[RELzBETAWIPz] FNVEdit

Post » Wed May 02, 2012 9:49 pm

Fatal error when running FNVEdit after latest patch..
Fatal: Could not open registry key: \SOFTWARE\Bethesda Softworks\FalloutNV\

That is caused by the load order of FalloutNV.esm being altered, as others have stated.

The FalloutNV.esm being editable by FNVEdit is not. I think there may be some manner of checksum in FNVEdit that identifies the proper FalloutNV.esm and then bars alterations to it. Since it has been altered by the patch, it doesn't match and is considered "just another ESM" by Edit.
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REVLUTIN
 
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Post » Wed May 02, 2012 8:59 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.
Or, re-name "falloutNV.esm" to "falloutNV.esm.bak" or something like that, ask Steam to verify the files and the v1.2.314 version should download.

I made the mistake of saving it when looking at the changes, but there should be a backup saved by FNVEdit itself (in the Data folder) that you can copy back to get the original file. It will have a unique name something like "FalloutNV.esm.backup.2010_12_14_01_57_50".
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Carlos Vazquez
 
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Post » Wed May 02, 2012 4:42 pm

Of saving new FalloutNV.ESM: There were two duplicate groups which FNVEdit merges , aptly, with their originals.

[00:06] Background Loader: [FalloutNV_New.ESM] Warning: File contains duplicated top level group: GRUP Top "AMEF"[00:06] Background Loader: [FalloutNV_New.ESM] Merged 3 record from duplicated group: GRUP Top "AMEF"[00:06] Background Loader: [FalloutNV_New.ESM] Warning: File contains duplicated top level group: GRUP Top "RCPE"[00:06] Background Loader: [FalloutNV_New.ESM] Merged 1 record from duplicated group: GRUP Top "RCPE"

This, most likely, won't harm anything. If there were duplicate CELL or WRLD groups, this behavior could be problematic, but all other groups can be directly and safely edited by FNVEdit.



When FNVEdit fixes the above, a backup will be created. I'd suggest just keeping the backup handy, but playing with the fixed file. If anything goes wrong, which I doubt it will, one can delete FalloutNV.ESM, then rename the backup to save time/skip Steam replacement.
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Craig Martin
 
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Post » Wed May 02, 2012 10:52 pm

Ok, whew. Thanks everyone!
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lucile davignon
 
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Post » Wed May 02, 2012 4:48 pm

Good call, thanks JustinOther. :)

I shall do just that!

I also commented in the GECK powerup section of Nexus to let PurplePigeon know that the new 1.2 binary breaks the script compiler warnings - we'll have to wait for a new version I suspect.

Miax
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Robert Devlin
 
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Post » Wed May 02, 2012 10:30 pm

Of saving new FalloutNV.ESM: There were two duplicate groups which FNVEdit merges , aptly, with their originals.
Ah, that explains a lot about why it's doing it. I was confused because it was marking it as edited without me doing anything with it at all.

Wonder how Bethesda/Obsidian ended up with duplicated groups? I'd be curious about what the three records and the one record that are merged actually are.
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Rude_Bitch_420
 
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Post » Thu May 03, 2012 6:48 am

