[RELz/BETA/WIPz] FO3Edit / FO3MasterUpdate

Post » Thu Oct 15, 2009 2:02 pm

  • Merged Patch generation has been overhauled. It should now correctly handle RACE records (and in general any record with 2 or more mergeable lists) and OrderedList FLSTs.

I would welcome feedback on the updated merged patch implementation.

So if you use it, please do a close review of all records that have been written into the merged patch and report any anomaly you find.
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Silencio
 
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Post » Thu Oct 15, 2009 5:11 am

I would assume the problem is the (optional) OFST subrecord in the worldspaces (which is not being displayed).

What version of FO3Edit did you try this with? The current version should now correctly remove the OFSTs when saving instead of writing them out again with out-of date information.


It was with 2.4.0 at the time. I can try it again with 2.4.9 and see what happens as I've got my own copies of Anchorage and The Pitt now.
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mimi_lys
 
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Post » Thu Oct 15, 2009 5:11 am

The answer to "Why doesn't this feature exist?" is usually "By default features don't exist. Somebody has to implement them." - Raymond Chen


Would you ever think of adding this feature to the program? Only reason I mention it is that when you use the MasterRestore it makes another copy of your esp. With all the editing I do I get several backup esps that fill up my bata folder and I have to go in and manualy delete the ones I don't need but if they were in a separate folder I can delete them all or just one faster without haveing to go in my data folder and scroll down to each one and delete them one by one.
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Farrah Lee
 
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Post » Thu Oct 15, 2009 1:28 pm

Would you ever think of adding this feature to the program? Only reason I mention it is that when you use the MasterRestore it makes another copy of your esp. With all the editing I do I get several backup esps that fill up my bata folder and I have to go in and manualy delete the ones I don't need but if they were in a separate folder I can delete them all or just one faster without haveing to go in my data folder and scroll down to each one and delete them one by one.

If you use the "details" view and sort by "Type" in explorer it's very easy to delete all the .save and .backup files in one go as they are going to be sorted all together in one block.
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JUan Martinez
 
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Post » Thu Oct 15, 2009 4:33 am

Hey Elminster,

No problems here, just wanted to say thanks for the amazing work you've done on this tool. Thanks! :D

I see you've released a new version, should I just download and re-run it? I'm not really running into any problems with my mods that I can see...

Bethesda should be paying you for this....

Creston
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JD FROM HELL
 
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Post » Thu Oct 15, 2009 11:12 am

I see you've released a new version, should I just download and re-run it? I'm not really running into any problems with my mods that I can see...

I assume you are talking about the FO3MasterUpdate function here, in that case, if the old version worked for you, there is no need to rerun it with this updated version. But it's not going to hurt either. You can run FO3MasterUpdate as often as you like (and you HAVE TO run it every time you make a change to your load order).
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Love iz not
 
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Post » Thu Oct 15, 2009 7:56 am

Race merging worked. I have a character with mod-added eyes, mod-added hair, and eyelashes now. :)
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Lucky Girl
 
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Post » Thu Oct 15, 2009 10:53 am

Race merging worked. I have a character with mod-added eyes, mod-added hair, and eyelashes now. :)

Important with that: eyes and hairs are merged, the rest not. So if you (or anyone) has a mod which makes changes to something other then hairs or eyes, load that mod last so that the hair and eye changes get merged into it.
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Angelina Mayo
 
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Post » Thu Oct 15, 2009 11:12 am

Important with that: eyes and hairs are merged, the rest not. So if you (or anyone) has a mod which makes changes to something other then hairs or eyes, load that mod last so that the hair and eye changes get merged into it.

So that means that TK's eyelash mod has to be last since it mods a lot of the head parts (like merging the whole mouth to make an open slot for the eyelashes)... right?
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Laura Ellaby
 
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Post » Thu Oct 15, 2009 8:22 am

Hi

First off let me say that I'm pretty new to modding Fallout3 and come from the oblivion forums. Not as familiar with the ins and outs of fallout as perhaps I should be in order to post about an issue like this.

I'm not using the latest 'problematic' patch (1.5), but I am trying to use a FOIP combo of mods (being the fcom head that I am).

