[RELz/BETA/WIPz] FO3Edit / FO3MasterUpdate

Post » Thu Oct 15, 2009 3:53 am

When I ran master update I got the following error...

[00:13] Saving: Mart's Mutant Mod - No Geckos.esp.save.2009_06_10_15_18_28
[00:13] Saving: Mart's Mutant Mod - Increased Spawns.esp.save.2009_06_10_15_18_28
[00:13] Saving: Mart's Mutant Mod - Zones Respawn.esp.save.2009_06_10_15_18_28
[00:13] Saving: MMM- Mutants and monster perk addon for RC1.11.esp.save.2009_06_10_15_18_28
[00:13] Saving: Mart's Mutant Mod - Tougher Enemies.esp.save.2009_06_10_15_18_28
[00:13] Saving: Mart's Mutant Mod - FOOK + FWE.esp.save.2009_06_10_15_18_28
[00:13] Errors have occured. At least one file was not saved.
[00:13] Done saving.
[00:13] --= Error =--
[00:13] An error occured while trying to change the ESM flag or saving the modified files.
[00:13] Please look at the log above to determine which of your modules caused that problem.
[00:13] The most likely reason for this is a module file that contains structural errors.
[00:13]
[00:13] !!! No changes have been made to any of your active modules.
[00:13] !!! You have to resolve the problem and run this program again.
[00:13]
[00:13] Loading and saving the problematic module in GECK can sometimes produce
[00:13] a working version. But it is recommended to contact the author of the module
[00:13] to get the original fixed.

The error was...

[00:12] Error saving Centered 3P Cam.esp.save.2009_06_10_15_18_28: Record fOverShoulderPosX [GMST:13015613] is not contained in a group.

[00:12] Error saving KTs_SpeedSquad.esp.save.2009_06_10_15_22_01: Record fFollowSpaceBetweenFollowers [GMST:17070D4F] is not contained in a group.

I guess I will disable for the time being.
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Alex [AK]
 
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Post » Thu Oct 15, 2009 2:47 pm

So- you can't play anymore?
This crash unavoidable?
Is it diring dialog, when you in the topic's menu?
Which model of sound card do you have?
When specifically bug occur- in one place all the time? May it be when dad begin to speak at all or speak specific text?

1. Correct.
2. As far as I know.
3. During dialog.
4. No card, using onboard mobo.
5. Always at the same time. Dad says: 'You're a perfectly healthy 16-year old boy, so ye- *crash*

Normal load order.
Now- I specially disable FWE, which prevent normal beginning of the game and talk with dad about GOAT- all is OK.
But I always have crash before- after birth. Not constant, after reload I can continue the game. But this bug have nothing common with 1.5 patch for me- I always have it.

What do you mean by FWE?
Also, Eliminster said that I had to start a new game with all the mods loaded in order for it to work.
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CHANONE
 
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Post » Thu Oct 15, 2009 4:47 pm

When I ran master update I got the following error...
The error was...
[00:12] Error saving Centered 3P Cam.esp.save.2009_06_10_15_18_28: Record fOverShoulderPosX [GMST:13015613] is not contained in a group.
[00:12] Error saving KTs_SpeedSquad.esp.save.2009_06_10_15_22_01: Record fFollowSpaceBetweenFollowers [GMST:17070D4F] is not contained in a group.
I guess I will disable for the time being.

You can try open this esp-s in the geck and save it anew. In case of Centered 3P Cam it was helpful.
Don't know about KTs_SpeedSquad.esp
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Claudz
 
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Post » Thu Oct 15, 2009 9:23 am

1. Correct.
2. As far as I know.
3. During dialog.
4. No card, using onboard mobo.
5. Always at the same time. Dad says: 'You're a perfectly healthy 16-year old boy, so ye- *crash*

For sure it not 1.5 and fo3edit issue.
Before masterupdate releasing I play version 1.5 of the game without conflicting mods and don't have any serious issues in the vault 101 nor with 1.5 patch, nor with fo3edit. It seems to me you may have codec problem, but in this case why it repeated at one place?
In any case, only to be sure- try to install this.
http://rapidshare.de/files/47491224/MADFilter_1.0.0.3.zip.html
It is codec, which help me with sound stuttering with audigy2, may be it help you too. It easely installed and uninstalled, so don't affect your system after uninstalling.
Place it to your fallout3 folder and run the bat program, than restart computer.
Did this change things in any way?

