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ValueError string too long

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#1
Andytarz

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So I've been trying to mod the lighting inside the laser musket in Fallout 4 where you see the charge and numerous tutorials lead me to try and use blender 2.49b 32-bit.

 

However what I had to end up searching extra for were the following programs (in order):

 

Python 2.6.6 32-bit

 

Blender 2.49b 32-bit (obviously)

 

PYFFI 2.1.9 (tried 2.1.11 as well) 32-bit

 

Blender NIF scripts 2.5.9

 

 

I would also need to note that although I use a 64-bit computer, I have tried the previous programs in the 64-bit versions and they either didn't help or I ran into the issue where they didn't have compatible NIF scripts for the 2.79c/ upgraded versions of blender.

 

 

When I opened blender 2.49b 32-bit, the NIF scripts were installed and I saw the import/export option, but when I navigated to find the NIF with the laser musket, it displayed the following:

 

 

Blender NIF Scripts 2.5.9 (running on Blender 249, PyFFI 2.1.9)
Traceback (most recent call last):
  File "C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts\bpymodules\nif_common.py", line 1235, in gui_button_event
    self.gui_exit()
  File "C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts\bpymodules\nif_common.py", line 1598, in gui_exit
    self.callback(**self.config)
  File "C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts\import\import_nif.py", line 3771, in config_callback
    importer = NifImport(**config)
  File "C:\Program Files (x86)\Blender Foundation\Blender\.blender\scripts\import\import_nif.py", line 170, in __init__
    data.inspect(niffile)
  File "C:\Python26\lib\site-packages\pyffi\formats\nif\__init__.py", line 1286, in inspect
    self.header.read(stream, data=self)
  File "C:\Python26\lib\site-packages\pyffi\object_models\xml\struct_.py", line 354, in read
    attr_value.read(stream, data)
  File "C:\Python26\lib\site-packages\pyffi\object_models\xml\array.py", line 300, in read
    elem.read(stream, data)
  File "C:\Python26\lib\site-packages\pyffi\object_models\common.py", line 691, in read
    % (length, stream.tell()))
ValueError: string too long (0x00010000 at 0x0000003A)

 

Any help would be greatly appreciated.

 

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#2
RGMage2

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I believe that error message is due to the version number of the nif not being recognized by the nif scripts.  NIF scripts 2.5.9 won't import Bethesda nifs newer than Fallout 3.  The work around for importing Skyrim nifs into 2.49b was to change the version numbers of the nif in nifskope to match fallout 3 and strip out anything else that wasn't supported.  You can probably do something similar with a fallout 4 nif, but I haven't done it myself so can't advise on that.

 

I don't know exactly what you want to do with the lighting, but if it is just the lighting then blender 2.49b might not be of much help.  You could try experimenting with lighting effects in nifskope.



#3
Andytarz

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Thanks for replying RG mage, If I remember correctly, I have tried changing the user version and user version 2 from 12 to 11, and 83 to 34. I tried to say I was getting the error I posted earlier still. Also, user version 2 in this nif was 130 instead of 83 before I would change the user versions.

 

Within nifskope, is that all you have to do though? Because I heard you also have to delete certain things in nifskope such as BSEffectShaderProperty. Is there anything else I would have to delete to make the nif combatible?

 

I have tried to delete what many tutorials have said in the nif, but I think I'm not deleting everything I should. And I also want to make sure I don't delete somethings  that I shouldn't.

 

Other problems that I've had are I have tried to delete or change the NiNodeLight on the LaserMusket.nif because I heard that to change the ambient lighting I would go to delete that (got the advice on another thread), but fallout 4 either crashes or the mesh isn't affected at all.

 

I installed BAE and I've configured the pathway to Data/Steam/SteamApps/common/Fallout 4/Data/Meshes/Weapons/LaserMusket to place the nif in, and it still doesn't affect the lighting at all or my game crashes.

 

After changing the user version from 12 to 11 and user version 2 from 83 to 34, is there anything else I should change/delete?

 

 

 



#4
Andytarz

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Before saved as new nif (only changed user versions):

 

Before is picture on left

 

 

After save nif (only changed user versions)

 

After is picture on right

 

In the after.png it strangely deleted the figure of the nif on the right. Is that supposed to happen?

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Edited by Andytarz, 11 April 2019 - 07:33 AM.


#5
RGMage2

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I wish I could help you more but I really can't as I haven't done anything with FO4, and it looks to me like some things in the nif have changed. 

 

I downloaded the BAE extractor tool and a small weapon mod to have a look at in nifskope, but I can't run the extractor tool because I'm missing a .dll, probably because I don't have the game on PC.  So I'm flying by the seat of my pants and anything I tell you is going to be questionable.

 

 

In the after.png it strangely deleted the figure of the nif on the right. Is that supposed to happen?

No it is not.  Going by the picture, what that looks like to me is that after saving with the older version numbers the BSLightingShaderProperty and the BSTriShape have been removed from the root block because of not being supported by the earlier versions.  Removal of the BSLingtingShaderProperty is normal but the BSTriShape is something new.  I'm guessing BSTriShape has replaced NSTriShape, which would explain why the nif is no longer rendered because it no longer has any TriShape data.  

 

I wish I could help, but you need someone with FO4 experience.



#6
Andytarz

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Do you know anyone who does specialize in this?

Or did I post on the wrong topic tab?

#7
RGMage2

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Fallout 4 Creation Kit and Modders  might be a good place to as.  Even though it is aimed mostly at the CK, I'm sure that some people visiting that forum will have experience with this.

 

Also a quick google search came up with what might be a good  tutorial right here at Nexus.







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