Not sure if I need to create a merged patch or not with these circumstances, but I tried none the less. here is my load order:
Fallout3.esmCALIBR.esmFOOK.esmFWE_FO3_Wanderers_Edition.esmMart's Mutant Mod.esmCRAFT.esmUnofficial Fallout 3 Patch.espFOOK.espDarNifiedUIF3.espFOOK - Free Play After MQ.espFOOK - Owned!.espFOOK - Tougher Enemies.espFWE_03_CHARACTER.espFWE_02_COMBAT_II.espFWE_01_COMBAT.espFWE_00_QUEST.espFWE_04_CHARACTER_II.espFWE_05_ITEMLOOT_II.espFWE_05_ITEMLOOT_III.espFWE_05_ITEMLOOT.espFWE_09_OPT_Bypass Module.espFWE_08_FEATURES.espFWE_09_OPT_BookPerks.espFWE_07_IMMERSION.espFWE_06_SPAWNS.espFWE_09_OPT_FreePlayAfterMQ.espFWE_09_OPT_PrimaryNeeds.espFWE_09_OPT_NoFastTravel.espFWE_09_OPT_VATS_Fast_50.espFWE_09_OPT_VATS_Fast_100.espFWE Compatibility - FOOK.espWeaponModKits.espWMKAA12Shotgun.espWeaponModKits - FOOK.espWMKAA12Shotgun - FOOK.espMart's Mutant Mod.espMart's Mutant Mod - Hunting & Looting.espMart's Mutant Mod - Feral Ghoul Rampage.espMart's Mutant Mod - Natural Selection.espMart's Mutant Mod - Increased Spawns.espMart's Mutant Mod - Zones Respawn.espMart's Mutant Mod - FOOK + FWE.espMart's Mutant Mod - FWE (Primary Needs).espStealthboy Recon Armor - CRAFT.espCALIBR Ammo Schematics - CRAFT.espCALIBRxMerchant.espCRAFT - Activation Perk.espjmschematics.espBlackWolf Backpack.espBlackWolf Backpack - Vendor Script Replenish.espRobCo Certified.espBuildableBots v0.3a.espBuildablebots Robcert. addon.espWasteland Whisperer.espCombat Enhanced-Tactics.espKs_DynamicSneak.espEnhanced Weather - Rain.espFellout-Full.espFellout-pipboylight.espTotal active plugins: 60Total plugins: 75
and when I try to make the merged patch here is the error I seem to get:
[Merged Patch.esp] Adding master "Fallout3.esm"[Merged Patch.esp] Adding master "CALIBR.esm"[Merged Patch.esp] Adding master "FOOK.esm"[Merged Patch.esp] Adding master "FWE_FO3_Wanderers_Edition.esm"[Merged Patch.esp] Adding master "Mart's Mutant Mod.esm"[Merged Patch.esp] Adding master "CRAFT.esm"[Merged Patch.esp] Adding master "Unofficial Fallout 3 Patch.esp"[Merged Patch.esp] Adding master "FOOK.esp"[Merged Patch.esp] Adding master "DarNifiedUIF3.esp"[Merged Patch.esp] Adding master "FOOK - Free Play After MQ.esp"[Merged Patch.esp] Adding master "FOOK - Owned!.esp"[Merged Patch.esp] Adding master "FOOK - Tougher Enemies.esp"[Merged Patch.esp] Adding master "FWE_03_CHARACTER.esp"[Merged Patch.esp] Adding master "FWE_02_COMBAT_II.esp"[Merged Patch.esp] Adding master "FWE_01_COMBAT.esp"[Merged Patch.esp] Adding master "FWE_00_QUEST.esp"[Merged Patch.esp] Adding master "FWE_04_CHARACTER_II.esp"[Merged Patch.esp] Adding master "FWE_05_ITEMLOOT_II.esp"[Merged Patch.esp] Adding master "FWE_05_ITEMLOOT_III.esp"[Merged Patch.esp] Adding master "FWE_05_ITEMLOOT.esp"[Merged Patch.esp] Adding master "FWE_09_OPT_Bypass Module.esp"[Merged Patch.esp] Adding master "FWE_08_FEATURES.esp"[Merged Patch.esp] Adding master "FWE_09_OPT_BookPerks.esp"[Merged Patch.esp] Adding master "FWE_07_IMMERSION.esp"[Merged Patch.esp] Adding master "FWE_06_SPAWNS.esp"[Merged Patch.esp] Adding master "FWE_09_OPT_FreePlayAfterMQ.esp"[Merged Patch.esp] Adding master "FWE_09_OPT_PrimaryNeeds.esp"[Merged Patch.esp] Adding master "FWE_09_OPT_NoFastTravel.esp"[Merged Patch.esp] Adding master "FWE_09_OPT_VATS_Fast_50.esp"[Merged Patch.esp] Adding master "FWE_09_OPT_VATS_Fast_100.esp"[Merged Patch.esp] Adding master "FWE Compatibility - FOOK.esp"[Merged Patch.esp] Adding master "WeaponModKits.esp"[Merged Patch.esp] Adding master "WMKAA12Shotgun.esp"[Merged Patch.esp] Adding master "WeaponModKits - FOOK.esp"[Merged Patch.esp] Adding master "WMKAA12Shotgun - FOOK.esp"[Merged Patch.esp] Adding master "Mart's Mutant Mod.esp"[Merged Patch.esp] Adding master "Mart's Mutant Mod - Hunting & Looting.esp"[Merged Patch.esp] Adding master "Mart's Mutant Mod - Feral Ghoul Rampage.esp"[Merged Patch.esp] Adding master "Mart's Mutant Mod - Natural Selection.esp"[Merged Patch.esp] Adding master "Mart's Mutant Mod - Increased Spawns.esp"[Merged Patch.esp] Adding master "Mart's Mutant Mod - Zones Respawn.esp"[Merged Patch.esp] Adding master "Mart's Mutant Mod - FOOK + FWE.esp"[Merged Patch.esp] Adding master "Mart's Mutant Mod - FWE (Primary Needs).esp"[Merged Patch.esp] Adding master "Stealthboy Recon Armor - CRAFT.esp"[Merged Patch.esp] Adding master "CALIBR Ammo Schematics - CRAFT.esp"[Merged Patch.esp] Adding master "CALIBRxMerchant.esp"[Merged Patch.esp] Adding master "CRAFT - Activation Perk.esp"[Merged Patch.esp] Adding master "jmschematics.esp"[Merged Patch.esp] Adding master "BlackWolf Backpack.esp"[Merged Patch.esp] Adding master "BlackWolf Backpack - Vendor Script Replenish.esp"[Merged Patch.esp] Adding master "RobCo Certified.esp"[Merged Patch.esp] Adding master "BuildableBots v0.3a.esp"[Merged Patch.esp] Adding master "Buildablebots Robcert. addon.esp"[Merged Patch.esp] Adding master "Wasteland Whisperer.esp"[Merged Patch.esp] Adding master "Combat Enhanced-Tactics.esp"[Merged Patch.esp] Adding master "Ks_DynamicSneak.esp"[Merged Patch.esp] Adding master "Enhanced Weather - Rain.esp"[Merged Patch.esp] Adding master "Fellout-Full.esp"[Merged Patch.esp] Adding master "Fellout-pipboylight.esp"Error: record LVLI contains unexpected (or out of order) subrecord LVLI 494C564CError: record LVLI contains unexpected (or out of order) subrecord  00200000Error: record LVLI contains unexpected (or out of order) subrecord ?? 0002968DError: record LVLI contains unexpected (or out of order) subrecord  000F0000Errors were found in: [LVLI:0002968D]Contained subrecords: LVLI  ?? 

