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TESRESPEC
ME_TESRESPEC.rar V2.05 (831K)
Use someone else's stuff in your mod? Want to make it unique to your mod? You should if you include it in your install! Got a bunch of textures in the "Textures" directory swamp? Want them in a subdirectory with the corresponding NIFs updated to use them?
This rename enmasse tool also updates NIF texture references and ESM/ESP files with the name changes.
As a primary feature, all files renamed / modified are copied into a save area "Restore Data Files" PRIOR to any renaming or modification, so that if you are unhappy with the results of the rename, you can simply copy the save area to your Morrowind "Data Files" area and *poof* the files are back the way they were (note: extra files will exist however, the output of the rename operation).
Thanks to the beta testers: OldeCow69 Ronin Lochnarus KingOfGaeadra dgrx
STRONG WARNING: USE AT YOUR OWN RISK! THIS TOOL IS FOR ADVANCED MODDERS. RENAME ONE FILE FIRST, CHECK OUT WHAT HAPPENS, THEN TRY RENAMING MORE...
WHAT ON EARTH INSPIRED ME TO DO THIS? Well... namely, "KingOfGaeadra" did. It was his idea, blame him! Heh. Actually what he suggested made a lot of sense, as my testing with TESFILES revealed major problems with mod "sharing" between Silgrad Tower and The Undergound, both of which share better heads, cait's farm, blademaster's weapons, among other stuff. TESRESPEC can help fix those problems!
Say you have a bunch of NIFs in a subdirectory "Meshes/Ronin", and you want all their textures to go into "Textures/Ronin", without having to hex edit all the NIF files. Or really do anything resembling work. Click "GET FILES", the file selection dialog will start in "Data Files", so click "Meshes", and select all the NIFs you wish to fix (in "Ronin"). Now click OK, all the NIFs you selected come up in the file list window with all associated textures they reference. Now type in "Ronin" into the "PREFIX DIR". Click "RENAME ALL", verify the settings, and click YES. *POOF* all those NIFs are in "Meshes/Ronin" and their referenced textures are in "Textures/Ronin", and the NIFs are all updated to reference textures in Textures/Ronin. In just a few minutes you can do all this.
User Interface
The "GET FILES" button. Use this to select one or more files to add to the displayed "rename file list" window. While the file open dialog is up, use shift to select a continuous range of files, and control to select or deselect a single file (adding or deselecting a single file from those selected). Note that you can only select files from a single directory at a time using this interface, so if you wish to bulk rename a number of different areas such as NIFs, Icons, and Sounds, you will need to click the "GET FILES" and select files for each directory area. Note that when a NIF is selected with "GET FILES" it's corresponding texture references are brought up as well, indicated by "^^^TextureName.dds" following the owning NIF, for example. Note that NIF texture references are automatically pulled in, BUT... you must remember on some (animated) NIF models there exists a "xModelName.kf" and "xModelName.nif" that you must select using "GET FILES", if you wish the model rename to be complete.
The "RENAME FILE LIST" window. During file selection this is a list of all files to operate on. If you accidently select a file more than once it will still be listed only once in the list. Note that the full pathname of files is not shown, the pathname that is shown is relative to your Morrowind "Data Files" area, indicated with a "~" (tilde). So...
"C:/Program Files/Bethesda Softworks/Morrowind/Data Files/Meshes/SomeModel.NIF"
Would be shown as...
"~/Meshes/SomeModel.NIF"
During "RENAME ALL" this window shows rename operations, again, using the "~" (tilde) to represent the Morrowind "Data Files" area.
The "SELECT MORROWIND MODS TO UPDATE" window. This window shows the ESM/ESP in your current Morrowind area with a "[ ]" box for selecting (left click to select, a "[X]" indicates the ESM/ESP is selected for update). If you select one or more mods here, they will be scanned to see if any of the files in the "RENAME FILE LIST" window need to have their reference changed. If so, all references to that file will be updated to point to the newly renamed file, writing the ESM/ESP.
