I just put the .jar file in the Java\library directory and put a shortcut to it on the desktop. Not sure how but it found my plugins with no problem and seems to be running perfectly.

FNV Plugin Utility
Started by
Site Bot
, Jan 16 2011 03:05 pm
237 replies to this topic
#121
Posted 14 August 2012 - 03:12 am

#122
Posted 02 September 2012 - 07:18 pm

Any chance for support for plugin version 1.34? My FNV plugins all seem to be v1.34.
#123
Posted 11 September 2012 - 10:11 pm

This REALLY needs a comprehensive guide. I'd like to suggest to anyone who is new to using mods and wants to use this utility to download FNVEdit and learn how to use it. When esp's are merged close attention has to be payed to various records inside of the esp's that are merged to ensure they all make it into the new esp as well make sure the masters list is in order.
#124
Posted 19 September 2012 - 12:32 pm

I will republish vital comment by tazmeister on page 3 from here, so people NOTICE THE PRESENT BUG! In short - merge ONLY mods that have SAME master list. If NOT - edit mods before and assign same master to all!
" tazmeister 3 reputation 1 kudos 34 posts
Overall this is a great utility.
But there are conditions where it produces bad merges so you have to make sure to check the merge results before using them or prepare some mods in advance.
So far the only issue I've seen is if the master lists are the mods are different.
If the master lists for all mods to be merged are identical, it works great.
But when the master lists of the different mods being merged does not match there a bugs in the remapping references to some or all of the masters in the merger result.
To get around this you use fnvedit to add masters to each mod and sort them so that all the mods to be merged have the same list of masters in the same order.
I tried to merge the 2 files for AG Supplementary Uniques.
http://www.newvegasn...le.php?id=40000
The resulting mod had a number of invalid references afterwards.
Specifically a number of weapons were had invalid references to the meshes for when they had mods on them. The weapons in the original mods were fine.
The problem seems be from the fact that the 2 mods have different lists of masters.
The main mod did not list GRA as a master. The extra mod just listed FNV and GRA.
The merged mod had invalid references for anything that was a reference in the 2nd mod to GRA.
Using version 1.7 with Java 1.6
Attempt 1:
Created new empty mod
Merged in main AG Uniques
Saved
Merged in AG Uniques extra mod
Saved
Result: multiple invalid references all with the first 2 bits set to 05 (which is correct for GRA but the references were still wrong for some reason)
Attempt 2:
Used FNVEdit to add GRA as a master to the main AG mod.
Created new empty mod
Merged in main AG Uniques
Saved
Merged in AG Uniques extra mod
Saved
Result: Fewer errors, all were references to GRA meshes again, but this time it had the first 2 bits set to 02 which would match the value from the original extra plugin rather than from the final master list.
Attempt 3:
Edited both mods to have identical master lists with identical orders
Created new empty mod
Merged in main AG Uniques
Saved
Merged in AG Uniques extra mod
Saved
Results: No invalid references. FNVEdit now lists the same errors as the original 2 mods
" tazmeister 3 reputation 1 kudos 34 posts
Overall this is a great utility.
But there are conditions where it produces bad merges so you have to make sure to check the merge results before using them or prepare some mods in advance.
So far the only issue I've seen is if the master lists are the mods are different.
If the master lists for all mods to be merged are identical, it works great.
But when the master lists of the different mods being merged does not match there a bugs in the remapping references to some or all of the masters in the merger result.
To get around this you use fnvedit to add masters to each mod and sort them so that all the mods to be merged have the same list of masters in the same order.
I tried to merge the 2 files for AG Supplementary Uniques.
http://www.newvegasn...le.php?id=40000
The resulting mod had a number of invalid references afterwards.
Specifically a number of weapons were had invalid references to the meshes for when they had mods on them. The weapons in the original mods were fine.
The problem seems be from the fact that the 2 mods have different lists of masters.
The main mod did not list GRA as a master. The extra mod just listed FNV and GRA.
The merged mod had invalid references for anything that was a reference in the 2nd mod to GRA.
Using version 1.7 with Java 1.6
Attempt 1:
Created new empty mod
Merged in main AG Uniques
Saved
Merged in AG Uniques extra mod
Saved
Result: multiple invalid references all with the first 2 bits set to 05 (which is correct for GRA but the references were still wrong for some reason)
Attempt 2:
Used FNVEdit to add GRA as a master to the main AG mod.
Created new empty mod
Merged in main AG Uniques
Saved
Merged in AG Uniques extra mod
Saved
Result: Fewer errors, all were references to GRA meshes again, but this time it had the first 2 bits set to 02 which would match the value from the original extra plugin rather than from the final master list.
Attempt 3:
Edited both mods to have identical master lists with identical orders
Created new empty mod
Merged in main AG Uniques
Saved
Merged in AG Uniques extra mod
Saved
Results: No invalid references. FNVEdit now lists the same errors as the original 2 mods
#125
Posted 21 September 2012 - 11:55 am

@ictict
Thanks I read that post a while back but it was all Greek to me... until you mentioned "edit mods before and assign the same master to all" then it all made sense.
Thanks I read that post a while back but it was all Greek to me... until you mentioned "edit mods before and assign the same master to all" then it all made sense.
#126
Posted 05 October 2012 - 03:52 pm

when it asked to select file i clicked on the wrong one. I clicked on my Nomm mod manger file not my data file. How do i fix it.
#127
Posted 05 October 2012 - 03:55 pm

NVm figured it out
Edited by biblo, 05 October 2012 - 04:36 pm.
#128
Posted 08 November 2012 - 06:59 pm

It still says version 1.1 on the mod page when the files have 1_6 or 1_7 listed
Is there a more complete list of the changes made to the plugin?
Also, ScripterRon, would you be willing to release the source code so we can continue support of this very useful tool. I am a Java developer and I am sure there are others as well. We can create a SourceForge page and host the project there for continue support.
Is there a more complete list of the changes made to the plugin?
Also, ScripterRon, would you be willing to release the source code so we can continue support of this very useful tool. I am a Java developer and I am sure there are others as well. We can create a SourceForge page and host the project there for continue support.
Edited by MrxknownJG, 08 November 2012 - 10:17 pm.
#129
Posted 10 December 2012 - 08:53 pm

Would love the source code to be able to convert this to works with Skyrim
#130
Posted 10 February 2013 - 02:14 pm

Ok how the f*** does one install this s***! Readme does not tell me jack s***. All I need to do is install and am gtg but can't change target directory and whatever else it needs.
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