[RELz/BETA/WIPz] FO3Edit / FO3MasterUpdate

Post » Thu Oct 15, 2009 5:24 am

Elminster: A while ago, in the WMK REL thread 02 (http://www.gamesas.com/bgsforums/index.php?showtopic=956936&view=findpost&p=14036616), you were talking about making FO3Edit able to automatically merge 'OrderedList' formlists (which would be very handy in the context of add-ons for WMK being compatible with one another). Somewhere along the way since then I somehow got the impression that this was implemented in FO3Edit - mistakenly though, it seems; since automatic merged patch creation skipped over the OrderedLists involved when I was testing this out with a couple of WMK add-ons earlier today (with FO3Edit 2.4.0 experimental).

I was wondering: what's the status with this? Did it not work as expected? I must have missed some developments in the time since you were telling me about this back then. :)

uh... totally forgot about that.

BUT, I'm right now working some kinks out of the merged patch creation anyway, so I'll have a look at this right now.
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Cccurly
 
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Post » Thu Oct 15, 2009 8:06 am

uh... totally forgot about that.

BUT, I'm right now working some kinks out of the merged patch creation anyway, so I'll have a look at this right now.


:lol: Fair enough.

Thanks for having a look at it. :)

Edit: Just saw your PM - downloading and will try it out; thanks.
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Daniel Holgate
 
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Post » Thu Oct 15, 2009 3:59 am

:lol: Fair enough.

Thanks for having a look at it. :)

You should have a PM with a download link for a test version by now... ;)
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Brian LeHury
 
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Post » Thu Oct 15, 2009 9:12 am

You should have a PM with a download link for a test version by now... ;)


Heh - yep, got it (see my edit above - this is what happens when one leaves the browser open and doesn't hit refresh). That was some very quick work, by the way.

Okay, I tried it out, and got:

Error: Can't merge faulty ordered list aaaAFgunsOrderedList [FLST:4A0130EB]
Error: Can't merge faulty ordered list aaaAFguns2OrderedList [FLST:4A0130ED]
Error: Can't merge faulty ordered list aaaECgunsOrderedList [FLST:4A01522D]
Error: Can't merge faulty ordered list aaaECguns2OrderedList [FLST:4A01522E]
Error: Can't merge faulty ordered list aaaLSgunsOrderedList [FLST:4A0158D5]
Error: Can't merge faulty ordered list aaaLSguns2OrderedList [FLST:4A0158D6]
Error: Can't merge faulty ordered list aaaSCgunsOrderedList [FLST:4A0158D7]
Error: Can't merge faulty ordered list aaaSCguns2OrderedList [FLST:4A0158D8]


... But I'm not surprised, because one of the plugins being used to test this has the new entries added at the tops of the formlists, rather than the bottom. I'll re-order it and try it again tomorrow; it's getting a bit late now... heading off to bed. :)
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Andy durkan
 
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Post » Thu Oct 15, 2009 2:56 pm

... But I'm not surprised, because one of the plugins being used to test this has the new entries added at the tops of the formlists, rather than the bottom. I'll re-order it and try it again tomorrow; it's getting a bit late now... heading off to bed. :)
No big surprise there. The rules listed in the post you linked clearly said that the only allowed modification is adding elements at the end.
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matt white
 
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Post » Thu Oct 15, 2009 3:56 am

Ok, it looks like GECK is indeed saving the DEST subrecord in the CONT records in a strange order. I'll update FO3Edit to handle that.


Thanks for looking into that I had two mods with that same error now I can use them soon.
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FoReVeR_Me_N
 
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Post » Thu Oct 15, 2009 5:24 pm


I was really busy and didn't have the time until now to check if there was a reply or not; I apologize for leaving that long list and thank the guy who edited it. Remembering that I followed the "BB code help" and used the "codebox" command: it didn't work for some reason.

As for the reponse, yes, I could read that in my log. But I'm just a regular user, not an expert, and I was asking for someone to actually tell me what that means. Disabling "KTs_Overcamo.esp" didn't do anything, the error message persists. As for "Record sSneakDanger [GMST:3507EA91] is not contained in a group", I don't have the slightest clue of what that is, or of what I am supposed to do.




