Jump to content

Sharlikran

Premium Member
  • Posts

    400
  • Joined

  • Last visited

About Sharlikran

Profile Fields

  • Country
    United States
  • Favourite Game
    Skyrim

Sharlikran's Achievements

Rising Star

Rising Star (9/14)

  • First Post
  • Collaborator Rare
  • Week One Done
  • One Month Later
  • One Year In

Recent Badges

0

Reputation

  1. Sorry for the late reply. I removed that line. I am also converting mods for Christmas so I will be making some changes and updates.
  2. First the last two posters necro-ed a 7 month old thread. The thread should be locked since it serves no purpose. The documentation explains how to remove masters in section 5.3.6 and to find what references the master read 5.3.7. When using Clean Masters then the original Fallout4.esm will still be the master and all new records will become [01]. Editing the header breaks the plugin. To the plugin the master you want to remove occupies the second slot. Since that's starting at 00 then the master you want to remove is 01. New records are 02. Once you remove the master, nothing is renumbered (ObjectIDs) or managed. It isn't a bug because that was never the correct way to remove a master. What happens when you break the plugin is that all the records using the [01] slot are not removed and are now considered new records. Everything that was a new record at [02] is now above the master index. All the old records will be looking for whatever was in use from Outcasts and Remnants because just the header was changed. Removing a master from the header doesn't clean out the records in use from the plugin. Never has. Which is why it breaks the plugin.
  3. Because of the new -quickautoclean you no longer need to clean files more then once. You no longer need to clean any DLC more then once. You do not need to clean Dawnguard more then once. I am only repeating that three times because nobody seems to understand that these procedures are outdated and no longer needed.
  4. Not sure if you would want to try it but Wrye Bash (wrye flash) is more or less the same as manually installing a mod as it's a direct copy from the installer to the data folder. No virtual folders or links. It has docs in the docs folder. There isn't an update on the nexus and this is a slightly round about way to get the latest version with some of my ug fixes, especially those for fallout 4. Go to the nexus page, read the last line in the sticky, joint the discord, go to the wip-builds channel and get the exe installer. Install the exe standalone and try it out.
  5. This is an old post but this is the actual fix for it. Which needs you to read this page. A change was made that has nothing to do with BOSS or LOOT for that matter.
  6. What does an empty FormID-References look like? That's not a term I usually refer to. Just tomato tamato. 1. You clean mods to remove ITMs and UDRs. Users can do that themselves, but usually you should leave it to the author. If you do it yourself there is nothing wrong with that, I do it to my mods, but just be aware that you need to know how mods work in case something happens. 1.1 No clue because of the vocab usage of empty FormID-References. 1.2 You can't say, I have 250 mods, I cleaned them with FO4Edit but I randomly CTD, any ideas? For 1.2 I remember getting a CTD trying to use the chem lab in sanctuary on a save game. There was no way to fix it. Eventually after updating my mods and starting a new game I was able to use the chem lab just fine. Wrye Bash 2. Because people think that there is a load order for your mods, one for xEdit, and one for save games, and that they are all the same. Nope. So yes you have a load order by adding things to plugins.txt. However, Bethesda just added a block of data to the save game header for ESL files. So no matter what you see in game the save header is saved with all ESM and ESP files first up to FD, and all ESL files regardless of CC or personal or nexus download is just tossed into the header in alphabetical order. 2.2 Don't interpret them for ESL files. Their meaning is in the documentation.
  7. Can those records, and only those records, then be repaired, perhaps in TESVEdit as a work-around to handle mods that rely upon those records? I was curious if this would work as a stop-gap solution. I'm going to be updating the post, that was addressed with the release of the Skyrim SE CK for the CC. So now SPGD will no longer be broken by the latest CK.
  8. Nobody can look at 200 mod names and tell you , yep that mod right there, that's the one causing it. I load 107 mods (with SKE of course :wink: ) and minus the DLC they are all settlement mods. I have no crashes on any menu, period. So the only way to address this is to disable all your mods and make a new save game. You can't disable ESL files or the official files but you will get the cleanest save possible with all of them disabled. Go to sanctuary, you don't have to talk to Codsworth, just go straight to the bench. Open it up and if your menus don't crash without mods then you are set. Be sure you go to all the menus though in case you have loose file such as a mesh causing the issue. Once you do that enable blocks of mods such as ten at a time. When you do that it's not as simple as just enabling them. You have to pay attention to the masters they require. If you enable a plugin that requires another master that is disabled, then the game will crash. You simply have to find out which mod(s) causes it. Now I will also suggest that you may have settlement mods loaded, and they don't have any specific requirements to make them work correctly. So say you have 10 settlement mods that would work just with those 10. Add one more, like for an MCM menu, or some other kind of menu organization, and that mod is what is causing the issue. Remember some mods have specific syntax for only the specific version of Fallout 4, F4SE, and MCM they were created for. The mod could cause a crash because you are mixing versions that aren't yet supported.
