[RELzBETAWIPz] FNVEdit

Post » Thu May 03, 2012 7:00 am

There's a small problem with items in leveled lists. NVEdit won't allow CHIP or CMNY in leveled items.
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LijLuva
 
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Post » Wed May 02, 2012 10:17 pm

There's a small problem with items in leveled lists. NVEdit won't allow CHIP or CMNY in leveled items.

Not true. CHIP and CMNY are clearly allowed in the record definitions for LVLI's:

wbRecord(LVLI, 'Leveled Item', [    wbEDIDReq,    wbOBNDReq,    wbInteger(LVLD, 'Chance none', itU8, nil, cpNormal, True),    wbInteger(LVLF, 'Flags', itU8, wbFlags([      {0x01} 'Calculate from all levels <= player''s level',      {0x02} 'Calculate for each item in count',      {0x04} 'Use All'    ]), cpNormal, True),    wbFormIDCk(LVLG, 'Global', [GLOB]),    wbRArrayS('Leveled List Entries',      wbRStructExSK([0], [1], 'Leveled List Entry', [        wbStructExSK(LVLO , [0, 2], [3], 'Base Data', [          wbInteger('Level', itS16),          wbByteArray('Unused', 2),          wbFormIDCk('Reference', [ARMO, AMMO, MISC, WEAP, BOOK, LVLI, KEYM, ALCH, NOTE, IMOD, CMNY, CCRD, CHIP]),          wbInteger('Count', itS16),          wbByteArray('Unused', 2)        ]),        wbCOED      ], [])    )  ]);
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kristy dunn
 
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Post » Wed May 02, 2012 8:00 pm

Thanks, I was using an older version that didn't allow it.

PS: any chance of getting a nvdump version (i do find it incredably useful).
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Nice one
 
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Post » Thu May 03, 2012 5:12 am

I've had the issue with creating merged patches too. Seems to me that, since everyone is not seeing this problem, that it's a particular case thing. Could it possibly be caused by hardware issues or install paths (kinda hard to imagine, but I've heard of weirder).

For the record, my game install path is on a drive that's not the C drive and I'm running a 64 bit system. Using the most recent version of FNVEdit. It would be super handy to have it, since I'm not a big fan of Wrye Bash and it's less than ideal patch creation system (imo).

It'd be nice to hear from Eliminster officially on this topic, I'll be more than willing to provide more details or run extra debugging measures if required. I would really really like to get this feature working.
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Oscar Vazquez
 
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Post » Wed May 02, 2012 11:22 pm

FNVEdit should be creating an exception log if there are exceptions. I would need that to make even a WAG about what's wrong.
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FITTAS
 
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Post » Thu May 03, 2012 2:23 am

Looking at it now (never noticed that file before). Just attempted to generate a merged patch using Inventory Sorters combined, and Realistic Weight Overhaul (because I know both of these edit the exact same items, and therefore conflict). The output in FNVEdit says that the merged file has been given master, though it hasn't. And the exception log hasn't been updated since the 20th, when I tried to enter an invalid itemid into an edit window.

The problem is that it isn't reporting it as an error, because the program seems to think it's working correctly.

Here's the output into the message tab on FNVEdit:
[00:02] Background Loader: [G:\Games\Steam\steamapps\common\fallout new vegas\Data\] Setting Resource Path.[00:02] Background Loader: finished[merge.esp] Adding master "FalloutNV.esm"[merge.esp] Adding master "Inventory Sorter - Combined.esp"[merge.esp] Adding master "Realistic Weight Overhaul.esp"

However, while the Message tab shows this, the Header of the newly created esp file has no masters. It lists its version number as 1.32, and next object ID as 2048. The Master Files section is bold, but has no entries, not even an empty one.

http://pastebin.com/rXhVi6e6

Let me know if you need anything else.
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Ludivine Poussineau
 
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Post » Thu May 03, 2012 3:56 am

I've uploaded version 3.0.19 to http://www.newvegasnexus.com/downloads/file.php?id=34703.

