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Fordítási probléma jelentése
The issue is one for the average modder - the vast majority of whom have probably never even seen that option box, wouldn't know what to check if they did, and once checked, would be totally at a loss as to what to do regarding all the records anyway. It is those for whom we should be concerned - who just want to run one thing to see if there is anything needed to be done and then do what is needed as instructed - not for someone like myself who is closing in on 7000 hours in xEdit and who has never had to ask a question of anyone regarding anything about the game or how to mod it at anytime whatsoever. If I was only concerned about what I could do or handle - I would never have made this thread at all - nor any of the others I have made over the years.
And, frankly, as to saying something is not an error if the end result is failure. An extreme example. Challenger exploded 73 seconds into its launch. There were absolutely NO errors with any of the launch systems - all indications were go. Oh, the O-ring failed - well, that was not a system error - they just should not have launched when they did due to the cold - nothing wrong with the system at all. But it was one damn big malfunction. And because of that, things and procedures were instituted that would prevent that from occurring again - because, even though you may say that all systems are go and that there is nothing wrong - people still are involved, and people will will make mistakes.
Just because something is not technically an error, does not mean that it should go unreported - and in a manner that is clearly evident to the vast majority of users
SSEEdit Script - Check for ESL CELL Bug
https://www.nexusmods.com/skyrimspecialedition/mods/39335
https://steamcommunity.com/sharedfiles/filedetails/?id=2202026892
I'd wager that less than 15% of the entire mod user population even know what this check for errors option is let alone what it is supposed to do, although this percentage may be even higher than we expect it to be.
Ironically the problem is sometimes mod authors, as some have quite clearly stated the the deleted navmeshes are perfectly safe, now I'm not an expert but I'm going to go out on a limb here and say that those are way more dangerous than this issue right here. Just my 2 cents is all.
When I tested out 4.x I found that that those functions were deprecated and the program invited me to instead use QAC and to check the documentation[tes5edit.github.io]. I went there and found various ways to run QUC, as well as Quick Clean, where the changes aren't saved automatically and you can overview them.
The documentation seems well curated and I saw a lot of effort being put in that. xEdit has undergone a lot of changes since Elminster came back, programs evolve so I had to adapt what I knew about how to use it.
It seems to me that the changes he made were all deliberate and had concerns as to simplify the process for those more casual users that just want to clean mods. The documentation addresses this quite well I would say.
If I want to know how I'm supposed to use the new version of xEdit then I check the docs or, if I'm still confused, go ask on their support discord. For advanced users there are still options and command line parameters to get xEdit to do exactly what you want, but otherwise it sounds to me that effort was put in to simplify the usage for the more casual modders.
This just happens to be different from before where I was used to applying filters for cleaning, but I learned easily enough.
If I was a mod author looking to use xEdit to make sure my plugin was good, I would probably have a good read of the docs to see what I'm supposed to do, especially after seeing that there were changes since last I used it. That at least would be my approach as a new author.
Modding and creating a build is like painting and creating a work of art. The build is the artwork and there are various tools that can be used by the build creator to achieve the artwork that they set out to create. The artist - in this case the person creating the build - is the one who tells the toolmaker what is needed. The toolmaker does not dictate to the artist. For all their knowledge and talent, for all the combined knowledge and talent of those who create the tools - whether they be Tannin, the Vortex team, the Mod Organizer 2 team, Elminster and the xEdit team, or the LOOT team - they are nothing more then the tool makers - and they should NOT be dictating to the artists - the build creators, the people modding their game - what should or should not be used in the creation of that artwork.
Personally my thousand mod builds are works of art. There is probably no one in the world who is better at creating a build than I, and only maybe one or two other as good as myself - ff7legend being another in the same class and an equal. I know what is needed to achieve my builds - just as Picasso, or Van Gogh, or Rembrant knew what was needed to achieve their creations. And for all painters who set out to create their own work of art - whether it be the humblest little drawing or a grand panorama of epic proportions, the question is - are you going to listen to the guy who makes the brushes, or Picasso, Rembrant, Van Gogh?
In that vein, perhaps a little story is in order.
We all know about that glorious work of art, the Sistine Chapel, and how Michelangelo labored for four years to complete it, during which time he suffered many interruptions....
- snip -
....The moral of the story being, a person may make the best tools there are, but they're still nothing but the damn toolmaker. It's the artist who actually creates the art.
c Steven Ross