  9. I feel it is great to segment the BA2 files like that to organize things, but as chucksteel mentioned, unless Bethesda's Archive2.exe does that for you then the game might not recognize the various BA2 file names you have chosen. Which is because Bethesda knows their programming and we/you don't. They don't tell us what will and won't work we have to figure it our for ourselves. So what I have found is that for the example diskdevl posted, if he unpacked all those files into a folder and then used Archive2.exe to make the BA2 it would put all of them in the same file. Then as long as it is named Merged_Weapons - Main.ba2 then everything will load with no problem. Again I'm not here to debate the reason for having those names, or the reason to keep them organized like that, I'm just saying Bethesda does things how they want and knows how to make the files with those extensions and knows their programming and we don't. So you simply can't always have the files named how you want, all the time. We are told we use the same CK they use. However, it is still the consensus that we get the utilities they make for us, they use their own version of the CK and utilities. They release our version without all the proprietary software in it that they can't release to us. On the off chance that the community is wrong, and it really is the same as theirs then since they don't tell us/you how to make the files as you have indicated, then you have to stick with what works not what you want.
  10. The syntax for LOOT is simply Yaml syntax. It's used in things other then LOOT like a Ruby based web compiler I just started using called Jekyll. Which put another way is like saying LOOT speaks this syntax and the syntax is globally used in many programs. Web browsers use HTML syntax and XML syntax but many other programs use XML also like NMM for its all in one installers. To know what specific rules or syntax you need to add then you would look at the LOOT documentation to find out which keywords are available for use, using the Yaml syntax. Which using my XML and NMM example, to make NMM install a mod you need to first know XML syntax but then you have to know which keywords are used by NMM to make it install the files correctly. Before you go researching all that though you should actually try the GUI out for LOOT. It adds the Yaml syntax to the user rules like BOSS did so you only need to add Yaml to a file if it's not covered by the GUI. Now as Valyn81 was saying, you could sort of group things together and then figure out where the conflicts are. That is a great idea except by design, there are no groups in LOOT. The best thing is simply, don't panic. Your game does not care about how your mods are grouped. In fact with ESL files they now load last, always because they are in memory running now a FE or 254. So you can have mods now from 00 or Fallout4.esm up to FD 253. That's all the game cares about. The other thing Valyn81 mentioned is that after you group things (again not available) then determine the conflicts. Groups or not you still determine conflicts the same way. You would never load a massive list of mods. You load the mods you think might conflict and see if anything does conflict. If it does then you add the metadata. So say ModA.esp, ModB.esp and ModC.esp are in this virtual group in your mind of mods that alter the same things. Load only those three mods and xEdit will automatically load the masters so you end up with only what is going to conflict. If you determine that ModB.esp conflicts with ModC.esp and therefore must load after ModC.esp then you add that to the after tab in LOOT. Now here is the great part, you just go to the after tab and do that. No editing of any Yaml syntax anyway. You click the three vertical dots, then the "+" and add a file name. You would go to ModB because that is the mod that has to load after some other mod. LOOT asks for a file name so you add ModC.esp because you determined that ModB.esp has to load after ModC.esp. As you type the file name LOOT will suggest the exact mod name you need. Then click the small disk icon to save the change. Then that mod will have a small icon by it that indicates it has a user rule. If at some point you make a mistake you can clear the metadata from the GUI. Note, there is no Before data because ModC.esp before ModB.esp is the same as ModB.esp after ModC.esp, so that would be redundant. Once you set those rules then LOOT will sort to eliminate the conflicts per your user rules. It will not group things up in tidy little categories that make things look visually ascetic, which is my pet peeve in regards to how people perceive LOOT sorting. If you have 250 mods installed, or any number such as 50, if you ever were to load all of them and apply a filter to show only the conflicts most of the records and mod names will become hidden. Because the vast majority of mods add new records. New records never conflict. Note about the after metadata. Once LOOT sorts the mods load in the order needed. Mods with after metadata do not load immediately after the mod indicated. They simply load "somewhere" after. This is because some mods alter more the one record type and could require that they load sooner or later then other mods. That is all determined by LOOT. The conflicts occur when multiple mods alter the same records. The typical conflicts are with vanilla records. The others are implicit or explicit dependencies. Implicit meaning that someone didn't want to add the master to their mod but copied a record from another mod anyway to create some kind of compatibility between the two. I don't like it when authors do that because it makes it harder to find conflicts.