This version includes updated record definitions to better support DeadMoney.esm

What are the specific changes made to record definitions by the Dead Money DLC? The only one obvious to me so far is the addition of CHIP records to leveled lists.
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Mark
 
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Post » Wed May 02, 2012 4:53 pm

How do I get it to work if my Bethesda Folder is in the documents? I needed to put it their cause of my system?
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Paula Rose
 
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Post » Thu May 03, 2012 3:46 am

Got an error trying to save a file I edited:
[00:00] Saving: Open Cities Reborn - Full Merge.esp.save.2011_02_28_23_33_14
[00:00] Error saving Open Cities Reborn - Full Merge.esp.save.2011_02_28_23_33_14: Assertion failure (P:\BethWorkbench\wbImplementation.pas, line 13141)
[00:00] Errors have occured. At least one file was not saved.

All I did was change a formID in a quest target field and it threw that error. 3.0.15 doesn't have this issue, 3.0.19 does, not sure if any of the versions between them did.
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ezra
 
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Post » Wed May 02, 2012 6:00 pm

Alright, to further explain the problem. After installing a bunch of mods, listed here:

Spoiler
FalloutNV.esm
DeadMoney.esm
Ambient Temperature.esm
AmmoSpreadEffectFixer.esm
CHEMS.esm
ELECTRO-CITY - CompletedWorkorders.esm
ELECTRO-CITY - Highways and Byways.esm
IWS-Core.esm
Nevada Skies - Core.esm
Selective Fire.esm
Primary Needs HUD.esm
DarNifiedUINV.esp
CONELRAD 640-1240.esp
Existence2.0.esp
SecretStash80.esp
Bountiful Harvest.esp
CASM.esp
CHEMS - Benches.esp
CorpseEquip.esp
Dead Money Fixes.esp
FO3WeaponsRestoration.esp
ELECTRO-CITY - IncreasedWastelandSpawnCOMPATIBILITYPatch.esp
ELECTRO-CITY - Inventory Sorters Compatibility Patch - RegularCATEYEvalue.esp
Explosive Robots.esp
GrenadeHotkey.esp
HUD Extended - Ambient Temperature.esp
Imp's Timescale Adjuster.esp
Imp's Timescale Adjuster - AT.esp
inventory sorter - combined.esp
IWS-Core-Civilians.esp
IWS-Core-Guards.esp
IWS-Core-Patrols.esp
Magazine Vending Machine.esp
Nuka Cola Enhanced.esp
nocol.esp
Oven Cooking.esp
Prospector.esp
Realistic_Repair_NV.esp
Realistic Weight Overhaul.esp
UnderwaterFX.esp
UWFXGodrays.esp
WeaponModsixpanded.esp
WMX-DeadMoney.esp
URWLNV.esp
Nevada Skies - URWLified.esp
Ambient Temperature - URWLified Nevada Skies.esp

Total active plugins: 46
Total plugins: 52
I then applied the filter the manual says to do, a generated merged file. The merged file is created, but only has corrected form list entries from all of the above mods. However, if you look, you'll see that I have Realistic Weight and Inventory Sorters, which both edit almost all the items, and should conflict, and should get merged.
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Marie
 
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Post » Wed May 02, 2012 10:15 pm

As I've explained numerous times by now. The merged patch creation only processes very specific things. Specifically, it only processes certain types of lists in different records. The specific list has been posted a number of times here on the board already. It is not a general tool for blindly merging every possible type of conflict.
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Stay-C
 
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Post » Thu May 03, 2012 6:52 am

Gribbleshnibit8-
You may have better luck with using Wrye Flash, but even it does not automate and merge everything without work and knowing what buttons to push.

ElminsterEU-
Oh here you are and active too.

I have a question about master update and using it with Fallout 3 (sans NV).