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Portions
 
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Post » Thu Oct 15, 2009 4:48 am

I have a question. How does FO3EditMasterUpdate affecting modding? If I update any of my mods that have been master updated how will that affect it? Do I need to disable it before editing?
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Jani Eayon
 
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Post » Thu Oct 15, 2009 7:15 am

As for the reponse, yes, I could read that in my log. But I'm just a regular user, not an expert, and I was asking for someone to actually tell me what that means.

THE. FILE. IS. BROKEN.
IT. IS. NOT. A. VALID. MODULE. FILE.

There. Was that clear? Should I change the message in the log from "Error saving ????" to the above?

Disabling "KTs_Overcamo.esp" didn't do anything, the error message persists.

Now that doesn't make any sense. How could you possibly get an "Error saving KTs_Overcamo.esp.save.????" error if you removed that module from your load order?

As for "Record sSneakDanger [GMST:3507EA91] is not contained in a group", I don't have the slightest clue of what that is, or of what I am supposed to do.

Loading and saving the problematic module in GECK can sometimes produce a working version. But it is recommended to contact the author of the module to get the original fixed.
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Del Arte
 
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Post » Thu Oct 15, 2009 7:36 am

I have a question. How does FO3EditMasterUpdate affecting modding? If I update any of my mods that have been master updated how will that affect it? Do I need to disable it before editing?


Yes, you will have to remove the ESM flag again before a module can be changed by GECK. You can either do that manually with FO3Edit by going to the file header, removing the ESM flag and saving. Or you can run the masterrestore function to remove the ESM flags from all your esp's. (And then just run masterupdate again once you are done editing in GECK).
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Steve Smith
 
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Post » Thu Oct 15, 2009 1:38 pm

Yes, you will have to remove the ESM flag again before a module can be changed by GECK. You can either do that manually with FO3Edit by going to the file header, removing the ESM flag and saving. Or you can run the masterrestore function to remove the ESM flags from all your esp's. (And then just run masterupdate again once you are done editing in GECK).


Very cool thank you!
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Jeff Tingler
 
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Post » Thu Oct 15, 2009 8:12 am

No big surprise there. The rules listed in the post you linked clearly said that the only allowed modification is adding elements at the end.


Yes - I didn't really expect it to work (the esp with the entries added at the top of the lists was provided by a third party), but I was curious to see what would happen.

I re-ordered the lists in that esp and tried the automatic merge again - and it worked like a charm! Absolutely perfect: the results looked right in FO3Edit, and it worked perfectly in-game. Thanks very much for that. :)
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Becky Cox
 
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Post » Thu Oct 15, 2009 3:44 pm

I re-ordered the lists in that esp and tried the automatic merge again - and it worked like a charm! Absolutely perfect: the results looked right in FO3Edit, and it worked perfectly in-game. Thanks very much for that. :)

Great. I'm waiting for some feedback from throttlekitty on changes I made to improve the Merged Patch creation for RACE records. If that works out as well there'll be a new update coming up soon.
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Angus Poole
 
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Post » Thu Oct 15, 2009 2:25 am

THE. FILE. IS. BROKEN.
IT. IS. NOT. A. VALID. MODULE. FILE.

There. Was that clear? Should I change the message in the log from "Error saving ????" to the above?

You know, there are two types of people: those who can talk in a civil manner and the likes of you. Who do you think you are talking to? Your son? I don't know you, I don't want to know you, but I demand respect from whoever talks to me. RESPECT - IN - ORDER - TO - BE - RESPECTED! GOT IT?

I'll go back to patch v.1.4, but no way in hell I'm going to use anything from such an ill-mannered, discourteous, impolite, rude person.

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sexy zara
 
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Post » Thu Oct 15, 2009 9:22 am

I'll go back to patch v.1.4, but no way in hell I'm going to use anything from such an ill-mannered, discourteous, impolite, rude person,
Thank you. I look forward to not hear from you again. Have a nice day.
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REVLUTIN
 
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Post » Thu Oct 15, 2009 2:44 am

ty for the program, FO3 is much more stable now. I only get a few ctd instead of many. A little read me in the DL would be nice for us noobs. I stumbled a post of how to use the filter to show conflicts, which helped me alot on stablizing FO3.
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Amy Gibson
 
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Post » Thu Oct 15, 2009 7:01 am

ty for the program, FO3 is much more stable now. I only get a few ctd instead of many. A little read me in the DL would be nice for us noobs. I stumbled a post of how to use the filter to show conflicts, which helped me alot on stablizing FO3.

