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Sharlikran

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Everything posted by Sharlikran

  1. No, when all the files exist in the Game folder such as Fallout4_Default.ini, High.ini, and so on, when you run the launcher it makes the INI files in the Documents folder under MyGames where it is supposed to be. Each and every time there is a new patch or if a user verifies their game cache in steam the INI files are reset and have to be built again. To do so you run the Fallout 4 Launcher. There is no need to copy, rename, or muck about with any files. When you place the Fallout4Custom.ini file in the Document MyGames folder all that does is prevent Steam from deleting it. So what I said is still correct. Game must be installed into the location the user wants it with Steam. It can't be moved manually. Run the Fallout 4 launcher and it will build all the INI files and you are good to go.
  2. No problem. If the CK crashes trying to save the file and therefore you can't update it, let me know. I don't want to be everyone's "fix my file guy" but I am genuinely willing to help you get that file to save in the CK if for any reason the records might have an issue that prevents you from trying to update it yourself.
  3. We mentioned not to alter OMOD for one of the early releases. So that should be fixed by the CK if it's not formatted correctly. Prior to Survival mode OMOD had less information in it. So it's a good idea to update the plugin with the latest record definitions from Bethesda.
  4. I'd save the file in the CK as step one. It's not going to hurt anything or auto correct the keywords. It will fix anything from any older version of FO4Edit and make sure the records are formatted correctly. Then with the latest FO4Edit you can remove the unresolved references and add the new keywords. Once BNAM and FNAM have the correct keywords those weapons should show up in game. However, you may not have to add anything. I may not have altered weapon recipes but for SKE I have to alter COBJ records for settlement items. You only need one keyword in each field. For a settlement item BNAM is normally the type like Furniture, and FNAM is which menu the item appears in. Most likely it works similarly for weapons. One is the type of workbench required and the other might be the menu. You should be able to look at similar items to figure out what they use.
  5. It's not annoying. So yes italics means it's injected. Those are all injected. Have you manually sorted down the list of all the Dial Topics to see if there are any injected records, in the subrecords? FormID 0002095C has one for SPIKEWeapWickedAxe [KYWD:01DA015F]. So you try to copy 0002095C and xEdit tries to Copy 01DA015F (or nil) and can't do it. For xEdit how can nil be copied? It's going to look at Update.esm for those records and they don't exist. It would take you a while, but in order to do this you would need to make a MyMaster.esm file, sort that right after Update.esm, added it as a master of the files, sort the masters of all the files, (so the plugin header is correct) then used copy as override into... (and copy the injected records to the MyMaster.esm file) renumber all the FormIDs properly (just change the prefix [01]XXXXXX, don't change the suffix), line up up all the overrides what you are doing might work. What they are doing is creating compatibility between the mods by injecting the records into Update.esm since everyone probably has that in their Data folder. It also eliminates requiring another file. There used to be a Spike.esm for this if I remember correctly. You know people do actually try to play with 255 mods installed so having one more file is a big deal to those people. Also if the script is looking for element #5 in a Form List you can't ever alter that. It needs it to be in the 5th position or the script will fail. So some of that is made as a framework. To find all the records you can read the messages panel, use List records referencing specific plugin.pas and, you can also hold CTRL and double click the FormID number to jump to the record. So that's what I did. A bunch of Keywords were shared.
  6. No I did not notice it was necroed. :pirate: :ohmy: :down: :dry: :ermm: :wallbash: :psyduck: However, anyone with the issue now, that needed info, and offered advice to those that may have the issue... Kudos to them for searching the thread. Man that is rare. :thumbsup: :tongue: :dance: Maybe what I said can be helpful somehow anyway. Plus that universal menu fixer works pretty good for fixing menus if the user had a mod installed that used scripts.
  7. You can try Merge Plugins by Mator he recently added Fallout 4 support. However, there are officially no 100% guaranteed mod merging tools. You might use his tool and it may still have issues or mods don't merge correctly in some cases. Morrowind mods were not as complex and had way fewer records so there was a way to do that with the Morrowind CK. After Morrowind, nothing from Bethesda has ever done that.