I admit I've not read every post in these threads, but initial scanning and searching found nothing, so I thought I'd report it.The patch seemed to get made, but I'm not sure if it is a useable patch.

If it is an answer that is really simple and how could a fool such as myself miss it - please forgive - cause I missed it.

thanks
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Anne marie
 
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Post » Thu Oct 15, 2009 10:10 am

very small request here:

Adding .ini/option to FO3edit, mainly so it can find the games install path if there is no registry entry, or prompts you to find the install folder.


^^an incredibly minor thing, but it would be a nice addition IMO.
:-)

thanks for this great tool!
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Laura
 
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Post » Thu Oct 15, 2009 4:06 pm

So that means that TK's eyelash mod has to be last since it mods a lot of the head parts (like merging the whole mouth to make an open slot for the eyelashes)... right?

Yes.
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Rex Help
 
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Post » Thu Oct 15, 2009 5:21 pm

 Error: record LVLI contains unexpected (or out of order) subrecord LVLI 494C564CError: record LVLI contains unexpected (or out of order) subrecord  00200000Error: record LVLI contains unexpected (or out of order) subrecord ?? 0002968DError: record LVLI contains unexpected (or out of order) subrecord  000F0000Errors were found in: [LVLI:0002968D]Contained subrecords: LVLI  ??

I admit I've not read every post in these threads, but initial scanning and searching found nothing, so I thought I'd report it.The patch seemed to get made, but I'm not sure if it is a useable patch.

If it is an answer that is really simple and how could a fool such as myself miss it - please forgive - cause I missed it.