The first post in this thread contains all release notes since I started working on TES4Edit (which FO3Edit is a direct descendant of). I know that it's very technical in the way it's presented and doesn't make for a good manual, but you will find the old description of the viewing and conflict detection part at the top and the release notes at the bottom together do explain pretty much all functions that are available in FO3Edit.

I'm just not very good at writing enduser documentation, Sorry.

Fortunately, someone has offered to help me with putting together better documentation. I don't have any ETA on when this will produce any releasable results, but at least something is in the works.
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Oceavision
 
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Post » Thu Oct 15, 2009 5:01 am

well, some people are better technicians and some are better writers. I am glad u are a very good technician :goodjob:
i am glad to hear that someone will help out on the documentation
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Toby Green
 
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Post » Thu Oct 15, 2009 4:33 am

Now that doesn't make any sense. How could you possibly get an "Error saving KTs_Overcamo.esp.save.????" error if you removed that module from your load order?

I don't have such messages about saving non-existing file.
But I'm absolutely sure- when FO3edit load itself, I see the messages about "Error: Active plugin List contains nonexisting file "merged.esp""
I'm absolutely sure- I remove this ESP from load order and from disk with help of FOMM.
And I receive this messages until I load last game and (probably) make new save.
I'll try to experiment with this
It may be glitch from FOMM, when removed file was not unselected before deleting from disk
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Anne marie
 
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Post » Thu Oct 15, 2009 5:05 am

But I'm absolutely sure- when FO3edit load itself, I see the messages about "Error: Active plugin List contains nonexisting file "merged.esp""
I'm absolutely sure- I remove this ESP from load order and from disk with help of FOMM.

That means that you deleted the file from disk, but it's still listed as an active plugin in your plugins.txt (see the message log for the location of that file).
The plugins.txt file is used by the game engine to decide which modules to load.

Any listed module which doesn't exist in the file system is just ignored by the game engine (and FO3Edit). So there is nothing to worry about with that error message. It has no further consequences.
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Nikki Morse
 
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Post » Thu Oct 15, 2009 2:28 pm

That means that you deleted the file from disk, but it's still listed as an active plugin in your plugins.txt (see the message log for the location of that file).
The plugins.txt file is used by the game engine to decide which modules to load.

Yes, this is FOMM glitch.
Unchecked files removed properly from the LO, but checked and deleted is not.
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josh evans
 
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Post » Thu Oct 15, 2009 3:27 pm

Yes, this is FOMM glitch.
Unchecked files removed properly from the LO, but checked and deleted is not.

Not really important.. I've changed the message from "Error:" to "Note:" for the next release.
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Ezekiel Macallister
 
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Post » Thu Oct 15, 2009 3:53 pm

Not really important.. I've changed the message from "Error:" to "Note:" for the next release.

Thank you
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Anna Watts
 
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Post » Thu Oct 15, 2009 3:16 pm

This is probobally a dumb question (I always miss the text I'm looking for), but I do I start the master update mode?
Do I just load FO3MasterUpdate.exe and it does it automatically?
I didn't see any special options after right clicking any mods.
Am I missing something?
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T. tacks Rims
 
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Post » Thu Oct 15, 2009 4:42 am

This is probobally a dumb question (I always miss the text I'm looking for), but I do I start the master update mode?
Do I just load FO3MasterUpdate.exe and it does it automatically?
I didn't see any special options after right clicking any mods.
Am I missing something?

If you renamed your exe to FO3MasterUpdate.exe, then all you need to do is start it. It should run through and do it's work automatically.

If you get an --= All Done =-- at the end of the log you are fine and ready to play after closing the program.

If you get an --= Error =-- then you need to read the log closely and resolve whatever is the problem till you get the All Done.

Do not make any changes to your load order (activating/deactivating/moving any modules) between running FO3MasterUpdate and playing the game.

If you do make changes to your load order, run FO3MasterUpdate again.
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Brandon Wilson
 
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