  8. Damding has a good suggestion as a first step because most times users forget to use the authors uninstall chem or holo tape and menus disappear. However, the load orders I see and even some of the files I see listed are specifically files that alter vanilla menus. I'm not saying anyone has to use SKE that's not really even required unless you want to use 80+ settlement mods like I do. However, I list incompatible mods because I know they will mess up the vanilla menu. So it's probably not a bad idea, even without SKE installed, to look at that list. As a note, most of the time when I see problem mods users don't know they were made for Fallout 1.4.132. Any mod released prior to April 2016 was not made with the CK and depending on the mod may cause issues or simply won't be compatible with 1.5.157 or higher. Which includes the most recent 1.7.22. Nothing that old will really work without issues. Settlement mods that old will cause the menus to disappear. I added LOOT messages but I keep seeing people post in forums to ignore the messages or ask if the message is invalid. LOOT does not have an AI it doesn't know anything about the mod. The messages are hand entered, by me in fact. So they are accurate. Steam no longer allows you to turn off updates. So everyone with Fallout 4 should have the latest version. Unless your version is a torrent version or you used some unofficial and unsupported 3rd party roll back utility. Obviously not provided by Bethesda. So if you have the latest Fallout 4 make sure you update your mods. If they make a menu disappear, check the file date. Is it April 2016 or earlier? If so most likely needs to be updated. Specifically the files I saw on one of the previous posts was the "Homemaker - SK Integration Patch.esp" and it was suggested to use it. That is not correct. Uninstall that if you have it in your data folder. Some of these mods are on my list of incompatible files some are not but still might need to be removed and replaced with a newer version of the mod. Homemaker - SK Integration Patch.esp <- Not needed Homemaker-SettlementKeywords-patch.esp <- Not needed Snap'n Build - Immersive Modular Doorways.esp <- might be old upgrade to v1.9 of SNB Snap'n Build - Metal windows.esp <- might be old upgrade to v1.9 of SNB SnB - Windows.esp <- might be old upgrade to v1.9 of SNB Snap'n Build - Roofs.esp <- might be old upgrade to v1.9 of SNB SettlementKeywords.esm <- should not be used if it's v0.8 by Stuyk because it's only compatible with 1.4.132 or earlier Homemaker - SSEx Compatibility.esp <- Not needed because both the latest version of Homemaker and SSEx work together but may duplicate many items. Snap'n Build - Patches.esp <- might be old upgrade to v1.9 of SNB Snap and Build - Snap and Build - Greenhouse.esp <- might be old upgrade to v1.9 of SNB
  9. You have to make sure you have a Steam copy of Fallout 4 and change the language to English. Once you do that the game will be in ALL English. You could use the archive2.exe that comes with the Fallout 4 CK to extract the language files you want and copy them to Data\Strings folder as loose files. However, the game's internal code will look only for files with "English" in them. So you will have to rename the German files to English.
  10. And by the way the latest version of FO4Edit was uploaded today under the filename FO4Edit 3.1.3 - fa3cf0b dated Oct 22 2016.
  11. Sine we started updating and maintaining xEdit our team bases everything off of plugins made with the official CK. We released FO4Edit prior to the release of the CK to allow people to have fun trying out new things and making mods other then texture mods. They were told to use it at their own risk. Because of that mod authors altered records that we warned they should not alter. So the records will more closely resemble Skyrim's records since that's the format Bethesda used as a base for Fallout 4. Obviously Bethesda made changes to almost all the records and added new records but they always use the previous game's code and plugin structure. As time went on we had better definitions and FO4Edit worked better. All still before the release of the CK. About 8000 to 9000 mods were made before the release of the CK and any of them that needed a plugin was made with FO4Edit. I know of some that used TESVSnip which most defiantly had Skyrim record definitions. The CK is out now so the definitions are even better but may not be perfect, yet. They will be it just takes time. Where that leaves the modding community is that any mod released prior to the Fallout CK which came out in April of 2016, will have records that are not accurate. Those mods should be loaded into the Fallout 4 CK and properly updated. If the records are not formatted well enough because the author used a very early alpha version, the CK may not be able to load the mod in which the author may have to start from scratch. The specific error listed < Error: Could not be resolved > means that there is no parent record in the master. For example you are modifying the damage of a Gun in Fallout 4. The pointer or the parent record is 00134F4E. An author may copy the record and alter it so it doesn't change the vanilla record causing all the NPCs to have the new damage value of the gun. If any subrecords for the gun are also not copied and changed properly they won't point to the record in Fallout4.esm. A subrecord like BNAM is trying to access the Keyword for the workbench required to build the gun. Since it's not finding the parent record it tells you it's missing. All you need to do is delete that and assign a valid workbench Keyword. At least that's what I assume, I have not altered any weapon records and assigned them to workbenches. I'm going off of the record names posted in the OP which listed "BNAM - Workbench Keyword" and "FNAM - Category Keyword". When there is an error in the plugin, it is with the plugin, and FO4Edit is trying to tell you why. Irrespective of whether or not an early pre-release may have caused the issue or not. Loading plugins like that into the CK is the first step to fixing it but the author should be doing that themselves. The next step is to assign a valid value to the subrecord that properly references Fallout4.esm. If the master is from something like AWKCR then you would want the Keyword to reference the ESM they provide.
