[RELz/BETA/WIPz] FO3Edit / FO3MasterUpdate

Post » Thu Oct 15, 2009 5:01 pm

It says"Background Loader:finished"
Is that the sane as "--= All Done =--"
(I'm assuming it is)
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Jaki Birch
 
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Post » Thu Oct 15, 2009 10:03 am

It says"Background Loader:finished"
Is that the sane as "--= All Done =--"
(I'm assuming it is)

If THAT is the last line you are getting. Then you are NOT doing what you said above, that is, running FO3MasterUpdate.exe.

You need to rename the exe to FO3MasterUpdate.exe or start FO3Edit.exe with -masterupdate as parameter. As the release notes for v 2.4.0 say.
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Enny Labinjo
 
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Post » Thu Oct 15, 2009 4:35 pm

yevic, what i think u did was run fo3edit.exe
what u wanted to do is rename fo3edit.exe to fo3MasterUpdate.exe and run that.
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Jade Payton
 
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Post » Thu Oct 15, 2009 11:05 am

yevic, what i think u did was run fo3edit.exe
what u wanted to do is rename fo3edit.exe to fo3MasterUpdate.exe and run that.


Which he claims is what he does:
Do I just load FO3MasterUpdate.exe and it does it automatically?

But obviously that's not true.
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Juanita Hernandez
 
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Post » Thu Oct 15, 2009 9:45 am

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.


Been buried in work, but I should have a rough-draft of this done by the end of next weekend.

Even so this tool is Amazing and has alot of features, it will be a large document when its done and Still won't teach you all of the things one would need to know to troubleshoot/diagnose all kinds of issues that I have seen come up in this thread. I hope to at least teach folks how to reliably use the MasterUpdate features and how to do basic conflict detection/resolution with mods, as well as general use and explanation of the core features.

Stay Tuned,

M
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Dalton Greynolds
 
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Post » Thu Oct 15, 2009 3:41 am

Sorry,I must have made a typo while re-naming it.
Renamed it and now it seems to be working.
Sorry for bothering you :(
Thanks for this wonderful tool!
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Nicole Coucopoulos
 
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Post » Thu Oct 15, 2009 9:02 am

Is there anyway to check if the MasterUpdate thing was done successfully?
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Georgia Fullalove
 
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Post » Thu Oct 15, 2009 4:59 pm

Is there anyway to check if the MasterUpdate thing was done successfully?


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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Kellymarie Heppell
 
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Post » Thu Oct 15, 2009 10:17 am

hmmm just wondering is it clear why cleaning the DLCs messes things up or is it just "one of those Beth things"?


Not entirely sure, but my guess would be removing dirty references that have ONAM records associated. I don't know if the cleaning process removes unneeded ONAM's or not, or what happens if an ONAM exists for a record that isn't actually edited.

All I do know is cleaning Anchorage removed an entire cell's worth of additions, leaving only rocks that Fallout itself put there along with the persistent door to the metro station leading to the rest of the Anchorage content. The landscape was entirely missing.

Cleaning The Pitt has similar consequences. The landscape under the radio tower is missing, the tower itself is missing, Werner is nowhere to be found, and 3 Pitt raiders are stuck over the gaping 3 cell hole falling down into the water and back up again - without registering as hostiles. The train tunnel leading to The Pitt is also completely gone, except for the door floating over more landscape holes. Also the radio signal itself is never broadcast, so you can't ever start the quest even if you use the console and TCL over the affected area.

Still don't know what consequences cleaning Broken Steel might have, but it covers a lot more data so if it does similar damage to the game there could be a number of holes all over the place.
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Louise Lowe
 
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Post » Thu Oct 15, 2009 1:27 pm

Not entirely sure, but my guess would be removing dirty references that have ONAM records associated. I don't know if the cleaning process removes unneeded ONAM's or not, or what happens if an ONAM exists for a record that isn't actually edited.

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.
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Cash n Class
 
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Post » Thu Oct 15, 2009 9:18 am

Idea for a feature to kill a problem with the GECK whose two current solutions involve varying amounts of tedium:

As Antistar discovered with the initial WMK ordered list merge test (heh... oopsie on my part :embarrass: ), it doesn't like additions to the top of an ordered form list, only at the bottom. Since the GECK puts additions at the top of a list, this causes a problem.

The two solutions to this is either in the GECK, use the "move down" button repeatedly until it gets to the bottom. With a list as long as WMK's before/after mod lists, you can see how agonizingly tedious this would be.

Doing it in FO3Edit isn't much better: You have to manually enter in the FormIDs, instead of simply drag 'n drop like in the GECK. You may eventually memorize the FormIDs, but it's still more physical work than drag 'n drop.

Could there be some means for FO3Edit to automatically reorder a GECK-modified FormList meant to be ordered, so the new additions are moved to the bottom? Remember that the order of this new block of additions would have to be preserved. It would combine the ease of filling a FormList in the GECK with the functionality of FO3Edit to cater to the needs of its merging functions.
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sally coker
 
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Post » Thu Oct 15, 2009 5:39 am

Is there any way to have the backup copies of your esp save in a folder or something? Maybe like a sub folder within the data folder?
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Susan
 
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Post » Thu Oct 15, 2009 1:58 am

Doing it in FO3Edit isn't much better: You have to manually enter in the FormIDs, instead of simply drag 'n drop like in the GECK. You may eventually memorize the FormIDs, but it's still more physical work than drag 'n drop.
You can just use Ctrl+Up/Down to move entries around in FO3Edit.
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Taylor Tifany
 
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Post » Thu Oct 15, 2009 6:03 am

You can just use Ctrl+Up/Down to move entries around in FO3Edit.


