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Fordítási probléma jelentése
I do feel there's something more to this than V.4 works and V.3 didn't.
Deleted references are a different matter - they have ALWAYS been shown when checking for errors in past versions of xEdit if they were present - as is demonstrated below using Original Skyrim. For this, I will just show the Update.esm at this point - but it can be demonstrated for all - and it can be done by anyone here just by checking the files themselves.
We are all familiar with the appearance of LOOT when we first use it before the Master files are cleaned:
https://steamcommunity.com/sharedfiles/filedetails/?id=2201819033
Yes, we all know that.
Now, let us use xEdit v4.03 and check for errors:
https://steamcommunity.com/sharedfiles/filedetails/?id=2201822043
Here, we can see that xEdit 4.o2 is indicating 2 errors that fall under the Dialogue category of Update.esm when we expand it in the left hand pane of xEdot 4.02. It is NOT showing any deleted references, however.
So, we now move on to checking the Update.esm in xEdit 3.2. Notice the result:
https://steamcommunity.com/sharedfiles/filedetails/?id=2201825947
There are the two Dialogue errors that were reported by xEdit 4.03, but now, there are also the 3 Deleted References as reported in LOOT - the ones that we are all familiar with from our own experiences going back to when we first started modding Skyrim and discovered that it was necessary to clean the Master Files - and what to clean them of.
If necessary, I will repeat this for the 3 DLCs as well - though is it really neccessary for me to do so? Do I really have to pith the frog?
But this isn't actually a reference to a deleted record at all. It's simply a record that was deleted but still has some data left in it.
This has been found to not cause any issues since the new version of the CK now always leaves that field behind when deleting records and the mods work completely fine.
So now the CK will always leave that harmless subrecord populated when a record is deleted in it. This would result in xEdit marking all new mods as "needing cleaning" when the reported problem is actually harmless.
So the xEdit developers changed the error reporting to no longer report this as something that requires cleaning as it was proven to be harmless and nothing like actual references to that deleted record.
(As a side note, Loot cleaning warnings are derived from xEdit 3.x data as well. It's likely that these warnings will not be shown in the future on loot either as the data will be updated to use xEdit 4.x).
Who better to explain it than Nazenn
"Nazenn has The Elder Scrolls V: Skyrim Jul 29, 2016 @ 10:24am
A better explaination of what dirty edits are and what their concequences are and why they would be used as requested by someone in another thread. I'll probably come back and clean it up and make it better tomorrow but I figured for now it was worth having even in this rough state
UDRs - If a mod tries to referance an object that has been deleted by another mod, rather then disabled, the game will crash. Flat out, that's it, the engine cannot handle that and just breaks. UDRs are NEVER required and are really bad practice. Any UDR in a mod file is a potential cause of crashing for the user if they happen to have another mod that affects that area and night affect that object. It is always safe to clean these (by removing the deleted flag and adding a disabled one and moving it to the bottom of the map which is what Tes5Edit does when you clean a deletion) because it effectively stops it from rendering, its collison from working or anything else, but allows other mods to find it if they needed, along with scripts, which stops any potential cause of crashing
Deleted Navmesh - Exactly the same as a UDR. Only differance, they have to be fixed in a complicated manual process rather then by a filter and they cover a MUCH larger area. If something else touches the deleted navmesh, even a tiny corner of it, the game will crash
ITM - Stands for Identical to Master. When a record is in a mod file that is identical to its copy in the master of that mod. Sometimes mod authors use this method to ensure that an object is where it needs to be for their data to function, for example if they are adding an NPC that has to walk to a certain object in the world to activate a quest stage, if that object is a vanilla one they might make it an ITM to ensure nothing else is overwriting it. If mod authors do this what they are meant to do is to edit the EditorID so that it doesn't show up as an ITM even if the rest of the data is the same. Its very rare that mod authors need to do this, most ITMs are just wild edits or errors from the CK (yes, the CK likes adding in ITMs without telling you), but if on the off chance it is needed, you can break the game by not leaving it there. Because of this rare but extreme risk this is why we advocate leaving it if you aren't sure
Wild Edits - Edits in a mod file that have noting to do with the actual mod. For example, a house mod changing the appearance of random NPCs because the author didn't like the way they looked, even though that has nothing to do with the mod, or a water mod that also adjusts water levels in an area etc. These are often mistakes from the CK (if you edit a record accidentally and then edit it back to normal, it comes up as an edit rather then undoing it, stupid program), or just authors making mistakes. ITMs that aren't needed also are a type of wild edit. Why these are a risk is when you have mods with wild edits overwriting the vital functions from other mods, for example, you have a mod editing the style of an area in Falkreath to add a unique item, that accidentally touches the water record for Solitude, and all of a sudden your water mod doesn't work any more in that area. Or a mod editing NPCs that also accidentally adjusts a rock in a cave where an NPC because the author selected it accidentally, meaning that rock will no longer be moved by your quest mod making it incompletable etc.