The current public version of FOOK is broken. It contains a deleted record that it shouldn't. First, it shouldn't be deleted to start with. And then it's messed up in that it contains garbage data (where normal deleted records should not contain anything at all).
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Laura Simmonds
 
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Post » Thu Oct 15, 2009 1:19 pm

So then should I make the patch without FOOK active or should I just avoid the patch and wait till FOOK 2 is out?

What do you recommend?

OR should I clean the FOOK (is it the main esp)?

and for anyone scrutinizing my lists above - I already got two instances of having two patches that do the same thing - so - yeah I saw them. Just got down updating a bunch of fomods that is why.

thanks
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Mrs Pooh
 
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Post » Thu Oct 15, 2009 11:52 am

So then should I make the patch without FOOK active or should I just avoid the patch and wait till FOOK 2 is out?

What do you recommend?

OR should I clean the FOOK (is it the main esp)?

Remove the record with the FormID 0002968D from FOOK. (Should be some outcast LVLI IIRC)
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james tait
 
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Post » Thu Oct 15, 2009 12:29 pm

  • MIC2 subrecords are now supported in ARMA and ARMO records

That was quick, thanks :)
-Cloud
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Mark
 
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Post » Thu Oct 15, 2009 6:17 am

That seemed to work - thanks.

Should I have then disabled that record or just undelete it?

thanks again
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RAww DInsaww
 
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Post » Thu Oct 15, 2009 9:25 am

What are the MIC2 records for?
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Kira! :)))
 
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Post » Thu Oct 15, 2009 1:04 pm

What are the MIC2 records for?

Not sure, but it looks like a pipboy icon of some sort to me (but I don't look much like an novice let alone expert). The following is a cut of the record from Jessi Companion. The texture is a transparent background picture of the pipboy carrying a box (256x256 pixels).

-Cloud

[Subrecord data]String: Characters\Female\Jessi\Interface\icons\pipboyimages_small\derived statistics_small\glow_carry_weight.ddsHex:43 68 61 72 61 63 74 65 72 73 5C 46 65 6D 61 6C 65 5C 4A 65 73 73 69 5C 49 6E 74 65 72 66 61 63 65 5C 69 63 6F 6E 73 5C 70 69 70 62 6F 79 69 6D 61 67 65 73 5F 73 6D 61 6C 6C 5C 64 65 72 69 76 65 64 20 73 74 61 74 69 73 74 69 63 73 5F 73 6D 61 6C 6C 5C 67 6C 6F 77 5F 63 61 72 72 79 5F 77 65 69 67 68 74 2E 64 64 73 00

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Guinevere Wood
 
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Post » Thu Oct 15, 2009 4:40 pm

Ahh... I think I know what it is. It appears to be an unused graphic, an icon that was supposed to appear in the Message region in the upper-left corner. I haven't ever seen it used in-game...
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stevie critchley
 
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Post » Thu Oct 15, 2009 11:23 am

That seemed to work - thanks.

Should I have then disabled that record or just undelete it?

You should have completely removed it from FOOK. There is no reason for that record to exist in any form in the FOOK module(s).
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Jessie Butterfield
 
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Post » Thu Oct 15, 2009 1:21 pm

Brain Fart
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Jesus Duran
 
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Post » Thu Oct 15, 2009 1:45 pm

Ahh Ok - took a few times to figure out how to do that (right click off the top bar).

Records gone.

Thanks again.
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danni Marchant
 
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Post » Thu Oct 15, 2009 12:01 pm

ok trying to figure out if the merged patch feature is working right for a couple of instances though im pretty sure in at least 1 its not, anways:
firstly using latest FWE along with raiders redone- the mercenary expanded mmm edition
merged patch changes the leveled item- lists i presume
all entries that are from fallout esm but are added by only 1 of the other mods is not added to the merged patch
however all other entries that are completely new and not from fallout esm are all added to merged patch

in addition when broken steel removes items from the lists but FWE adds them back, both from main file and broken steel patch, they are absent from the merged patch

separate thing alltogether but running a small mod called destructibles (makes wind, beer, whiskey and vodka bottles destructible) alongside FWE
however is it possible to get the merge patch to do this or is this just simply a hand made patch - its not hard to do i was just wondering if it should or could be done automatically.
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Inol Wakhid
 
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Post » Thu Oct 15, 2009 3:58 pm

ok trying to figure out if the merged patch feature is working right for a couple of instances...

Please review all records in the merged patch file and provide screenshots of the cases you think that are wring with a description of why you think it is wrong. Without a screenshot where I can see what you are talking about it's pretty much impossible for me to figure out what's going on.
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Jonathan Braz
 
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