First off I and another found that cleaning the F3 DLC caused missing land issues as described http://www.gamesas.com/index.php?/topic/1170465-a-question-about-fo3edit-and-undelete-and-disable/page__view__findpost__p__17309863. I narrowed down that it is not deletions that are causing this but ITM records.

However Arthmoor stated he cleaned the DLC too and had none of these issues, but that it might be a good idea to run MasterUpdate on the DLC so that ONAM records get updated.

So I activated only the DLC and ran MasterUpdate. To my surprise it not only ran MU on the DLC but on several mods that were not active. Not all but these anyway:
Spoiler
Active Mod Files:00  Fallout3.esm01  Anchorage.esm02  ThePitt.esm03  StreetLights.esm04  BrokenSteel.ESM05  PointLookout.esm06  Zeta.esm07  CRAFT.esm08  CALIBR.esm  [Version 1.4]09  FO3 Wanderers Edition - Main File.esm0A  Unofficial Fallout 3 Patch - Operation Anchorage.esp  [Version 1.2.0]0B  Unofficial Fallout 3 Patch - The Pitt.esp  [Version 1.2.0]0C  Unofficial Fallout 3 Patch - Broken Steel.esp  [Version 1.2.0]0D  Unofficial Fallout 3 Patch - Point Lookout.esp  [Version 1.2.0]0E  GhostRadio.esp0F  Existence2.0.esp10  NotSoFast.esp11  HeirApparent.esp12  tubRRCompound.esp13  Expanded Megaton House V3.esp14  MaintenanceShed.esp  [Version 1.3]15  merc.esp16  MoreMapMarkers.esp17  Treasure Maps_Underground.esp18  Treasure Maps_Secrets of the Wasteland.esp19  Treasure Maps_A Fist Full of Caps.esp1A  MTC Wasteland Travellers.esp1B  megalight.esp1C  FO3 Wanderers Edition - DLC Broken Steel.esp1D  FO3 Wanderers Edition - DLC Mothership Zeta.esp1F  WeaponModKits - FWE Master Release.esp
Is this normal behavior?

My understanding is that it should only run that on the active mods. If this is the case then why would it reach out and try to change those mods?

If this is not the case then it is certainly not attempting to change all plugins in the data folder and only those seemingly unconnected mods.

If not a feature then I'd like to request that it only attempts to alter the mods ticked as active.

And I know I've requested this before, but is there any chance that a setting or option can be implemented to store backups in another folder or even a folder in data. I like my data folder tidy.

thanks for help and consideration.
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brandon frier
 
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Post » Thu May 03, 2012 1:49 am

I actually met a minor workaround by just generating custom compatches for each of the mods that were causing errors (and then readjusting the load order). I also managed to cut out about 8 mods that were causing conflicts I didn't feel like fixing (mostly due to laziness).

Psymon -
I've used Wrye Flash, and just....idk, it was different, and I know how to use FNVEdit already, so I just decided not to use it.

Also, it's not so much that it was an issue, but that in FO3, Edit would generate fixes on NPCs, containers, Leveled Lists, and even Misc items without me doing anything. Specifically, on a FWE, WMX, EVE, MMM load (with quite a few misc mods in-between), it fixed the aforementioned items without any input. I did have to go in and fix a few things (mostly NPC inventories between different mods), but for the most part, FO3Edit handled all the grunt work.

Whereas in FNVEdit, the only thing it gets are form lists and a few other records (no misc items, etc). Specifically, with WMX and Realistic Repair, and Inventory Sorters and Realistic Weight. My experience with similar mods in FO3 was that it would catch the item weights and names, and merge them into a new patch (Wrye Flash did this with IS and RW, but in this instance it merges all such that the bashed patch was the only file of the three needed after (the outcome with any merge on those two mods)).

However, with WMX and Realistic Repair, where some weapons forms have edited repair lists from RR, FNVEdit wouldn't even catch it as an issue for the merged patch. In fact, it would throw up flags on the differing Form Lists, but wouldn't even merge them all correctly.

