FO3 Errors in mod files

Post » Wed Jul 06, 2011 11:53 pm

I keep seeing errors in FO3Edit for mods where is says something like against a mod's specific change it makes. This was the cause of my Anchorage problems, documented http://www.gamesas.com/index.php?/topic/1204774-anchorage-problems/. Another prime example is Lings Pretty Things for BrokenSteel, whereby lots and lots of the mods functions show up as these errors. Exacerbaing this problem is that Bash will happily import these error into the bashed patch!

So far, with the exception of the Destruction DLC Statistics plugin causing the Anchorage issue, I've been able to overcome these issues. Now, however, ones come to bite me in the ass. Basically, when I try to add ANY type of weapon mod kit to Lincolns Repeater, I get a big red rectangle with an exclamation mark - i.e. a missing mesh. FO3 edit shows weapon mod kits unique weapons.esp with one of these errors marked against it, which could be the problem, but no matter what changes I make using edit to this file, the meshes are missing.

Sorry I can't post my load order right now (at work, will do later tho).

I'm very certain these mods in question haven't been corrupted during the download / unzipping process, I use the latest Edit version available too. Has anyone else seen there errors reported in Edit?
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Tanika O'Connell
 
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Post » Thu Jul 07, 2011 1:10 am

I see lots of errors reported in FO3Edit. Thing is, many of them are not truly errors, but a way that the mod does things that Fo3edit can't process in a logical way. A good example is RobCo Certified. This mod works perfectly well despite the "errors" that Fo3Edit reports. Or EVE. Actually EVE causes crashes on my computer routinely, so there may be something to those errors after all.

More than that, not all things which are errors are reported by FO3Edit, like a missing flag in Point Lookout, which will cause the water to not show up.

Basically, you didn't download them wrong. The errors might be real ones, or imagined by Fo3edit... but it's not from corrupted downloads, that's for sure.
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x a million...
 
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Post » Thu Jul 07, 2011 8:47 am

Well the Anchorage issue I had was a geniune error in a mod, which was fixed by removing it.

For Oblivion, theres a couple of mod type utilities which give you in-game info on objects, telling you exactly which mod it's from an even the path where the mod is looking for the meshes.

Anyone know of anything similar?
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stevie critchley
 
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Post » Thu Jul 07, 2011 6:21 am

Well, if the object itself is new to the game, clicking on it while the console open will give you the reference ID, and the first two numbers are a prefix that tells you which mod in your load order the object comes from. I'm sure you knew that but I'm equally sure that's not exactly what you were asking, too.

However, as far as meshes go, fo3edit does show which meshes are being loaded and their relative directory structure where they should be, just it shows them on the object entry instead of a reference where it is added. Textures themselves are different, and usually specified in the .nif file itself... for which you will need NifSkope.
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Umpyre Records
 
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