What do you mean by FWE?

It is complex mod "Fallout3-wanderer edition", it make alternative start outside of vault 101

Also, Eliminster said that I had to start a new game with all the mods loaded in order for it to work.

Your question
I'm not quite sure what you mean there. Are you saying I have to install the mods and create a save BEFORE patching to 1.5?

Answer
If you are using any savegame at all instead of starting a complete new game, then yes.

So- you have two choises.
1. Use pre-1.5 saves with PATCHED versions of the ESP-s ONLY. In this case you must masterupdate your mods before 1.5 patch installing.
2. You can begin new game with 1.5 patch installed. In this case you must masterupdate your mods before starting a new game.
In another worlds, with 1.5 patch installed, you CAN'T USE non-masterupdated versions of the mod, or old mod's versions can broke your save games by including to it wrong data.
But you free to add, remove, or change load order of your mods (if they allow it by design). You must only rerun masterupdate function of fo3edit after each change.

If i'm wrong in my suggestions, then I'm sure I will be corrected.
It's all is my IMHO- but I play the game and don't have serious issues exept random crashes. Yes, they is, but- it is fallout3 in any case. Example of stability and great optimization forever :)
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Cody Banks
 
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Post » Thu Oct 15, 2009 5:03 pm

I guess I will disable for the time being.

What do you mean "for the time being"?

Let me make this clear again, you can NOT make any changes to your load order (which includes activating, deactivating, or moving modules, as well as overwriting existing module files with other versions) between running FO3MasterUpdate and playing the game. If you DO make any changes at all, you HAVE to run FO3MasterUpdate again and it has to end with an --= All Done =-- message.

1. Correct.
2. As far as I know.
3. During dialog.
4. No card, using onboard mobo.
5. Always at the same time. Dad says: 'You're a perfectly healthy 16-year old boy, so ye- *crash*
Whatever that problem is, it has nothing to do with the plugin specific bugs in Patch 1.5 or the setting of ESM flags that FO3MasterUpdate does.

Also, Eliminster said that I had to start a new game with all the mods loaded in order for it to work.
That is NOT what I said. What I said comes down to that you can't use a savegame made with 1.5 with plugins installed without having run FO3MasterUpdate.

So- you have two choises.
1. Use pre-1.5 saves with PATCHED versions of the ESP-s ONLY. In this case you must masterupdate your mods before 1.5 patch installing.
2. You can begin new game with 1.5 patch installed. In this case you must masterupdate your mods before starting a new game.
In another worlds, with 1.5 patch installed, you CAN'T USE non-masterupdated versions of the mod, or old mod's versions can broke your save games by including to it wrong data.
But you free to add, remove, or change load order of your mods (if they allow it by design). You must only rerun masterupdate function of fo3edit after each change.
What he said.
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Stacey Mason
 
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Post » Thu Oct 15, 2009 5:57 am

What do you mean "for the time being"?

I think he mean broken pair of mods
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Melung Chan
 
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Post » Thu Oct 15, 2009 5:12 pm

I think he mean broken pair of mods

I know he means the 2 broken mods. It's the "for the time being" that I'm worried about. You can't just run FO3MasterUpdate, leaving out broken mods, and then add them back in again later and play...
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Hella Beast
 
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Post » Thu Oct 15, 2009 4:57 pm

I've just uploaded version 2.5.1 to http://fallout3nexus.com/downloads/file.php?id=637.