I guess the point I'm getting at is that it's not so much that I think it should auto-merge all the conflicts, it's that I got used to the feature using a heavier hand in FO3Edit, and now it doesn't work the same (I dislike change). On the plus side, I now have a better long term solution, which is compatch files for each of my main mods. Which don't have to be rebuilt every time I change my load order, which is nice.

Anyway, just came back to update my situation. I wasn't trying to say I think it should do this, just pointing out a difference in the behavior between FO3 and FNV versions.
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Mistress trades Melissa
 
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Post » Wed May 02, 2012 11:26 pm

in FO3, Edit would generate fixes on NPCs, containers, Leveled Lists, and even Misc items without me doing anything. Specifically, on a FWE, WMX, EVE, MMM load (with quite a few misc mods in-between), it fixed the aforementioned items without any input. I did have to go in and fix a few things (mostly NPC inventories between different mods), but for the most part, FO3Edit handled all the grunt work.
I'm guessing you were using FOIP, which was specifically made to work with an automatic merged patch.
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Cash n Class
 
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Post » Thu May 03, 2012 6:48 am

I'm guessing you were using FOIP, which was specifically made to work with an automatic merged patch.
Seemed to be using other mods too, but I could be mistaken. Guess I was just spoiled by having all that work done for me then. Oh well, I've learned some new things about Edit now anyway, so it's all good in the end.

Also, an endorsemant for the program. I find myself doing a good chunk of mod work in Edit instead of GECK these days. This program is absolutely indispensable for mod authors. Too bad a bunch of them don't make use of it.
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Steve Smith
 
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Post » Wed May 02, 2012 11:34 pm

i downloaded Powered Power Armor last night and when i loaded FNVedit to make my merged patch the background loader gave me this error:

Spoiler

[00:07] Background Loader: loading "Ambient Temperature - PPA.esp"...
[00:07] Background Loader: [Ambient Temperature - PPA.esp] Loading file
[00:07] Background Loader: [Ambient Temperature - PPA.esp] File loaded
[00:07] Background Loader: [Ambient Temperature - PPA.esp] Start processing
[00:07] Background Loader: [Ambient Temperature - PPA.esp] Adding master "Ambient Temperature.esm"
[00:07] Background Loader: [Ambient Temperature.esm] Loading file
[00:07] Background Loader: Fatal: The system cannot find the file specified>

seems FNVEdit is trying to load a file that does not exist (Ambient Temperature.esm). i am not very good with coding so i am at a lost as to how to fix this problem. i am assuming that PPA has left over references in it to "Ambient Temperature.esm" from a previous build of the mod that used this file; however, i have no clue how to remove them (or if this is even the problem).
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NAkeshIa BENNETT
 
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Post » Wed May 02, 2012 5:41 pm

it seems that powered power armor needs ambient temperature mod to work, that is why it is looking for its .esm
so, DL ambient temp mod and try fnvedit again, i bet it cures the problem.
Some mods need other mods to work, reread the install instructions and requirements.
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loste juliana
 
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Post » Thu May 03, 2012 2:02 am

duh! :banghead: how [censored] of me! i knew Ambient Temperature is a requirement of PPA; however, i thought that the Ambient Temperature files included with PPA was all i needed.

ty Belhawk for answering my stupid question :thumbsup:


EDIT: [censored] is a curse word now? since when? i blame sarah palin!
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Monique Cameron
 
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Post » Wed May 02, 2012 10:36 pm

ElminsterEU-

Hi again. Not sure if you are around anymore, but if you are I have a feature request. No active tes4edit thread, so here I am. As for my issue above I just have avoided cleaning the F3 DLC. Not that big an issue for me.

But first some background. I've been experimenting with getting a working modded install of Morrowind going and as such have been introduced to a new tool for cleaning plugins for Morrowind. It is called http://www.gamesas.com/index.php?/topic/934107-relz-tes3cmd-a-small-tool-for-modifying-tes3-plugins/. Further http://www.gamesas.com/index.php?/topic/1184424-q-cleaning-mods-with-tespcd/ on that forum a few members (props to RMWChaos) have created these very handy bat files for cleaning.

