Jump to content

FO4Edit Reference Conflicts I'm Not Familiar With


yatz

Recommended Posts

I'm generally used to creating mods in the Creation Kit, then editing/cleaning them in FO4Edit (due to the nice xEdit comparison, various scripts available, etc.). However, this is the first time I have ever created a mod which added an object to a cell and I did it as follows:

  1. Created a new wall safe object in the Object Window
  2. Located the proper general location in the Hubris Comics interior cell in the Render Window
  3. Dragged and dropped the new wall safe object from the Object Window onto a wall in the Render Window (it immediately positioned exactly where I wanted it - lucky me)
  4. Edited the properties of the new wall safe object in both the Object Window AND the Render Window (certain properties only seem to be available when editing the object in one window vs. the other - I'm guessing this is intentional)

Anyway, tested everything in game and it all worked flawlessly. However, being the OCD person I am, I had to of course run this through FO4Edit to see what issues might be lurking...

 

This is where I was a little blown away. Even though I only edited the properties of the object I dragged into the cell, apparently the process of moving around in the Render Window and selecting a couple of objects to make it easier to pan around, added "all kinds of crap" to my plugin. I immediately applied the cleaning filter, deleted ITM records, and then cleaned up objects placed into the world that I didn't place into the world (how the heck does that even happen just from moving around in the Render window??).

 

At this point, I am only left with what appear to be some Reference Conflicts in the HubrisComics01 cell block. Strangely though, it almost looks like they aren't really conflicts, but a bad comparison, kind of like when you run two text files through an old Compare program and it looks like things were changed, but they really weren't. The text is just moved around or something in the comparison is highlighted wrong, but in fact the two text files are identical. Seems to be "similar" in my screenshot below:

 

http://imgur.com/2spuhgn

 

You'll notice that the object Ref IDs, names, placements, attributes, etc. are all the same - they are just in different positions in the two lists. Look at MS04SilverShroudHoldingContainer as an example - at the top of the list under the master ESM column, but at the bottom of the list in my mod's ESP column. I opened them both up and there are no changes I could find. The ONLY thing that seems to be different is the XPRI Reference #. Whereas MS04SilverShroud... had an original XPRI Reference # of 84, it now has one of 166. Otherwise, no differences.

 

So, I guess my question is, do I even care? Is this a case where FO4Edit just isn't quite where it needs to be yet? I'm on the latest version, downloaded this past Wed if I remember correctly, which did fix some other improperly marked issues that is no longer the case with the update. Is this just the same thing and I can safely ignore these particular conflicts (whether real or imagined by FO4Edit)?

 

If I do care, how in the world do I fix it? Spent an hour looking at various scripts and options. Then spent another hour manually deleting the references in my ESP (which I won't be doing again as it had no negative or positive effect in game).

 

And, to get to the root of the problem, how did I cause all this crap to begin with simply by moving around in the Render Window and dragging and dropping one object? Holy cow that's annoying...

 

Thanks for any thoughts/help!

Link to comment
Share on other sites

<snip>

 

Edit: Refer to the post by RoyBatterian. Obviously, I have still a lot to learn, apologies for any confusion. I will not be "instructing" people anymore, considering how I have failed to do my research, and I should not have said anything in the first place. Apologies again.

Edited by Contrathetix
Link to comment
Share on other sites

They are wild edits.

 

To stop dirty/wild edits, turn off snapping when selecting objects when rotating the window around, or be careful when you select things. If you think they moved hit ctrl-z to revert the change. This has been this way for years.

 

When you add a reference to a cell of course the list is going to change.

 

Be aware that xEdit is currently not saving timestamps as noted by Bethesda developers in the CKIT forum and may contribute to some issues at this time.

 

There's no reason to use the unofficial patch as a master and copying changes from it without knowing what they do. Do your research before you do such things, and recommending people do that by default is nonsense.

Link to comment
Share on other sites

The is precombination and previs data, CK saves it in random order each time. If you did not regenerate them for a cell, then just ignore.

"Be aware that xEdit is currently not saving timestamps as noted by Bethesda developers in the CKIT" first time I hear about this. xEdit saves everything in a plugin regarding whether it is a timestamp or not.

Link to comment
Share on other sites

Cool, thanks everyone. All new to me having used the Render Window for a mod for the first time, but glad it isn't something unexpected or out of the ordinary. Appreciate everyone's feedback and pointers very much!

Link to comment
Share on other sites

They are wild edits.

 

To stop dirty/wild edits, turn off snapping when selecting objects when rotating the window around, or be careful when you select things. If you think they moved hit ctrl-z to revert the change. This has been this way for years.

 

When you add a reference to a cell of course the list is going to change.

 

Be aware that xEdit is currently not saving timestamps as noted by Bethesda developers in the CKIT forum and may contribute to some issues at this time.

 

There's no reason to use the unofficial patch as a master and copying changes from it without knowing what they do. Do your research before you do such things, and recommending people do that by default is nonsense.

 

Can you link to that ? I haven't seen it yet.

 

Link to comment
Share on other sites

There's no reason to use the unofficial patch as a master and copying changes from it without knowing what they do. Do your research before you do such things, and recommending people do that by default is nonsense.

 

Sorry. I did not mean brainlessly copying any changes, and I did not mean using any unofficial patches as a master. I thought it would have been somewhat obvious. You are right, however, and I was wrong. I will edit my post to make sure no one does anything stupid.

 

Apologies.

Link to comment
Share on other sites

  • Recently Browsing   0 members

    • No registered users viewing this page.
×
×
  • Create New...