Hishy Cache Records xEdit
xEdit scripts to help with record replication and support for caching records for persistent logging and full ESL support in the patch.
Screenshots 1 screenshots
About this mod Machine translation
xEdit scripts to help with record replication and support for caching records for persistent logging and full ESL support in the patch.
A library that supports SUM-like consistency files.
Use unique identifiers for the script and the records you want to cache or retrieve.
If ESL is not supported, the ESP file will emulate the XXYYYZZZ formid format
Are there records that must be cached and must be loaded after all patch files
Closes the current cache and opens a new ID that runs after the initial cache instance.
To use these functions, just add a line at the top of the xEdit script under the unit
Use 'lib\Hishy_CacheRecords';
OpenCache(sFilePrefix,bIgnoreEslSupport)
must be used first
CacheRecordWithPrefix(), CacheRecord(), CloseCache() functions.
CacheRecordWithPrefix(iSrcElement,bDeepCopy,sTargetElementIdent,sPrefixRemove,sPrefix,sSuffix)
and CacheRecord(iSrcElement, bDeepCopy, sTargetElementIdent)
They almost work when they are wrapped around native functions
Although there is no coverage support
CloseCache(bSkipSave)
It must be called before the script terminates to free up available memory and save the cache file.
The default path for cache files is in xEdit's "Edit Scripts\lib" folder.
The default name is Hishy_RecordCache_wbGameMode.json
ClearCache(sPrefix) can be called when there is no open cache file.
This will clear all caches for a specific file prefix
Parameter meaning:
bDeepCopy
Boolean value, same as native deep copy arg.
bIgnoreEsl support
Boolean value, if true, ESL will not be used.
bSkipSave
Boolean value, if true, cache files will not be saved.
iSrcElement
IInterface, the element to be copied.
sFilePrefix
String to use for the filename of the patch file.
prefix
String, same as local sPrefix.
sPrefixdelete
String, same as local sPrefixRemove.
suffix
String, same as local sSuffix.
sTargetElementIdent
String identifier used to find a specific record in the cache file.
</ s> </ s> </ s>
I have included an example file under the name "Hishy_ExampleCacheRecords.pas".
Choose a simple top-level group, such as Armor or Weapon, and apply the script.
This script should copy all records as new records.
No matter what records are copied, they should maintain the same FormID and filename across multiple generations.
No matter what, please do not change cache files.
Please choose a unique ID for you and your script.
Please do not edit this script and distribute it with horrible version control.
Edit anytime, anywhere and share anytime.
If you have additional additions or fixes, please request permission for this page.
——————————————————————————
A library to support something like a consistency file similar to that of SUM.
Use a unique identifier for both your script and the record you're trying to cache or retrieve.
If ESL is unsupported, ESP file will emulate the XXYYYZZZ formid format
If there are records that must be cached and must load after all patched files
Close the current cache and open a new one with a new id that runs after the initial cache instance.
To use these functions, just add the line to the top of your xEdit script under the unit
uses 'lib\Hishy_CacheRecords';
OpenCache(sFilePrefix, bIgnoreEslSupport)
must be called first before using either
CacheRecordWithPrefix(), CacheRecord(), CloseCache() functions.
CacheRecordWithPrefix(iSrcElement, bDeepCopy, sTargetElementIdent, sPrefixRemove, sPrefix, sSuffix)
and CacheRecord(iSrcElement, bDeepCopy, sTargetElementIdent)
work pretty much as they wrap around the native functions
Though there is no override support
CloseCache(bSkipSave)
must be called before script terminates to free memory and save the cache file.
The default path to the cache file is in xEdit's "Edit Scripts\lib" folder.
The default name is Hishy_RecordCache_wbGameMode.json
ClearCache(sPrefix) can be called when there is not an open cache file.
This will clear all cache for a specific file prefix
Argument Meanings:
bDeepCopy
Boolean, same as the native deep copy arg.
…
Install & use Install: follow the bundled instructions
- Unzip the archive from playbuff and read the bundled readme / instructions first.
- There is no universal mod manager for this game: some mods replace game files directly, some go into a game-specific Mods folder, and some need a game-specific community loader or tool first — follow the bundled readme.
- Place the files exactly as the readme says; mods with listed dependencies need those installed too.
- Launch the game to confirm it loaded; some games require enabling mods in settings or an in-game mod menu.
Install locations vary a lot between games and mods — the bundled readme is the most reliable guide.