[RELzBETAWIPz] FNVEdit

Post » Wed May 02, 2012 10:58 pm

http://img517.imageshack.us/img517/3793/assertionfail.jpg

The illustrated error comes up when attempting to mass-select several records and apply the "initially disabled" flag to them.
"Copy to selected", unfortunately, has never worked for record flags. You could give them a persistent parent and disable it, then "Copy to selected" the XESP info. That's what I'd do at least after looking at the pic.




New record type(s) in v1.2.0.285 Fallout.NV.ESM
[00:04] Background Loader: Error: unknown record type ????[00:04] Background Loader: Error: unknown record type á?y 
?

NOID and record count is identical between v1.1 and 1.2 ESM's, but the above is new.
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Louise Dennis
 
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Post » Wed May 02, 2012 10:11 pm

These unknown record type errors look as if they managed to break their file.
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Breanna Van Dijk
 
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Post » Thu May 03, 2012 5:18 am

Where is the manual for FNVEdit or is Miaxs Tome of FO3Edit used for both FNVEdit and FO3Edit?


THANKS
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KU Fint
 
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Post » Wed May 02, 2012 8:00 pm

It's still experimental but it shares a lot of features/similarities with the FO3 and OB versions.
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james tait
 
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Post » Thu May 03, 2012 2:11 am

It is, in fact, the same program. Rename FNVEdit.exe to FO3Edit.exe and run it and you got a working FO3Edit.... (but you should better use the FO3Edit download, otherwise you are missing the file with the hardcoded records).
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Gisela Amaya
 
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Post » Wed May 02, 2012 4:56 pm

Thanks!
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Hilm Music
 
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Post » Wed May 02, 2012 11:12 pm

These unknown record type errors look as if they managed to break their file.
I think Steam gave me a busted one initially, or something. It played/loaded in GECK without any noticable issues, but those messages no longer show up. They were showing up between the CELL and WRLD GRUP loads. False alarm though, I think, unless others saw the same.
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flora
 
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Post » Wed May 02, 2012 3:52 pm

Just double checked and I'm not getting such messages.

EDIT
I get this error when loading this mod here: http://www.gamesas.com/index.php?/topic/1140814-relz-mr-new-vegass-secret-stash
[00:10] Background Loader: loading "SecretStash60.esp"...[00:10] Background Loader: [SecretStash60.esp] Loading file[00:10] Background Loader: [SecretStash60.esp] File loaded[00:10] Background Loader: [SecretStash60.esp] Start processing[00:10] Background Loader: [SecretStash60.esp] Adding master "FalloutNV.esm"[00:10] Background Loader: [SecretStash60.esp] Header processed. Expecting 149 records[00:10] Background Loader: [SecretStash60.esp] GRUP Top "SOUN" processed[00:10] Background Loader: [SecretStash60.esp] GRUP Top "SCPT" processed[00:10] Background Loader: Error: unknown record type QSTI[00:10] Background Loader: Error: unknown record type QSTI[00:10] Background Loader: Error: unknown record type QSTI[00:10] Background Loader: Error: unknown record type QSTI[00:10] Background Loader: Error: unknown record type QSTI[00:10] Background Loader: Fatal: 
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Jack Bryan
 
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Post » Wed May 02, 2012 8:49 pm

Where is the manual for FNVEdit or is Miaxs Tome of FO3Edit used for both FNVEdit and FO3Edit?

THANKS

Almost everything is the same tool-wise.

A large update to the manual is still underway, it's taking me longer than I had anticipated (mostly because I'm adding a Section with a step-by-step process on how to transfer mods from Fallout3 to Fallout: New Vegas. This update will also include a full section on how to merge mods by JustinOther that includes Labs! I had hoped to be done last weekend and again this weekend, but it may be mid-next week. Right now I'm targeting Nov 19th so that I'm not More than a month late from the release. I'm up at around 170 pages right now.

I'm also hoping to make WIKI versions of the sections this time, but that depends on how hard it will be to export it into a WIKI-friendly format. If I can do that, it will be much more convenient for peeps to access the material section-by-section in the WIKI versus the monsterous document that it has become. :P

Miax
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meg knight
 
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Post » Wed May 02, 2012 3:31 pm

First of all , thanks for this amazing tool!!!

A question and possible request - is it possible to have a mass change to FormID? Right clicking on object allows me to change the form ID, what I'd like is to select a group and have it all changed accordingly. Right now there is function that does it but only the last 6 digits I would like to change the first 2 as well.

Thanks in advance.
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Beth Belcher
 
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Post » Thu May 03, 2012 12:11 am

is it possible to have a mass change to FormID?
You can multiselect any number of records, then R-Click > Change FormID and you'll be met by a "Choose target" prompt. You can then change the FormID's en masse that their first two characters will be that of the target plugin which must be in the plugin's masterlist. References to these forms will also be automatically updated. After doing this, all the selected forms will be *injected into the target just as the preorder packs introduce their content.