The "PREFIX DIR" entry box. This is an optional folder name you can specify if you wish the renamed files to go "deeper down" into another folder(s). Note that you don't have to put in the slashes... "Subfolder" works as well as "Subfolder/" or even "/Subfolder/". If you want to go really deep (more than one folder deeper) then separate the folders with a slash... "Subfolder/DeeperSubfolder". Spaces before or after the text are discarded. Spaces between the text is retained, however. For example " Timmys Folder " will produce a folder with the name "Timmys Folder".
The "PREFIX TEXT" entry box. This text is for changing the name of files with a new prefix. The text you enter here is added to the beginning of each file name renamed. For example specifying "Goober" would result in all files renamed starting with "Goober", in other words, "MyModel.nif" would become "GooberMyModel.nif". Again, spaces before or after the text are discarded, but spaces between text are retained.
The "TRIM LEFT" number. This value is a number of characters cut off the file name left before the prefix is added. To be used for example in the case of deciding to change a series of files that all start with "Je_" like "Je_SomeModel.nif" to another prefix, without the "Je_". In this case, "TRIM LEFT" would be set to 3 characters, to cut off the starting "Je_" of all the files.
The NIF "Prefix Dir", "Prefix" and "Trim Left" are separate controls to be used to control NIF output separate from all other file types. Other than that they work as above.
The "NO NIF EDIT" checkbox. If this checkbox is checked, then NIF contents texture references will NOT be renamed, NOR will the NIF be "edited" to update it's texture references.
The "CLEAR ALL" button. This resets the "rename file list" to nothing, along with clearing settings to default (empty, zero, unchecked). In way you can remove all selections... resetting the entire list to empty. If you wish to only remove a single entry or series of entries beginning with a NIF, use "LEFT MOUSE BUTTON" on the desired entry.
The "RENAME ALL" button. This brings up a yes/no dialog asking you to verify your settings for the rename. If "no" is selected indicating the settings are not right, the dialog disappears and nothing happens. If "yes" is selected then the rename operation commences, processing all files in the "rename file list" with the current settings. Note that while this operation is ongoing you will not be able to change settings. The output of this operation goes to the "rename file list" window as well as to a file in the TESRESPEC directory "date+time.Data Files Restore/TESRESPEC_log.txt". In addition, TESRESPEC makes a "save image" of all files renamed in the subdirectory "date+time.Restore Data Files". The contents of this folder is relative to your Morrowind "Data Files" area, for example it may have a "Meshes" folder in it, as well as "Textures" folder, etc.
The "EXPLORER" button. This brings up Window's explorer with either the directory TESRESPEC was installed in, or the last subdirectory it wrote output to.
THINGS TO REMEMBER: 1) Left click on the list to remove a single item from it. This is a good idea when you want to exclude any NIF textures for example that are system textures or otherwise 'not yours' textures. 2) "Prefix Dir" can be multiple directories, like "MElf/Tolarn". 3) When "Prefix Dir" is applied, it replaces all subdirectories for the object... "Textures/Who/Dat/Texture.dds" With "prefix dir" "me" specified will become "Textures/me/Texture.dds". 4) An error indicating a name is too long for morrowind MUST be fixed before you can expect the mod to work in morrowind. 5) A warning indicating the ESM/ESP must have "recompile all" performed on it will also be a problem till the required "recompile all" is performed. Open the ESM/ESP in the construction set, select menu "Gameplay" "Edit Scripts..." and then click the red floppy disk icon "Recompile All".
LASTLY... recovering from a botched rename operation:
1) Copy the contents of the "Restore Data Files" folder to your "Data Files" folder.
2) Locate the renamed files (you may need to look at the log to determine their location and names) and delete them.
3) Run Morrowind and check that things are OK.
4) Delete the "Restore Data Files" folder if you wish.
5) Repeat the attempted rename operation with correct settings, etc.

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