I also commented in the GECK powerup section of Nexus to let PurplePigeon know that the new 1.2 binary breaks the script compiler warnings - we'll have to wait for a new version I suspect.
Or, even better, they've a new GECK in store for us. There's at least one new scripting finction, GetContainerInventoryCount, which the current GECK doesn't recognize. Hopefully, it will have the missing debug stuff all on its own.
Ah, that explains a lot about why it's doing it. I was confused because it was marking it as edited without me doing anything with it at all.
Generally, *Edit won't directly edit the [00] file, but it appears duplicate groups are automatically merged. By the same token, empty GRUPs like the COBJ (Constructible Object) are removed. None of the three edits FNVEdit will make to a new ESM should harm anything.
Wonder how Bethesda/Obsidian ended up with duplicated groups?
I'd bet 200 caps and a bottle of whiskey they didn't use FNVEdit.
I'd be curious about what the three records and the one record that are merged actually are.
Below is everything new obtained via loading the old ESM and using FNVEdit's "Compare to..." and selecting the new. The RCPE and AMEF records which FNVEdit wants to relocate are at the bottom of the list.
Spoiler
[00:08] Background Loader: [00:08] Background Loader: [00:08] Background Loader: [00:08] Background Loader: [00:08] Background Loader: [00:08] Background Loader: [00:08] Background Loader: [00:08] Background Loader: [00:08] Background Loader: [00:08] Background Loader: [00:08] Background Loader: [00:08] Background Loader: [00:08] Background Loader: [00:08] Background Loader: [00:08] Background Loader: [00:08] Background Loader: [00:08] Background Loader: [00:08] Background Loader: [00:08] Background Loader: [00:08] Background Loader: [00:08] Background Loader: [00:08] Background Loader: [00:08] Background Loader: [00:08] Background Loader: [00:08] Background Loader: [00:08] Background Loader: [00:08] Background Loader: [00:08] Background Loader: [00:08] Background Loader: [00:08] Background Loader: [00:08] Background Loader: [00:08] Background Loader: [00:08] Background Loader: [00:08] Background Loader: [00:08] Background Loader: [00:08] Background Loader: [00:08] Background Loader: [00:08] Background Loader: [00:08] Background Loader: [00:08] Background Loader: [00:08] Background Loader: [00:08] Background Loader: [00:08] Background Loader: [00:08] Background Loader: [00:08] Background Loader: [00:08] Background Loader: [00:08] Background Loader: [00:08] Background Loader: [00:09] Background Loader: [00:09] Background Loader: [00:09] Background Loader: [00:09] Background Loader: [00:09] Background Loader: [00:09] Background Loader: [00:09] Background Loader: [00:09] Background Loader: [00:09] Background Loader: [00:09] Background Loader: [00:09] Background Loader: [00:09] Background Loader: [00:09] Background Loader: [00:09] Background Loader: [00:09] Background Loader: [00:09] Background Loader: [00:09] Background Loader: [00:09] Background Loader: [00:09] Background Loader: [00:09] Background Loader: [00:09] Background Loader: [00:09] Background Loader: [00:09] Background Loader: [00:09] Background Loader: [00:09] Background Loader: [00:09] Background Loader: [00:09] Background Loader: [00:09] Background Loader: [00:09] Background Loader: [00:09] Background Loader: [00:09] Background Loader: [00:09] Background Loader: [00:09] Background Loader: [00:09] Background Loader: [00:09] Background Loader: [00:09] Background Loader: [00:09] Background Loader: [00:10] Background Loader: [00:10] Background Loader: [00:10] Background Loader: [00:10] Background Loader: [00:10] Background Loader: [00:10] Background Loader: [00:10] Background Loader: [00:10] Background Loader: [00:10] Background Loader: [00:10] Background Loader: [00:10] Background Loader: [00:10] Background Loader: [00:11] Background Loader: [00:11] Background Loader: [00:11] Background Loader: [00:11] Background Loader: [00:11] Background Loader: [00:11] Background Loader: [00:11] Background Loader: [00:11] Background Loader: [00:11] Background Loader: [00:11] Background Loader: [00:11] Background Loader: [00:11] Background Loader: [00:11] Background Loader: [00:11] Background Loader: [00:11] Background Loader: [00:11] Background Loader: [00:11] Background Loader: [00:11] Background Loader: [00:11] Background Loader: [00:11] Background Loader: [00:11] Background Loader: [00:11] Background Loader: [00:11] Background Loader: [00:11] Background Loader: [00:11] Background Loader: [00:11] Background Loader: [00:11] Background Loader: [00:11] Background Loader: [00:11] Background Loader: [00:11] Background Loader: 
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Jason Wolf
 
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Post » Thu May 03, 2012 7:46 am

Minor error in FNVEdit (this is with FalloutNV v1.2.0.314 and current FNVEdit v3.0.15):

When displaying weapons records, there is a "Reload Anim" entry (on the Art tab and Mods tab in the GECK).

