About this mod
This is an xEdit script that fixes some common issues with plugin files for Oblivion Remastered. It fixes EDID, FULL, XACN, and XAAG records to the best of my abilities, and can be run on an entire plugin, a single record, or anything in between.
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This is a script for xedit/tes4REdit (requires version 4.1.5n or newer). This is a tool for modders to help update records in their mod to tackle a few of the common issues I've encountered and solved for. If you're not sure what this is, it's probably not useful to you.
It fixes the following records:
- EDID - If your record's EDID matches Oblivion.esm's, but an Altar esp had changed it, it will update it to the Altar esp value. I don't know of any symptoms that arise from this, but it's just good housekeeping.
- FULL - If your record FULL name is missing a LOC_FN prefix, but an Altar esp had established one, it will update it to the Altar esp value. This will fix [NL] tags on strings that were already present. (Doesn't help with new strings that didn't exist in the vanilla game- we need new workflows for that.)
- XAAG - It checks if you are overriding a record that received a UUID in an Altar esp. If so, and you are missing it, it will grab the Altar XAAG record and use that so that overrides will work (as well as they're going to, at least). If the object is not present in Altar esps, It will generate a new UUID value for this REFR record. Presently it uses a randomly constructed UUID - one possible future improvement would be to generate a spec-compliant UUID which minimizes collisions. But this is the best we have for now until someone ports a compliant UUID generator to Delphi. This prevents duplication of objects that weren't converted to .umap contents (so, items, some doors... it's kind of weird). This also is one of the components needed to make newly added static references appear. There are still some limitations - most plants and trees won't work, and half the lights(-ish) have problems.
- XACN - It will recalculate a correct load region tag for this REFR record based on its worldspace and position. The XACN calculation was tested by running it directly on the Altar files - differences are minimal and almost entirely due to precision errors. (But if an object is on the line between two regions, it doesn't make a practical difference which one it's in.) This makes sure your assets are loaded at the correct time, and is another component needed to make newly added static references appear. The limitations mentioned above still apply, we don't have a fix for that presently. It doesn't preserve the Altar tags here, it actually recalculates it every time- so that if you move an Altar-tagged object to a different region, at least this record won't be the source of any problems.
The script is set up to be runnable on anything - from an entire plugin to a single record, as desired. Load the Altar .esp files when using this as it checks them for reference.
Basically, it fixes every issue I've encountered and solved thus far. It doesn't address limitations of the remaster, e.g. still no new cells, lights are still finicky, and most static plants/trees are still a no-go from the plugin side. But this should get added basic statics working, fix some [NL] tags if they are due to lacking a LOC_FN prefix, and tidy up some other minor nitpicky things like EDID records.
Know something I don't? Let me know in the Posts!
Hope it helps!
Cheers <3
P.S. Come hang out on Discord if you feel like it. https://discord.gg/adCeFQK