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UPDATE 9/1/17 : SOLVED !
(scroll down to final post to see the solution)

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I'm modding for Fallout 4, using the Creation Kit 2.0, Version 1.10.15.0
I am hoping that an experienced Fallout 4 modder that uses the Creation Kit, is willing to share with me how they handle the following problematic scenario.
Background:
I make mods for myself, mostly to make my existing mods compatible with any new mods I download. Recently, I started using "FROST", a massive survival gameplay overhaul mod. FROST makes a ton of reference changes to every aspect of the game (crops, factions, cells, weather, armor/weapons, etc.) Hundreds of references have been changed.
The Problem:
When I open a big overhaul mod like FROST esp from within the Creation Kit, the Creation Kit will pause the file loading at 97%, and a hundred or so individual pop-up boxes will appear one at a time. Each box says "Important Warning" at the top, and contains only one (1) warning per message pop-up. These are NOT the same warnings as the ones that show up in one big list of all warnings AFTER the file loads. These are warnings that appear BEFORE the file is fully loaded, and they show up individually... Not in a big list. (see image of the warning attached below).



The warning is almost always about a reference change, hence why overhauls seem to generate more of these than other mods. Each warning has an "OK" button to click. There is no option to dismiss all, do X for all, and they can't be skipped or ignored (unlike the other warning list). The CK simply can't be interacted with (is blocked) until all the warning boxes have all been acknowledged. So each time I open a mod like FROST in the creation kit, I spend 10 minutes hitting "Enter" over and over until all the warnings are gone and the file can be loaded. The problem is, I need to open the file dozens of times in one sitting. I can't imagine that every modder who works with FROST is clicking OK for 10 minutes each time they load the file. Maybe they do, who knows.
I've tried to search for a solution online, and all I seem to find are suggestions for the same INI edit. They say to add the following line
bBlockMessageBoxes=1
to the "Messages" section of the Creationkit.ini and/or the CreationkitCustom.ini. However, bBlockMessageBoxes does not block the "Important Warnings". It doesn't block general message boxes either.
So my question for modders is this:
Can I block these "Important Warnings"? What is the best way to handle this scenario where the file must be opened frequently? Is there a better INI setting you use to handle this problem? Or perhaps you know of something I can do to the esp file itself to prevent the issue the next time it is opened. What do you suggest I do? Thank you to anyone who takes the time to share their knowledge and solutions with me.
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@kingtobbe - I have the line like so (below) in CreationKitCustom.ini (I added the CreationKitCustom.ini when I first installed the Creation Kit.) The setting looks like this:

[MESSAGES]

bBlockMessageBoxes=1

Both the CreationKit.ini and the CreationKitCustom.ini files are in the root folder; mine is at: "D:\Program Files (x86)\Steam\steamapps\Common\Fallout 4"

(where the Creation Kit and Launcher are installed as well.)

I experimented with putting the line in both files the same way at the same time, but that didn't seem to do anything.

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@BigAndFlabby - I had to think for a second about your first question.. Yes, I do have two custom ini settings that I can verify are working. One is to enable Multiple Master File Loads, the other is to enable Multiple Editors. Both of these settings are working.

Also, I launch the Creation Kit from the .exe file directly without any shortcuts or intermediary steps.

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Ok, I downloaded the esp just to see if I run into the problem (I don't play FROST). It does. So it's not just you. Best I can tell the behavior of the FO4 CK vs Skyrim CK is it now complains about things being forcibly changed between cells. It may be the change from temporary to persistent or vice versa. Changing the edits back to their original persistence and cell stops it from complaining while leaving the new object in place. Most of the ones I saw are decal overrides replacing things. Some where changing things like bobby pin boxes to cigar boxes.

 

On another note, I just peeked at the exe to see if there were other ini settings and found that the bBlockMessageBoxes isn't even in the FO4 CK exe. It's only valid for Skyrim.

 

TL;DR I couldn't figure out a way to get it to load without complaining about each ref. Though holding the escape key while loading makes it only take like 30sec to finish all the popups and continue loading.

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@ BigAndFlabby - Hey, thanks for doing all of that research; for downloading the mod, looking into the exe, etc.) This is really insightful. This issue is starting to make sense...

Thanks to your research, we now know why "bBlockMessageBoxes=1" wasn't working, and wouldn't have ever worked, since it's a setting for Skyrim and not Fallout 4. Good find!
I'll try your idea of holding down escape while loading the file (30 seconds beats 10 minutes any day!). Your thought about the changes persistent to temporary and vice-versa makes sense. That's a good place I can test.

 

Question : What program did you use to look at the exe file, was it a normal HEX editor or something else?

Thanks again for your help, I really appreciate it!

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@ BigAndFlabby - Â Hey, thanks for doing all of that research; for downloading the mod, looking into the exe, etc.) This is really insightful. This issue is starting to make sense...

 

Thanks to your research, we now know why "bBlockMessageBoxes=1" wasn't working, and wouldn't have ever worked, since it's a setting for Skyrim and not Fallout 4. Good find!Â

I'll try your idea of holding down escape while loading the file (30 seconds beats 10 minutes any day!). Â Your thought about the changes persistent to temporary and vice-versa makes sense. That's a good place I can test.Â

Â

Question : What program did you use to look at the exe file, was it a normal HEX editor or something else? Â

 

Thanks again for your help, I really appreciate it!

Yes I just used a generic hex editor search function. The ini options are stored in a weird way of being option:category. So for example bAllowMultipleEditors:General.

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UPDATE: SOLVED - Holy Smokes, I found it!

I was going through the creation kit exe with a hex editor, and I identified a setting that looked promising. I put it in my custom ini file in the General section, activated it. Launched the Creation Kit and tested it by opening FROST. The file loaded with NO "Important Warnings". None. It just loaded. I almost jumped out of my chair I was so excited.

And the correct, effective, verified and tested ini setting to block "Important Warnings" in the new Fallout 4 Creation Kit is..... (drum roll)

[General]

bHideImportantWarnings=1

Mystery solved!


I'll throw up a post with this ini setting so it's easier to search for, then link it back here.

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