FNVEdit displays the wrong entry if the entry should be ReloadW, ReloadX, ReloadY or ReloadZ.

ReloadW is displayed as ReloadT, ReloadX is displayed as ReloadU, ReloadY is displayed as ReloadV and ReloadZ is displayed as ReloadW.

This is probably because ReloadT, ReloadU and ReloadV do not exist causing the displayed entry to be displaced (alphabetically) upwards by 3 positions. I think this is just a simple index error in FNVEdit or you are using a list inside the program in which there is a ReloadT, U and V.
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ILy- Forver
 
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Post » Wed May 02, 2012 10:35 pm

I keep getting address violations when trying to merge mods... it's very annoying... any idea what's wrong?
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Alycia Leann grace
 
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Post » Thu May 03, 2012 12:27 am

Nevermind... apparently FNVEdit needs over 2gb of clean memory to merge 2 files of a few megabytes.
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Lexy Corpsey
 
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Post » Thu May 03, 2012 7:26 am

I have a feature request: to be able to export and import FNVEdit entries as a text file.
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Eoh
 
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Post » Thu May 03, 2012 4:19 am

Nevermind... apparently FNVEdit needs over 2gb of clean memory to merge 2 files of a few megabytes.
Really?! It took 2gb of memory on your computer?

For most users I have found and have reported ~200 megs of use (my current copy loaded is at 173 megs). So either your system is very non-standard, your doing something wrong or mis-reporting your memory use as FNVEdit does not take 2gb of memory - ever. I have used the tool for thousands of hours now on XP 32-bit and Win7 64-bit systems, and have never seen this behavior before.

I'm glad you got it working at least, but thats alot of memory for one app. :)

Miax
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Marcin Tomkow
 
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Post » Wed May 02, 2012 10:50 pm

Really?! It took 2gb of memory on your computer?

For most users I have found and have reported ~200 megs of use (my current copy loaded is at 173 megs). So either your system is very non-standard, your doing something wrong or mis-reporting your memory use as FNVEdit does not take 2gb of memory - ever. I have used the tool for thousands of hours now on XP 32-bit and Win7 64-bit systems, and have never seen this behavior before.

I'm glad you got it working at least, but thats alot of memory for one app. :)

Miax

well that's how it was. i was trying everything to get the files to merge properly, but there were tons of errors. finally i did a reboot and then did it, as i figured it might be a memory issue but i didn't think of it before because the files were so small. FNVEdit ate over 2gb of memory, but the merge was without any problems.

The files merged were something like 1 mb and 5mb (esp only), the latter was an esp containing a heightmap for an island in a new world space that I made in the F3 GECK because the NV heightmap editor doesn't work for me (and for everyone else i spoke to about it). That's why I had to merge it. Maybe it happened because heightmaps are complex or something... but I doubt it... it's just a few mb's of data being copied to another file right?
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Trevor Bostwick
 
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Post » Thu May 03, 2012 8:03 am

well that's how it was. i was trying everything to get the files to merge properly, but there were tons of errors. finally i did a reboot and then did it, as i figured it might be a memory issue but i didn't think of it before because the files were so small. FNVEdit ate over 2gb of memory, but the merge was without any problems.

The files merged were something like 1 mb and 5mb (esp only), the latter was an esp containing a heightmap for an island in a new world space that I made in the F3 GECK because the NV heightmap editor doesn't work for me (and for everyone else i spoke to about it). That's why I had to merge it. Maybe it happened because heightmaps are complex or something... but I doubt it... it's just a few mb's of data being copied to another file right?
Interesting, I have not tried to merge heightmaps before - it is certainly possible for it to chew up the ram if it thinks it needs to in order to complete the operation. If it has to load the NVWasteland references, your then dealing with a much larger set of records than just the plug-ins. Again I can't say for sure, but its a first for me!

Glad it worked. ;)

Miax
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Farrah Barry
 
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Post » Thu May 03, 2012 4:00 am

the world space i copied had no links whatsoever to NVWasteland. Not even a door, not a parent either.
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leni
 
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Post » Thu May 03, 2012 3:22 am

I've uploaded version 3.0.16 to http://www.newvegasnexus.com/downloads/file.php?id=34703.