The advantage of the bat files is that once created cleaning is as simple as dragging the esp over the top of the bat file. The cleaning takes a few seconds to about 20 seconds at most. Then the backup of the original file is placed in a separate folder with the readout of what was cleaned. No need to open the program (actually that exe lacks all GUI).

Here is, I think, a cool feature that would be neat if edit did it to -- the description field of the cleaned plugin is then altered to say that the plugin was cleaned and when. an example:
(MCA & COM patch) Cleaned by tes3cmd on Sat 05/28/2011 at 15:22:49.83.

Not sure if it is possible to implement these kinds of features (marking plugins as cleaned in description field and backing up cleaned esp to another folder) but if you get around to updates (like after Skyrim or something) please consider these features.

Thank you for sharing this tool.
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lolli
 
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Post » Wed May 02, 2012 11:59 pm

Is there a way to scan all mods for invalid reference errors, like those introduced to a lot of mods by the v1.3 patch?
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Lily Something
 
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Post » Thu May 03, 2012 2:03 am

@MadCat

There isn't a way to do that in FNVEdit, and Eliminster is short on free time to work on it at the moment.

I'd been working with the source, and found that I didn't need to reinvent the wheel there as most of the work was already done.
So with the sister app FNVDump and a bit of scripting that goal isn't too far away.

I've put up http://www.newvegasnexus.com/downloads/file.php?id=42352 so far, but I didn't have the foresignt to keep a backup copy of the different versions of the esm's.

So if anyone has the FalloutNV.esm files, and is willing to run http://www.newvegasnexus.com/downloads/file.php?id=42369 and send me the output it would help enormously.

Drop me a PM if you can help with these files...

patch 1.2.0.352 - released on February 21, 2011.
patch 1.2.0.314 - released on December 14, 2010.
patch 1.2.0.285 - released on November 10, 2010.


Thanks robber :)
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biiibi
 
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Post » Thu May 03, 2012 12:00 am

ok..............ive seen a couple of posts and i cant remember where but supposedly some mods dont like cleaning up with FNVedit. is there a particular type of mod that falls in this category like an npc addition mod or a weapon tweaking mod etc? also, does masterupdate still apply for NV as well or hasnt that been an issue like it was for fallout 3?
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Ria dell
 
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Post » Thu May 03, 2012 12:36 am

MasterUpdate will work with most mods. Some do break though, so RTFM for your mods to know which you'll have to replace afterwards with the orig.
That might mean a mastered mod gets promoted higher than a non-mastered-mod in the load order. If the they are sensitive to LO then fix that too.

Cleaning should really be done by the author before release. If they didn't for a reason then leave them be.
I'd be interested in the mods that state that if you can remember the links.
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Elizabeth Davis
 
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Post » Thu May 03, 2012 1:56 am

MasterUpdate will work with most mods. Some do break though, so RTFM for your mods to know which you'll have to replace afterwards with the orig.
That might mean a mastered mod gets promoted higher than a non-mastered-mod in the load order. If the they are sensitive to LO then fix that too.

Cleaning should really be done by the author before release. If they didn't for a reason then leave them be.
I'd be interested in the mods that state that if you can remember the links.

one of the forum members posted that they had cleaned and/or masterupdated some mods and it made them worse. he didnt say which ones andi cant remember the thread but obviously its probably somewhere in this form.
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jadie kell
 
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Post » Wed May 02, 2012 9:13 pm

Is there a way to scan all mods for invalid reference errors, like those introduced to a lot of mods by the v1.3 patch?
Wouldn't those invalid references result in formIDs the game doesn't know about? If to then wouldn't the "check for errors" process reveal any references in the mod that point back to a missing form that was there before?
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Tamara Primo
 
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