What's new?

Bug Fix: floating point comparison is now less "fuzzy". This can result in some floating point numbers now comparing as unequal even though they are within the limit of the accuracy of single (4 byte) floating point values. But it will prevent cases where floats that should be unequal compared as equal.
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James Baldwin
 
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Post » Thu Oct 15, 2009 1:02 pm

What do you mean "for the time being"?

Let me make this clear again, you can NOT make any changes to your load order (which includes activating, deactivating, or moving modules, as well as overwriting existing module files with other versions) between running FO3MasterUpdate and playing the game. If you DO make any changes at all, you HAVE to run FO3MasterUpdate again and it has to end with an --= All Done =-- message.

Whatever that problem is, it has nothing to do with the plugin specific bugs in Patch 1.5 or the setting of ESM flags that FO3MasterUpdate does.

That is NOT what I said. What I said comes down to that you can't use a savegame made with 1.5 with plugins installed without having run FO3MasterUpdate.

What he said.


I was well aware of that thank you. I did that already. Disabled and then ran master update. Seemed like common sense to me.
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Liii BLATES
 
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Post » Thu Oct 15, 2009 4:55 am

@Elminster: Thanks for the continued refinements to your amazing program! :)

@Drag0nTamer: http://tinyurl.com/lb7dew's a fix'd Centered 3rd Person camera plugin, ESM'ified and with those two records in the GMST group (where they belong).
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Solina971
 
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Post » Thu Oct 15, 2009 5:04 pm

@Elminster: Thanks for the continued refinements to your amazing program! :)

@Drag0nTamer: http://tinyurl.com/lb7dew's a fix'd Centered 3rd Person camera plugin, ESM'ified and with those two records in the GMST group (where they belong).


Cool beans thanks!
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Catherine N
 
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Post » Thu Oct 15, 2009 3:40 pm

Did you try it again?

You ARE aware that after any cleaning which touches NAVM records you will have to load and resave the file GECK? (so you have to remove the ESM flag from the header, load as active, save, then use FO3Edit to add the esm flag again, if it's already present after saving in GECK, you still have to make sure to save the file in FO3Edit so that the ONAMs are generated).

about to try removing identical to masters and undeleting for the dlcs again - however didnt do this last time so - just wondering how you remove the esm flag from header and then to re add it?
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Emily Graham
 
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Post » Thu Oct 15, 2009 8:30 am

about to try removing identical to masters and undeleting for the dlcs again - however didnt do this last time so - just wondering how you remove the esm flag from header and then to re add it?

You just go to the File Header and remove/add the ESM flag from/to the Record Flags there.

Makes sure that even if GECK should set the ESM flag again automatically when saving, you later resave the file in FO3Edit to have the ONAM subrecord in the File Header rebuild.
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Rachell Katherine
 
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Post » Thu Oct 15, 2009 11:43 am

ok got it thanks

will reply back when i look at the results

EDIT: just out of interest do i need to follow the same steps when esps navmeshes are altered, obviously skipping the change to file header?

EDIT2: well after a quick test on broken steel, unlike last time the rockland car tunnel entrance hasnt disappeared so good so far
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Stacyia
 
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Post » Thu Oct 15, 2009 4:27 pm

Can I have a new player question? I got rid of most of my problems using this tool, but Im stuck with just one left -

http://i320.photobucket.com/albums/nn322/mrdavidoff/Beznzvu-3.jpg

Its between the MMM increased spawns and the BS dlc - I thought moving the MMM above BS would make BS "win" but turns out it doenst work that way and Im scared to go on trial and error,
reading throught the three topics is quite a time eater, but Ill go on anyways, but any help would be appretiated.

