Can you filter records for specific masters?

Post » Sat May 14, 2011 12:33 am

Basically I accidently added OA dependency to a mod I'm working on/editing and I thought it was just two turrets I added and have since changed but apparently there are some other things and I can't figure out what. So can I apply a filter that just highlights records with OA dependency? Or am I SOL?
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Jeff Turner
 
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Post » Fri May 13, 2011 8:07 pm

You're basically SOL when it comes to filtering, but you can do a few things to make finding whatever OA form(s) are being referenced/overridden.

A) Tick the plugin's ESM flag in its file header, then reload. From there, look at the plugin's ONAM list for any forms starting with OA's load index and Ctrl+Click them from within the ONAM list (now in the file header), one by one, removing and and all OA CELL, WRLD, or NAVM form(s). After removing any given record like that, you can click the '<-' up top to go back to your spot in the ONAM list. They'll be listed in order with Fallout3.ESM overrides first.

B) If after doing the above, "Clean Masters" does not remove OA from the plugin's masterlist, try deleting [NAVI:00014B92] and try "Clean Masters" again. If you delete NAVI, untick the ESM flag afterward, load, then save in the GECK and NAVI will be rebuilt. 'Cleaning' the mod first will remove any 'dirty' records, making it easier to isolate what needs removing.

C) From there, the only remaining possibility is that one of the other record groups has an override or reference to an OA form, so open 'em one by one and sort by FormID to make it easy to spot anything in OA's range, then remove it/them when you find them.
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Dalley hussain
 
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Post » Fri May 13, 2011 12:01 pm

IF you add/changed an object with "DLC02" in the editor ID, you can apply a filter with Just the "EditorID Contains" box checked (on the left hand side), then put "DLC02" in the text box and apply. Every record with DLC02 (OpA) will be detected.

One other trick that I have used to remove un-intended changes I make to cells in other masters is the delete them via the "cell" tree in Fo3edit. If this is what you did, you can:

1. click-open the "cell" tree in your mod. You will see a number of "Block X" listed.

2. Open each of the BlockX blocks that you have, under which you will see "Sub-Block Y" (multiple of these usually).

3. Now click-open each Sub-Block one at a time. When you do this you will clearly see the name of the cell that holds the changes you made. When you find the DLC02 cell you changed, right-click it and select "Delete". This will remove all the changes to the cell you made. Be warned that doing this will wipe out Any changes you made to the given DLC02 cell.

Then Save.

Keep me honest JustinOther!

Miax
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Micah Judaeah
 
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Post » Fri May 13, 2011 4:22 pm

Good call, Miax, on the filtering by Editor ID prefix. I'd forgotten about that and it'll work provided the errant records have editor ID's. My hunch is that it's NAVI and/or NAVM records.

Keep me honest JustinOther!
And likewise! :) Chances are, one or more of our tips will lead Scarecrow to their solution.
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Annick Charron
 
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Post » Sat May 14, 2011 12:21 am

Thanks for the quick responses, I have a suspicion it's going to be that [NAVI:00014B92], I'm guessing I'll have to redo all the navmeshes if I delete that and it solves it?

EDIT: Above didn't work for me, but I found a solution that did for future people, in addition to the above, just delete the master in the header and save/reload (keep backup!) and then check for errors, make a note of whats different and revert to the backup :goodjob:.

Coincidently I forgot the mod I'm editing/adding to (since I originally made the adjustments months ago) requires OA since a couple NPCs wear Scribe Robes...

Thanks for the help guys.
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Miss Hayley
 
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