FOE3edit's master update, from what the readme tells me...
All active modules are then loaded, the ESM flag set in the file header if not yet present, and the ONAM sub records build if required.
Any temporary overriding world space record that has at least one previous version that is persistent is marked as persistent.
All modified modules are saved.
Any temporary overriding world space record that has at least one previous version that is persistent is marked as persistent.
All modified modules are saved.
This just means the ESM bit flag is set... even on .esp files...even after master update is done. Unfortunately the other utilities go a bit wacko upon seeing this .esm flag on .esps.
FOMM pops a "WARNING: This plugin has the file extension .esp, but its file header marks it as an esm!" message on the button .esp along with bolding every mod... because it uses the esm/esp bit to change bold settings.
Wyre Flash incorrectly displays the plugin colors that can be used for coloring... since it also uses that bit to change the .esm/.esp identity. The text color, text styles, and line styles are deactivated for an .esm file. These functions are useful for debugging/merging. When an .esm flag is set... it becomes weird.
Luckily, Wyre Flash has a ".espify" tool that can be used to change the flag... my question is... the changes made by FO3Edit are maintained correct? I believe so, but I question why FO3Edit didn't revert the flag back to .esp in the .esp files in the first place. This removes FOMM warning's and allows Wyre Flash's coloring to come back.
Secondly, does FOMM have a max size for the creation FoMODs? I can't seem to find any documentation... I'm talking about file sizes of 3 GB+.
Thirdly... some mods have weirdly loaded masters. For example... the Destruction mod's DLC plugins have currently have this form...
Fallout 3.esm
4 Fallout DLC.esm
Destruction.esm
Zeta.esm
...
It should actually be this.
Fallout 3.esm
5 Fallout DLC.esm
Destruction.esm
...
I'm not talking about the main load order, I'm talking about the load order of the masters (wyre flash displays them on the right panel). The suggested load order in destruction's readme is the second group above. I'm wondering if a mod benefits from having loaded masters like the first group... or if it can cause bugs. After running boss (which also uses destruction's readme load order), Wyre Flash displays mods in orange that have their masters loaded in incorrect orders... and that is assuming that you have .espify the files and got rid of the .ESM flag. If you did not run a ".espify" after a masterrestore... you probably would have never noticed this issue (this is an example of a consequence of the subject of question one). FO3Edit has a cool "sort masters" feature that sorts it according to your load order... (running the sort masters feature after BOSS is ideal). This fixes the issue... regardless of whether or not you "see" the problem with Wyre Flash's coloring.
So the question is... what the the benefits/consequences of master load orders that do not agree to mod load orders? Could a modder use this to do something on purpose?
If you manage to answer all three of these questions +5 to OCD for you! Thank you!