  12. Please help me out. I am trying to be respectful but I do need to be direct because in doing so I hope to understand why my load order suggestions and incompatibility suggestions are not being followed. The goal being, to try and provide information so you don't have menu conflicts like this. On the SKE description page I list all the files that should not be used with SKE. Now in the case of Isatanica, he provided a link to one of the very mods I say not to use with SKE. I have also added LOOT messages that tell you the file is not compatible with SKE. So unless you don't sort mods with LOOT, why are you overlooking or ignoring that warning? One of the most common questions users ask is "is xxxxx mod compatible with your mod" and no user will ever tell you they don't want a list of incompatible files. Yet I provide a list of incompatible files and nobody uses it. I do not know everything, I'll admit it, Arthmoor (if you know him) knows more about modding then I ever will, but I am not your average run of the mill person. So I know exactly why I have listed those files as incompatible. Why are people installing files I list as incompatible? SettlementKeywords.esm <- SK v0.8? The original version? That only works with 1.4 or lower, no not any newer version of Fallout 4 except 1.4.132 Are you using SKE? Snap'n Build - Bunker.esp <- Only works with 1.4 or lower, no not any newer version of Fallout 4 except 1.4.132Snap'n Build - Capsule.esp<- Only works with 1.4 or lower, no not any newer version of Fallout 4 except 1.4.132Snap'n Build - Greenhouse.esp<- Only works with 1.4 or lower, no not any newer version of Fallout 4 except 1.4.132Snap'n Build - Industrial.esp<- Only works with 1.4 or lower, no not any newer version of Fallout 4 except 1.4.132Snap'n Build - Patches.esp<- Only works with 1.4 or lower, no not any newer version of Fallout 4 except 1.4.132Snap'n Build - Real Estate.esp<- Only works with 1.4 or lower, no not any newer version of Fallout 4 except 1.4.132WastelandWorkshopPatch.esp<- Only works with 1.4 or lower, no not any newer version of Fallout 4 except 1.4.132BetterStores.esp <- because of the patch below you may not be using the latest version. Are you using the old version that only works with 1.4.132?BS-HomemakerPatch.esp <- Only works with 1.4 or lower and SK v0.8, no not any newer version of Fallout 4 except 1.4.132FunctionalDisplays.esp <- Are you using the current version or one that only works with 1.4.132?Snap'n Build.esm <- Are you using v1.9 or one that only works with 1.4.132?OCDecorator.esp <- Are you using v1.0.8 or one the one that only works with 1.4.132? Also there are two version of the OCD patch for SKE and one installs an additional file. So for Isatanica that's the biggest offenders. Almost all the files in the above list will come up in LOOT and tell you they are not incompatible. The only ones that are not in LOOT are some of the old standalone SNB mods. Which are outdated and don't work with anything but 1.4.132.