*Injecting new forms into FalloutNV.ESM, for modders, is probably not a good idea as A) the ESM is bound to change again and B) modders' 00 FormID's would invariably end up clashing. By the same token, if you inject forms into a mod that gets updated, your forms might clash with new ones added by the author(s). To avoid that, one could change the NOID in the target to offset the renumbering of the injected forms, but there's usually just no reason to have forms injecting all over the place unless temporarily pre-merge. :shrug:
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Jaki Birch
 
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Post » Wed May 02, 2012 4:26 pm

You can multiselect any number of records, then R-Click > Change FormID and you'll be met by a "Choose target" prompt. You can then change the FormID's en masse that their first two characters will be that of the target plugin which must be in the plugin's masterlist. References to these forms will also be automatically updated. After doing this, all the selected forms will be *injected into the target just as the preorder packs introduce their content.

*Injecting new forms into FalloutNV.ESM, for modders, is probably not a good idea as A) the ESM is bound to change again and B) modders' 00 FormID's would invariably end up clashing. By the same token, if you inject forms into a mod that gets updated, your forms might clash with new ones added by the author(s). To avoid that, one could change the NOID in the target to offset the renumbering of the injected forms, but there's usually just no reason to have forms injecting all over the place unless temporarily pre-merge. :shrug:

I think that I understand what you are saying (I am still very new at this).

If you don't mind helping here is another question that boggles me: There are two weapon mods - one adds effects to existing weapons another adds new weapons. I'd like to put the new weapons in line with the changes done by the first mod without changing the mods in question (So that if mods gets updated I wouldn't have to start from scratch but just make few minors tweaks to the patch mod). I've set both of the mods to be the master files of my patch mod but I've run into a problem. Since the new items are not conflicting (new FormID)with anything there is no easy way to compare the values and have reference easily changed. I guess what I am asking is there a way to view simultaneous two objects with different FormIDs like it's done when they are conflicting? If there is no way to do it right now. Is it possible to add something like that?

Again thank you in advance.

EDIT: I'd love a link to any sort of guide or tutorial on how to work with FNedit. Miaximus' signature link to FO3Edit tutorial is not working

EDIT2: Yay, found Miaximus' guide on FO3 on nexus, that should be a good start.
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Jani Eayon
 
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Post » Wed May 02, 2012 10:48 pm

Is there any way to get the autosave feature to detect if you're currently in edit mode (either in an edit window or in insert mode in a field in the main window), and wait to prompt you to save until you exit that mode/location?

I love the autosave feature, and it has actually saved my bacon a few times... but it really annoys when I'm typing something while glancing at my notes and don't realize right away that the autosave came up - till I look back at the screen and am confused at not seeing what I was expecting...
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TOYA toys
 
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Post » Wed May 02, 2012 5:50 pm

Or when it asks you if you want to save while it's saving, like when building a big ONAM list... That one always gets me. It would actually be kinda cool to be able to disable autosaving after the first prompt as I generally Ctrl+S when the gettin's good. Sometimes the timing of the save prompts makes me lose track of what I was doing. No biggie if it's never an option, but...
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Maya Maya
 
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Post » Wed May 02, 2012 5:05 pm

No biggie if it's never an option, but...
Pretty much the same feeling here. Obviously it isn't a big enough annoyance to drive me away from the program, but it would be nifty...
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Melis Hristina
 
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Post » Thu May 03, 2012 4:18 am

Got this while trying to save a mod that needed some dialougue records fixed:

[00:00] Error saving ShezriesTownsMaster.esp.save.2010_12_03_20_35_45: Assertion failure (P:\BethWorkbench\wbImplementation.pas, line 7313)
[00:00] Errors have occured. At least one file was not saved.

I am unable to get around whatever the problem is. If it matters, the mod had some deleted vanilla dialogue records I was trying to restore and some records I was trying to relink to fix the problem.
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JUan Martinez
 
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Post » Thu May 03, 2012 5:20 am

I have just uploaded the revised/improved FNVEdit training manual to http://www.newvegasnexus.com/downloads/file.php?id=38413. There are two versions; one with a light background/black text and another with a dark background/lighter text. Both are in PDF format for universal compatibility.

The tutorial contains:

* A complete overview of the FNVEdit tool and it's interface.
* Instructions on how to resolve conflicts between mods.
* A chapter of detailed processes on how to manage mods.
+ (including a new section on how to merge them by JustinOther, with Labs! - see Optional Files)
* What Merged Patches are and how to create and manipulate them.
* How to clean and error-check mods.
* A description of how to use MasterUpdate and MasterRestore
* A three-level FAQ with active links to help on any topic FO3Edit covers
* A new chapter on how to legally migrate Fallout 3 mods to Fallout: New Vegas

For those who have used the Fallout 3 version, there are only two "New" things that may be of interest;

1. The new section on how to merge mods by JustinOther, who is better at it than anyone I know short of Elminster. He even built a set of Labs to help teach the process, and its very comprehensive!
2. A new chapter on how to legally migrate Fallout 3 mods to Fallout: New Vegas (which involves stripping out all Fallout-3 only content to comply with all Bethesda rules).