So in short, while you should always clean UDRs, and should avoid mods with Deleted navmeshes, ITM's require a lot of knowledge about how the mod works to determine if its a required ITM or a wild edit, and until you know for certain which is it, it's safer to not clean it."
https://steamcommunity.com/app/72850/discussions/0/485622866435280490/?ctp=36#c353915309341216776
I mean if what you were saying is true, wouldnt any mod made with teh new CK be completely broken? How would anyone have a well modded game? We would have been plagued by all of us that run heavily modded games that we were crashing nonstop.
From what I understood from what the xEdit devs said, it seems like xEdit was never designed to report any deleted record as an error. It only reported cases where a record was deleted but it still contained data (so like if a deletion went wrong somehow).
Since this is now the default behaviour of the CK they removed the case where the base subrecord still contained data as an error, since it's what the CK does by default now.
So basically the checking for errors was never about finding deleted records, but actually malformed plugins.
Now Mod B comes along. Mod B changes those tundra trees and refers to the specific tree records. But now one problem, some of those specific records have been flags as deleted - so they do not exist as far as the game is concerned. And when you enter that area and Mod B tries to apply the changes to those specific tundra trees, instant CTD - because they, as far as the game is concerned, do not exist.
Undeleting them removes the flags and moves them under the game map. So, now mod A has no trees in the shop (because now they have been moved to -30000 below the map), and yet Mob B can still reference them - just where they will not be seen,
I would assume that the new CK does not allow the flag of Delete to actually do so any longer - and that it now automatically moves any item that gets marked that way to still have the object present in the game - just at the -30000 position (where they would be when cleaned in previous versions). Which is a very good Idea - but that does not fix the problem of mods which were made with older versions of the CK.
If all mods were made with the new version of the CK, then no error checking for that would be necessary. But that is not the case. And so though xEdit, version 4 series works for those which have the new CK adjustment being made, it does not work for any mod which was made in the older versions of the CK, where the position of the item was not adjusted, and where the game still sees them as not being present
So, the new xEdit 4 series applies to anything new - provided it was made in the latest up to date CK, while xEdit 3.2 apllies to anything not made in the latest CK (at this point in time, the vast majority of mods).
Of course, there is one final check to confirm regarding the new CK. If a mod made in it has a record marked as deleted (a UDR or Deleted Reference), the CK, according to what we are being told, should have moved that to the -30000 position. By opening up that mod in xEdit (any version), we should see that record now positioned at the -30000.
Still, the overall concern and issue is that xEdit is applying a rule across the board, when, in fact, that rule does not apply across the board, and is not applicable in the majority of cases.
Simply xEdit never intended to report deleted records as errors. It only reports an abnormal situation in cases where there is subrecord of a deleted record being populated despite it supposedly having been deleted in the CK.
Turns out leaving that particular base subrecord doesn't do anything and the CK now actually leaves it by default, so xEdit removed it from the list of errors.
Deleted records are not part of the error reporting from what I understand. There would probably be more reports of deleted records if that was the case, not just the ones that have a subrecord leftover.
Showing deleted records was not part of the scope of error checking.