sEffectSummonFabricant

Post » Thu Jul 15, 2010 11:45 pm

Hey,

I've been getting some mods recently and a while ago I got a few errors about some spell effects being broken...

Now I notice that Barilzar's Mazed Band now lists its effect as "sEffectSummon Fabricant for x seconds" or something to that effect.

I just wanted to clarify, is this simply to do with a dirty mod, and can Wrye Mash fix it for me? :)

Thanks,

- Danjb
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Ashley Campos
 
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Post » Thu Jul 15, 2010 3:22 pm

Certainly sounds like a GMST problem to me -- I've had the same issue before and used TESAME to clean the GMST entries out of the offending mods.

The problem is, you might not know which files need fixing if you have been adding a lot of mods. You could open all your mods one at a time in TESAME, or use WinGrep to search through your .ESPs for GMST, or perhaps some other clever solution.
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Stacey Mason
 
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Post » Fri Jul 16, 2010 5:00 am

I just wanted to clarify, is this simply to do with a dirty mod, and can Wrye Mash fix it for me? :)

Yeah, you probably have a plugin with dirty GMSTs. TESTOOL will clean those for you. Wrye Mash does not do GMST cleaning.
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Nice one
 
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Post » Fri Jul 16, 2010 12:32 am

Would it also be possible to use tes3cmd to do a batch search for plugins containing GMSTs? I'm not yet familiar with your program but should really start learning about it.
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Hannah Barnard
 
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Post » Thu Jul 15, 2010 8:09 pm

Would it also be possible to use tes3cmd to do a batch search for plugins containing GMSTs? I'm not yet familiar with your program but should really start learning about it.


Sure, to list all the gmsts in a bunch of plugins:

tes3cmd print -l -t gmst *.esp

Since many GMSTs are defined in .esm files, you probably won't want to add *.esm to the command line, but maybe ok to add non-Bethesda masters.

In a short while I'm putting out a new version with major UI change, and the new version syntax would be:

tes3cmd dump --list --type gmst *.esp
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Rozlyn Robinson
 
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Post » Fri Jul 16, 2010 1:43 am

Thanks for the replies guys.

I don't get it - none of my plugins have any non-essential GMSTs!

[Game Files]GameFile0=Morrowind.esmGameFile1=Tribunal.esmGameFile2=Bloodmoon.esmGameFile3=Morrowind Patch.esmGameFile4=Morrowind Advanced.esmGameFile5=Wizards' Islands - Scourge of the Frost Bringer.esmGameFile6=Animal Realism.espGameFile7=Morrowind Advanced Patch.espGameFile8=Weapon Compilation.espGameFile9=Wizards' Island Patch.espGameFile10=Enough ''Does Not Have Enough''.espGameFile11=Creatures.espGameFile12=Boots of Infernal Chaos.espGameFile13=Merged Levelled Lists.esp


Wait... I just checked Wizard's Island, and sure enough, there's the sEffectSummonFabricant, and several others (EDIT: 11 in total, which I read is bad...).

Should I just delete this / these from the master file?
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Lily
 
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Post » Fri Jul 16, 2010 2:12 am

Wait... I just checked Wizard's Island, and sure enough, there's the sEffectSummonFabricant, and several others (EDIT: 11 in total, which I read is bad...).

Should I just delete this / these from the master file?

Absolutely.
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Connie Thomas
 
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Post » Fri Jul 16, 2010 7:27 am

Sure, to list all the gmsts in a bunch of plugins:

tes3cmd print -l -t gmst *.esp

Since many GMSTs are defined in .esm files, you probably won't want to add *.esm to the command line, but maybe ok to add non-Bethesda masters.

In a short while I'm putting out a new version with major UI change, and the new version syntax would be:

tes3cmd dump --list --type gmst *.esp



Very cool -- thanks for the tip =)
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Kim Kay
 
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Post » Fri Jul 16, 2010 2:21 am

Awesome, thanks a lot guys :)
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Lillian Cawfield
 
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