 - 10/29/03 05:04 AM

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


--------------------
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EarthquakeDamage
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: Lightwave]
      #1912303 - 10/30/03 06:23 AM

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.

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Sane_Man
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: TREVOREDMEMTED]
      #1912327 - 10/30/03 08:40 PM

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...

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ThreadWhisperer
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: EarthquakeDamage]
      #1912913 - 10/30/03 12:05 PM

---- 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


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Lightwave
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: ThreadWhisperer]
      #1914203 - 10/30/03 06:57 PM

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

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TREVOREDMEMTED
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: ThreadWhisperer]
      #1914224 - 10/30/03 07:06 PM

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.

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ThreadWhisperer
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: Lightwave]
      #1914232 - 10/30/03 07:08 PM

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.




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ThreadWhisperer
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: TREVOREDMEMTED]
      #1914261 - 10/30/03 07:18 PM

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



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Edited by ThreadWhisperer (10/30/03 07:28 PM)

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TREVOREDMEMTED
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: ThreadWhisperer]
      #1914431 - 10/30/03 07:57 PM

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.

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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.

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ThreadWhisperer
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: TREVOREDMEMTED]
      #1914503 - 10/30/03 08:16 PM

-- 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!!

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TREVOREDMEMTED
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: TREVOREDMEMTED]
      #1915176 - 10/31/03 12:13 AM

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?

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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.

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Re: TESfaith: New utility to move/duplicate landmasses. [Re: TREVOREDMEMTED]
      #1915191 - 10/31/03 12:21 AM

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


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Lightwave
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: ThreadWhisperer]
      #1915241 - 10/31/03 12:42 AM

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.

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ThreadWhisperer
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: Lightwave]
      #1915254 - 10/31/03 12:47 AM

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


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ThreadWhisperer
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: ThreadWhisperer]
      #1915275 - 10/31/03 12:57 AM

oh yeah...what's a c compiller...I'll send you one LOL


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Re: TESfaith: New utility to move/duplicate landmasses. [Re: ThreadWhisperer]
      #1921785 - 11/02/03 02:38 AM

Bump

hehe just so more people may find out about this!




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Miles_Acraeus
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: ThreadWhisperer]
      #1921853 - 11/02/03 03:20 AM

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.




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Argent
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: Lightwave]
      #1921978 - 11/02/03 04:49 AM

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.

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TREVOREDMEMTED
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: Argent]
      #1922381 - 11/02/03 09:28 AM

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.

--------------------
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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.

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Re: TESfaith: New utility to move/duplicate landmasses. [Re: TREVOREDMEMTED]
      #1922779 - 11/02/03 12:13 PM

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!


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TREVOREDMEMTED
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: ThreadWhisperer]
      #1925228 - 11/03/03 02:19 AM

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.

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Lightwave
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: TREVOREDMEMTED]
      #1928210 - 11/03/03 11:55 PM

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

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ThreadWhisperer
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: Lightwave]
      #1928685 - 11/04/03 04:24 AM

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.



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Argent
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: ThreadWhisperer]
      #1929178 - 11/04/03 10:58 AM

Quote:

for anyone with a bit of experience in C



Well, I'm out. Anyone else...?

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jdog
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: Argent]
      #1932801 - 11/05/03 01:43 PM

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.

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Re: TESfaith: New utility to move/duplicate landmasses. [Re: jdog]
      #1937243 - 11/06/03 10:06 PM

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...


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Schneeflocke
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: ThreadWhisperer]
      #1941216 - 11/08/03 06:30 AM

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?

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Schneeflocke
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: Schneeflocke]
      #1962049 - 11/14/03 07:25 PM

Pretty please?

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TREVOREDMEMTED
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: Schneeflocke]
      #2030598 - 12/06/03 09:21 AM

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.

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Lightwave
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: TREVOREDMEMTED]
      #2054554 - 12/14/03 07:50 AM

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

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Argent
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: Lightwave]
      #2054601 - 12/14/03 08:34 AM

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.

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Re: TESfaith: New utility to move/duplicate landmasses. [Re: Spudnik]
      #2055074 - 12/14/03 12:37 PM

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!



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Re: TESfaith: New utility to move/duplicate landmasses. [Re: Lightwave]
      #2055636 - 12/14/03 03:53 PM

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!




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Re: TESfaith: New utility to move/duplicate landmasses. [Re: ThreadWhisperer]
      #2057339 - 12/15/03 06:51 AM

Yay for update!

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Re: TESfaith: New utility to move/duplicate landmasses. [Re: ]
      #2162342 - 01/20/04 03:14 PM

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

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zJoriz
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: Lightwave]
      #2209660 - 02/05/04 11:07 AM

-- dead link --
I'll search for TESFaith elsewhere, but you oughta know that the URL in your first post is quite down today.

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Lightwave
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: zJoriz]
      #2212403 - 02/06/04 05:57 AM

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

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Re: TESfaith: New utility to move/duplicate landmasses. [Re: Lightwave]
      #2502551 - 04/22/04 07:23 AM

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



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FlyTSI
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: ]
      #2502590 - 04/22/04 08:03 AM

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.

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Beryllium
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: ]
      #2502732 - 04/22/04 09:34 AM

Use TES-CS to turn Dragon's Britches into one region.
Then move it.
Then re-instate the original regions.

Back it up first.

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JOG
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: Lightwave]
      #2502949 - 04/22/04 11:17 AM

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?



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Beryllium
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: JOG]
      #2504295 - 04/22/04 05:58 PM

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.

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Re: TESfaith: New utility to move/duplicate landmasses. [Re: Beryllium]
      #2562255 - 05/08/04 01:11 PM

Does anyone know where the TESTFAITH download site has been moved to ????

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OldeCow69
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: ]
      #2563605 - 05/08/04 09:32 PM

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!

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Re: TESfaith: New utility to move/duplicate landmasses. [Re: OldeCow69]
      #2564739 - 05/09/04 06:58 AM

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)

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Lightwave
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Re: TESfaith: New utility to move/duplicate landmasses. [Re: ]
      #2575309 - 05/12/04 08:47 AM

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

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Re: TESfaith: New utility to move/duplicate landmasses. [Re: Lightwave]
      #2768751 - 07/05/04 09:03 PM

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.......?



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