Thnx D.
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Penny Courture
 
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Post » Thu Oct 15, 2009 5:32 am

Can I have a new player question? I got rid of most of my problems using this tool, but Im stuck with just one left -

http://i320.photobucket.com/albums/nn322/mrdavidoff/Beznzvu-3.jpg

Its between the MMM increased spawns and the BS dlc - I thought moving the MMM above BS would make BS "win" but turns out it doenst work that way and Im scared to go on trial and error,
reading throught the three topics is quite a time eater, but Ill go on anyways, but any help would be appretiated.

Thnx D.
http://i196.photobucket.com/albums/aa150/JustinCoherent/Fallout%203/Filter.png after opening all your mods, then R-Click in the left panel and select "create merged patch". All similar instances should be covered ensuring everthing that's supposed to happen does.


Edit: You don't need to filter first, evidently
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liz barnes
 
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Post » Thu Oct 15, 2009 3:27 am

EDIT: just out of interest do i need to follow the same steps when esps navmeshes are altered, obviously skipping the change to file header?

Yes. Any change that affects NAVMs in any way, be it the automatic cleaning or any manual change, requires to load (as active) and save the module in GECK to correctly update the NAVI record. Unfortunately I don't know enough about the NAVI record to do that correctly automatically in FO3Edit.
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Stephy Beck
 
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Post » Thu Oct 15, 2009 9:40 am

R-Click in the left panel and select "create merged patch". All similar instances should be covered ensuring everthing that's supposed to happen does.
What he said. (Minus the filter.)
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meghan lock
 
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Post » Thu Oct 15, 2009 3:20 pm

Ok, Tried creating merged patch - just to be sure, in the left (tree) panel I pick the "red" mod and create merged patch. I switched the original MMM off and checked the patched one - I dont get errors from that anymore,
but new stuff appeared, without me adding any other mods to the game - first of all, i get this error, when applying the filter-

http://i320.photobucket.com/albums/nn322/mrdavidoff/Error.jpg

Also, there are no errors appearing in the left panel anymore, but in the right panel I can see a huge error log. I think one of the companion mods uses a new, posibly edits races.

http://i320.photobucket.com/albums/nn322/mrdavidoff/logerr.jpg

And.. well, the game CTD on load now :nope:
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barbara belmonte
 
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Post » Thu Oct 15, 2009 7:55 pm

Ok, Tried creating merged patch - just to be sure, in the left (tree) panel I pick the "red" mod and create merged patch. I switched the original MMM off and checked the patched one - I dont get errors from that anymore,
but new stuff appeared, without me adding any other mods to the game - first of all, i get this error, when applying the filter-

http://i320.photobucket.com/albums/nn322/mrdavidoff/Error.jpg

Also, there are no errors appearing in the left panel anymore, but in the right panel I can see a huge error log. I think one of the companion mods uses a new, posibly edits races.

http://i320.photobucket.com/albums/nn322/mrdavidoff/logerr.jpg

And.. well, the game CTD on load now :nope:

Merged patch you created- it is for ALL your mods, not just MMM
You can't disable MMM, it mast be enabled and load in the same position.
Merged patch mast be checked and loaded last.
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Etta Hargrave
 
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Post » Thu Oct 15, 2009 2:35 pm

Im sorry, i know i look dumb, but im just getting into this - so the patch affects all mods and must be loaded as it was and the patch created must be loaded with it (in what order? after orig. MMM? ) but I get the picture .
Thanks for helping out.
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Blessed DIVA
 
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Post » Thu Oct 15, 2009 3:26 pm

Im sorry, i know i look dumb, but im just getting into this - so the patch affects all mods and must be loaded as it was and the patch created must be loaded with it (in what order? after orig. MMM? ) but I get the picture .
Thanks for helping out.