- FalloutNV.esm not marked as modified if duplicated groups have been merged
- fixed crash when looking at base effect records
- "unsaved changes" dialog should no longer appear if detail view is in edit mode
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Brittany Abner
 
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Post » Wed May 02, 2012 10:14 pm

- "unsaved changes" dialog should no longer appear if detail view is in edit mode
Thankyouthankyouthankyou!
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Elizabeth Lysons
 
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Post » Thu May 03, 2012 6:13 am

Thankyouthankyouthankyou!
I haven't really tested it, let me know if you see any problems.
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Emmanuel Morales
 
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Post » Thu May 03, 2012 1:21 am

I haven't really tested it, let me know if you see any problems.
Don't see any problems in the version 3.0.16
- FalloutNV.esm not marked as modified if duplicated groups have been merged
Working
- "unsaved changes" dialog should no longer appear if detail view is in edit mode
Working

Version 3.0.13 syncs up the engine with the most current version of TES4Edit, TES4LODGen and FNVEdit.
- fixed in-place editor to properly cover the complete field and have it's text align exactly with the text normally displayed
This glitch is back again :(
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koumba
 
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Post » Thu May 03, 2012 2:39 am

I'm having an issue with FNVEdit I hope someone can help me with. I'm using the excellent training manual by Miaximus with version 3.0.16 and WinXP. Whenever I try to create the automatic merged patch following the instructions in the manual a merged patch is created with just a header and no records even though multiple conflicts are detected with the filter. I then have to manually assign my esm/esp's as masters and override each conflicting record individually into the merged patch. Obviously this has become very cumbersome when updating/adding mods or changing load order with approximately 60 esm/esp's currently installed.

Has anyone run across anything similar who could help me with what I may be doing wrong?
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Brad Johnson
 
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Post » Wed May 02, 2012 7:03 pm

Ooh, I am not the only one!

I think I am exactly in the same boat.

I am using this : http://www.newvegasnexus.com/downloads/file.php?id=38413, which is excellent by the way. Thank you!

If I run the filter on the list of my mods, I am getting a whole bunch of conflicts detected (red background!).

If I then attempt to automatically run a merged patch, FNVE only generates a small file, with maybe one or two (rather insignificant, race related) records in it.

I am probably also doing a newbie mistake here, but I really wish it could be helped. Manually patching is becoming a bit of a chore after a while :(


I'm having an issue with FNVEdit I hope someone can help me with. I'm using the excellent training manual by Miaximus with version 3.0.16 and WinXP. Whenever I try to create the automatic merged patch following the instructions in the manual a merged patch is created with just a header and no records even though multiple conflicts are detected with the filter. I then have to manually assign my esm/esp's as masters and override each conflicting record individually into the merged patch. Obviously this has become very cumbersome when updating/adding mods or changing load order with approximately 60 esm/esp's currently installed.

Has anyone run across anything similar who could help me with what I may be doing wrong?
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Heather Stewart
 
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Post » Thu May 03, 2012 8:05 am

I have the same issue with the automatic merged patch creation as the above posters.
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aisha jamil
 
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Post » Thu May 03, 2012 5:34 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
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Christina Trayler
 
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Post » Wed May 02, 2012 7:15 pm

good to see prominent names again! sure would be glad if you guys did more than update but you have our thanks! :goodjob:
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Toby Green
 
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Post » Thu May 03, 2012 7:42 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

Any idea why I'm suddenly getting Access Violations whenever I try to apply a filter to see conflicts?

I do have a bashed patch, 0 that I'm trying to load also.

The message looks like:
Access violation at address 00405BA4 in modules 'FNVEdit.exr'. Read of address 002fffe6

Been fighting with this for about a week trying to figure out what changed.

EDIT:

Taking the Bashed Patch, 0 out of the list allows the filter to work correctly with no crashes. If I revert back to the 3.0.15 version it works fine also.

This is on Win 7 64 bit with 6gigs of memory.
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Amanda Leis
 
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