I'm not talking about moving, I'm talking about adding.
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stevie trent
 
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Post » Thu Oct 15, 2009 5:24 pm

Is there any way to have the backup copies of your esp save in a folder or something? Maybe like a sub folder within the data folder?


The answer to "Why doesn't this feature exist?" is usually "By default features don't exist. Somebody has to implement them." - Raymond Chen
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Nathan Barker
 
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Post » Thu Oct 15, 2009 10:29 am

I'm not talking about moving, I'm talking about adding.

Yes, add them in GECK, move them in FO3Edit, goes very quickly.
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Laura Richards
 
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Post » Thu Oct 15, 2009 6:07 pm

Yes, add them in GECK, move them in FO3Edit, goes very quickly.


It's doing nothing. I select an entry in a FormList, hold down Control, and press up or down, and nothing happens. Sometimes the program becomes unresponsive and I have to force-close it.

It also seems that only one is selectable at a time, so their ordering would have to be checked after moving.
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Alex Vincent
 
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Post » Thu Oct 15, 2009 2:48 pm

It's doing nothing. I select an entry in a FormList, hold down Control, and press up or down, and nothing happens. Sometimes the program becomes unresponsive and I have to force-close it.
I've just tried it with the lists in WMK. There is no issue at all. Select the first entry in the list, hold CTRL, push and hold the down key till the entry is moved to the end of the list. Repeat till all entries are moved to the end.

It also seems that only one is selectable at a time, so their ordering would have to be checked after moving.

Following the simple steps above, order if the newly added entries is preserved correctly through the move.
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Brian Newman
 
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Post » Thu Oct 15, 2009 4:38 pm

I've just tried it with the lists in WMK. There is no issue at all. Select the first entry in the list, hold CTRL, push and hold the down key till the entry is moved to the end of the list. Repeat till all entries are moved to the end.


Following the simple steps above, order if the newly added entries is preserved correctly through the move.


Hmm, I think I found out what was going on: I was testing it on another form list on an entry that wasn't added by the module. Got it working.
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sw1ss
 
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Post » Thu Oct 15, 2009 2:47 pm

Hmm, I think I found out what was going on: I was testing it on another form list on an entry that wasn't added by the module. Got it working.

FormLists are treated differently depending if they end in "OrderedList" or not. If not then they are treated as a Set, so the entries are always displayed sorted by FormID and you can not modify the sort order. If they are "OrderedList"'s then they are displayed in whatever order they occurred in the module file and you are able to explicitly change the order.
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Victoria Bartel
 
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Post » Thu Oct 15, 2009 8:46 am

I'm getting an " unexpected (or out of order) subrecord MIC2" error in the armor section of two files. The are the main esp for Jessi Companion and the main esp for Path of the Gunslinger. At first I thought is was just a typo when someone was working on the mod. However, when I found it in the second mod (and in the same subrecord order/place) for completely different armors, I thought I'd double check it here to make sure.

The order is: EDID OBND FULL EITM BMDT MODL MOD2 ICON MICO MOD3 MIC2 REPL BIPL ETYP YNAM ZNAM DATA DNAM and I'm using FO3edit 2.4.3.

Do you know if they are both mistakes (maybe a cut and paste or something) or if it's a valid subrecord that FO3edit just doesn't know about yet?

Thanks
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Susan
 
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Post » Thu Oct 15, 2009 6:20 am

The order is: EDID OBND FULL EITM BMDT MODL MOD2 ICON MICO MOD3 MIC2 REPL BIPL ETYP YNAM ZNAM DATA DNAM and I'm using FO3edit 2.4.3.

Do you know if they are both mistakes (maybe a cut and paste or something) or if it's a valid subrecord that FO3edit just doesn't know about yet?

I've never ever seen a MIC2 subrecord before, but given that at the same place an ICO2 is valid, I would assume the MIC2 is valid there in the same way as ICON/MICO is valid a bit further in front.

I'll fix the record definitions and release an update shortly.
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Kaley X
 
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Post » Thu Oct 15, 2009 7:00 am

I'll fix the record definitions and release an update shortly.


Version 2.4.9 EXPERIMENTAL has just been uploaded to http://fallout3nexus.com/downloads/file.php?id=637.

What's new in version 2.4.9 EXPERIMENTAL?

  • 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.
  • MIC2 subrecords are now supported in ARMA and ARMO records
  • DEST(ruction) subrecords are now correctly handled in WEAP and CONT records

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Josh Trembly
 
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Post » Thu Oct 15, 2009 1:55 am

Lol, just when I tested the merged patch thing you taught me a new version came out. This merged patch should be load last in the load order with all the original mods that I use during creating it activated, is this correct? So if I make a new load order I should make a new merged patch as well right?
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louise tagg
 
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Post » Thu Oct 15, 2009 7:13 am

Lol, just when I tested the merged patch thing you taught me a new version came out. This merged patch should be load last in the load order with all the original mods that I use during creating it activated, is this correct? So if I make a new load order I should make a new merged patch as well right?
That is correct.
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carly mcdonough
 
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