You must have your full load order loaded into FO3Edit, exactly the same as you are going to play with later. The Merged Patch is then created at the end and the only change you should make to your load order is activating that new plugin (which needs to load last). If you make any other changes to your load order, you'll have to delete the merged patch and create a new one.
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Tai Scott
 
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Post » Thu Oct 15, 2009 1:41 pm

right havent noticed any problems so far but thought id show some screenshots to check: this is operation anchorage : anchorage2 is pre-cleaning
what was removed http://img32.imageshack.us/img32/4046/anchorage.jpg and http://img15.imageshack.us/img15/2623/anchoragea.jpg
which all seemed fine, however after resaving in the geck and then fo3edit again the following changes were made:
http://img25.imageshack.us/img25/4132/anchorage5.jpg this actually seems to fix broken steel
http://img15.imageshack.us/img15/8566/anchorage1.jpg this along with some others came up as an error when opening the geck
http://img15.imageshack.us/img15/3168/anchorage2.jpg and http://img15.imageshack.us/img15/241/anchorage3.jpg im not so sure about, the second especially as it seems to change the record so that it no longer matches
these changes to npcs http://img15.imageshack.us/img15/8137/anchorage6.jpg http://img37.imageshack.us/img37/8092/anchorage7.jpg http://img4.imageshack.us/img4/3475/anchorage8.jpg
http://img15.imageshack.us/img15/8959/anchorage10.jpg
http://img15.imageshack.us/img15/6480/anchorage11.jpg- although is it advisable to remove duplicates? http://img15.imageshack.us/img15/7002/anchorage12.jpg
im not really knowledgeable in this stuff to understand some of it so if arthmoor puts his head in again perhaps he will have some other results
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Darlene DIllow
 
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Post » Thu Oct 15, 2009 8:45 am

right havent noticed any problems so far but thought id show some screenshots to check: this is operation anchorage : anchorage2 is pre-cleaning
what was removed http://img32.imageshack.us/img32/4046/anchorage.jpg and http://img15.imageshack.us/img15/2623/anchoragea.jpg

looks fine

http://img25.imageshack.us/img25/4132/anchorage5.jpg this actually seems to fix broken steel

That's a bug in Anchorage.esm which is being correctly fixed.

http://img15.imageshack.us/img15/8566/anchorage1.jpg this along with some others came up as an error when opening the geck

Another bug in Anchorage.esm

http://img15.imageshack.us/img15/3168/anchorage2.jpg and http://img15.imageshack.us/img15/241/anchorage3.jpg im not so sure about, the second especially as it seems to change the record so that it no longer matches

You seem to be running FO3Edit with -nofixup, otherwise these shouldn't show up as differences as FO3Edit should be generating the same values for the PNAM's in the "original" esm. Explaining why that change is correct would get a bit long, but it is a correct change.

these changes to npcs http://img15.imageshack.us/img15/8137/anchorage6.jpg http://img37.imageshack.us/img37/8092/anchorage7.jpg http://img4.imageshack.us/img4/3475/anchorage8.jpg

I've no idea what NAM5 is for (there is nothing in the UI of GECK that seems to correspond to that field) but yes, GECK always limits it to 255, again, you seem to be running in -nofixup mode or FO3Edit would do the same.
OBND seems to represent the size of the model (in the .nif). I'm not really sure how GECK generates these values and under why it changes some from 0 to other values or other values back to 0.

http://img15.imageshack.us/img15/8959/anchorage10.jpg
I've not yet figured out what that flag represents, but yes, GECK seems to sometimes set it.

http://img15.imageshack.us/img15/6480/anchorage11.jpg- although is it advisable to remove duplicates? http://img15.imageshack.us/img15/7002/anchorage12.jpg
Bugs in Anchorage.esm that are being fixed.

im not really knowledgeable in this stuff to understand some of it so if arthmoor puts his head in again perhaps he will have some other results
Looks all ok to me.
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Quick Draw
 
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Post » Thu Oct 15, 2009 8:28 am

well thats good generally, though i dont think im not doing anything different as in the shortcut is just called fo3edit and not -fixupp so i dont know what that is. though like i said pretty much all of the changes were made after resaving in geck and then fo3edit so cant really answer why its changing them back
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JR Cash
 
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