  11. I get that you know what you see in the game. But the programming doesn't permit this. If they are active in NMM and you have the latest Fallout 4 then it will work. Sometimes people have this issue and I just have to wonder about other things. Because about the only way your situation can actually happen is if you are running a version of Fallout 4 prior to 1.5, so like 1.4.132. Then what you describe will happen for sure because the programming changed. Bethesda changed the load order in 2016 after the CK was released so this just can't happen. So with the version of NMM and the version of Fallout 4 I mention this can't happen except for the read only flag set on plugins.txt which you should turn off as I mentioned. Well maybe it is happening but to you the mods are not active but they are active. So keep in mind that you might have all your mods active but you have not altered your INI to enable the ability to use mods. Which I wish that all mod managers would just do for users by default because that could be something that might trick you to thinking things are not active. If this video doesn't work then there is nothing else I can think of because the programming is what it is.
  12. You should run the Fallout 4 launcher at least once before using F4SE. My concern is that you say your game freezes when changing the INI. Make sure you have NMM (61.21 or higher) or MO2 for installing mods and make sure you have the latest Fallout 4 which is 1.10.26.
  13. My concern is that you say you can't enable any mods. NMM will enable the mods properly as long as you have 61.21 or higher and the latest Fallout 4 which is 1.10.26. You can also enable mods from the in game Mods menu. Hopefully you didn't follow an old guide to set plugins.txt to read only. If you did you need to remove the read only flag from plugins.txt.
  14. I'm a bit lost here. So the original post was that no leveled lists appear in the Bash Patch. Well Wrye Bash doesn't write records to the Bash Patch if there is already a mod with the winning record. At least for leveled Lists anyway. So if nothing is in the Bash Patch then all the mods have the winning record. That's just the OPs post. ttannatt, why are you mentioning FO3? The original post has nothing to do with FO3. Plus, the main version doesn't work with FO3 because it doesn't have support for it. Also I have only been able to configure the main version to have about half the patchers so even if the main version gets support it will be partial support. Why not use Valda's version for FO3 it works fine and I even maintain it, kinda.
  15. First off mods have two ways they add categories to settlement menus. Directly alter Fallout4.esm, or add the menu with a script. The benefit of altering Fallout4.esm directly is that when the mad is uninstalled, nothing is left behind in the save game. Mods that use scripts will leave behind properties in the save game. This is normal and documented on the CK Wik, so it's not like authors are intentionally ruining your save game. What they normally do is offer some way to remove what their scripts left behind. Which is usually in the form of a chem or holotape. I have been meaning to write an article on this but have not had the time. I can't really do that here either. However, I will leave some basic things to get you started. The instructions will be somewhat cryptic and I apologize for that. Also I am not 100% certain you can resolve all your issues because I believe there is a new script out there for managing settlement menus and I don't know how it works. So first a little vocab. A From List is like an array of values. It is the menu itself, such as Structures. Form Lists and contain anything, including other Form Lists. So a submenu of Structures is Metal or Wood. Keywords are the menu choices such as Walls or Roofs. You have to find the mods altering your Form Lists directly or if it was altered with a script you have to remove those script properties. I do not believe script properties can be removed if the mod they belong to is installed. For example say you have Sim Settlements installed. If you don't uninstall it then the script properties will not be removed by the menu fixer. I'm not saying you should uninstall that mod, but as an example that's one reason a menu fixer might not seem to do anything. Here are the steps to get you going. Please do that as listed, please do not consider them optional. 1. Download and install LOOT if you have not already. 2. Run LOOT and sort your mods. If you don't want to apply the sorted results don't click apply. In order to see the warnings, you must sort the mods. 3. Resolve any warnings that appear. If the warning or error is unclear what to do it's because there is no solution. It normally means to uninstall the file entirely. 4. After you resolve the errors, go to this article. If you are missing your structures menu then that is in the main settlement menu or Form ID 00106DA2. 5. Open all your mods in FO4Edit and use the FormID to jump to the menu you feel is missing. Again for the main menu it's 00106DA2. You enter that in the upper left box that says Form ID. 6. If you feel you are having issues with other menus use the article to jump to that menu. Say you don't have a turrets menu, that's in Defense so use 001DE913 to jump to that menu. 7. Find any mods altering the menus. There are many outdated mods and patches that are no longer needed so most likely you can remove them. While you may not use SKE anything I list on the description page can cause issues. Work with that for now. I may not check back for a few days, or maybe later today I'm not sure. All that's happens is scripts have left properties behind, they still belong to mods you have installed and are not being removed, or you have mods that alter Fallout4.esm directly and once removed some menus should return.
×
×
  • Create New...