The length of the revised edition is now 162 pages. It runs approximately 18.8 megabytes in size as a PDF file, and comes in two versions (light and dark backgrounds) for viewer convenience.

NOTE: If you find errors, don't hesitate to PM me! I'll get them fixed for the next release.

Lastly, I would like to thank Elminster for continuing to support our modding community by updating xEdit to New Vegas format - many of us would be lost without him! I also want to thank JustinOther for adding the new mod merging section and helping me identify problems. Thanks fellas!

Cheers,

Miax
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Hearts
 
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Post » Wed May 02, 2012 11:11 pm

Just a note/warning to everyone.

FNVEdit 3.0.15 seems to be altering and attempting to save/over-write the 1.2.0.314 version of FalloutNV.esm for some reason.

The AMMO EFFECT and RECIPE categories get marked in bold as though changed and then FNVEdit will include FalloutNV.esm in the list of files to save. I suspect it is a form order change that is conflicting with the "FalloutNV.Hardcoded.keep.this..." file that was included with FNVEdit package.
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Far'ed K.G.h.m
 
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Post » Thu May 03, 2012 5:22 am

Just a note/warning to everyone.

FNVEdit 3.0.15 seems to be altering and attempting to save/over-write the 1.2.0.314 version of FalloutNV.esm for some reason.

The AMMO EFFECT and RECIPE categories get marked in bold as though changed and then FNVEdit will include FalloutNV.esm in the list of files to save. I suspect it is a form order change that is conflicting with the "FalloutNV.Hardcoded.keep.this..." file that was included with FNVEdit package.
I recommend PMing Elminster and letting him know - he will listen to you for sure. :)

That does seem like an issue with the latest patch.

Miax
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Lisa Robb
 
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Post » Thu May 03, 2012 5:33 am

Just a note/warning to everyone.

FNVEdit 3.0.15 seems to be altering and attempting to save/over-write the 1.2.0.314 version of FalloutNV.esm for some reason.

The AMMO EFFECT and RECIPE categories get marked in bold as though changed and then FNVEdit will include FalloutNV.esm in the list of files to save. I suspect it is a form order change that is conflicting with the "FalloutNV.Hardcoded.keep.this..." file that was included with FNVEdit package.

Madcat has noted in a thread that after patching, the new FalloutNV.esm appears shifted (lower) in the load order.
You need to manually re-order FalloutNV.esm so it is top of the order list. This probably relates to the FNVEdit problem ...
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Charlie Sarson
 
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Post » Wed May 02, 2012 8:37 pm

It doesn't. I did that first thing.

I forgot to mention that comparing the old FalloutNV.esm to the new FalloutNV.esm, some of the form IDs have been noticeably changed. The formID for the new script on the Rhonda activator used to be a rock in the middle of the wasteland, for instance.

Whatever the cause, if you load FalloutNV.esm in FNVEdit, be careful to note whether it's name goes bold and it appears in the list of files to be saved. It's easy enough to skip saving it, but you need to pay attention because its inclusion is automatic.
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Katie Pollard
 
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Post » Thu May 03, 2012 5:54 am

IWhatever the cause, if you load FalloutNV.esm in FNVEdit, be careful to note whether it's name goes bold and it appears in the list of files to be saved. It's easy enough to skip saving it, but you need to pay attention because its inclusion is automatic.

Thanks for the heads-up ...
I haven't patched yet, just waiting to see what sort of problems will appear before taking the plunge...
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Killer McCracken
 
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Post » Wed May 02, 2012 8:33 pm

Fatal error when running FNVEdit after latest patch..
Fatal: Could not open registry key: \SOFTWARE\Bethesda Softworks\FalloutNV\
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xemmybx
 
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Post » Wed May 02, 2012 10:15 pm

Whatever the cause, if you load FalloutNV.esm in FNVEdit, be careful to note whether it's name goes bold and it appears in the list of files to be saved. It's easy enough to skip saving it, but you need to pay attention because its inclusion is automatic.

Uhoh... I already saved FalloutNV.esm in FNVEdit... I went to update my merged patch as a precaution before I ran the game for the first time post-patch, the esm showed up, and I didn't think that saving would be bad. Is it bad? The game seems to run fine, no CTDs... yet...
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Stephani Silva
 
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Post » Wed May 02, 2012 10:43 pm

I really have no idea whether it is bad or not, but generally you never modify the original ESM files at all.

You can ask Steam to verify the files and see if it replaces FalloutNV.esm with an original again.
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Natasha Biss
 
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