  13. Make sure you have installed you version of Fallout 4 with Steam. Also make sure steam placed the files where it want's them. Many times when I see issues like this people have moved their install to a hard drive with more space or out of Program Files, which no Bethesda game should be installed into in the first place. You can move it but you need to assign a new library folder. If you move it Steam can't properly configure your system for Fallout 4. All tools, NMM, LOOT, Wrye Flash, FO4Edit, and even BOSS when it was a thing, all depend on the games ability to configure your system. How that happens is when you run the official Fallout 4 launcher. For older games like Fallout New Vegas you installed it with a CD but you still have to run the Official launcher and not with NVSE. So when NMM tells you to run the game that's the easy non confusing way to say it. What they really mean is for you to run that and not F4SE because it bypasses the games configuration step. If it's still not working after you do that, go to Steam (because there is no disk version) and right click the name of the game, choose properties, and go to Local Files, then click Verify Integrity of Game Cache. That will get all the missing files from Bethesda, then run the Fallout 4 Launcher again. What happens?
  14. Yeah the new version should fix it.
  15. Man I missed that too. After I reminded Zilav and Hlp about it, one of your images caught Zilav's attention. There are injected records in the plugins. So they have no source or origin that they belong to. So if your master is Skyrim.esm and the FormID is 0014F43E, but that FormID isn't even in Skyrim.esm because it's injected then that has to be resolved first. Meaning it can't be injected to a master. If it's being injected into official DLC then don't do that at all. Make it native the plugin. So if the plugin has Skyrim.esm as a master and nothing else all the records native to the plugin will have a prefix of 01. So the example FormID I had 0014F43E would need to be changed to 0114F43E and everything has to be updated. I'm glad xEdit is catching that. It should error when it sees something like that because if it didn't it would end up as an unresolved reference.
  16. In response to post #43254180. #43255095, #43255410, #43259960, #43256930, are all replies on the same post.
  17. In response to post #43254180. #43255095 is also a reply to the same post. Irrespective of what I am talking about I listed features I like, that's it. Hard not to use examples of what I am familiar with. I don't know Python but I can manipulate the code to do extremely basic things to maintain Wrye. Mainly I update record definitions from xEdit to Wrye Bash/Smash/Flash. The scripting in xEdit is Delphi/Pascal syntax not Python. No way to learn it really unless you refer to Delphi references I suppose. The scripting functions available are listed here.
  18. In response to post #43222670. #43227380, #43227780, #43228265, #43228300, #43228380, #43228855, #43228880, #43229180, #43229215 are all replies on the same post. Programs like LOOT and xEdit are tools not mod installing programs. Also they are updated frequently and you download them. Nobody would want to have NMM with an outdated version of a tool. Now with that said though. Most people tell me in all the forums, can you make LOOT, Wrye Bash, or xEdit work with MO. They ask me that because they can't get the program working with MO. MO uses DLL files to create the virtual folders. Because of that it's in control of your windows file system. 3rd party tools are designed to work directly with the Data folder. So MO has to create the compatibility not the 3rd party tool. Another thing about 3rd party tools that probably makes it hard for MO is that they are all 32 bit programs and will not be upgraded to 64 bit programs. There would be too much to change for that to happen. Trust me I work on all of them, and I know. They just don't need to be 64 bit programs anyway. I have never had anything against MO. I can't support it because I have never used it and I know very little about it. I like my files in the Data folder as personal preference. This was WrinklyNinja's last post in regards to MO support and I have taken that stance as well. I do think Tannin makes very well written and well thought out programs. So if anyone were to carry the torch and improve on things to create a better Mod Manager he is a very good choice.
  19. SnB - Windows.esp might not be crashing your game but it's made for Fallout 4 version 1.4.132 or earlier so it's not a good idea to have installed. I suggest SNB v1.9 and then enable or disable what you want with the Holo Tape provided by the author. That older stand alone version does not have any of the settlement menu options from newer versions of Fallout4.esm. What version (exact number please) of Fallout 4 are you using?
  20. One thing I found while fiddling with ENB is that you should get the binaries from the author and install it just as is. Then for the INI files you should use what he provides. If you are watching a video or going to add a line make the change to the file the author provided. Don't cut and paste an entire INI file from another source. You can't really copy the INI files from other version, videos, internet links, and so on. because things may have changed. Obviously you wouldn't go out and buy any programs to make your INI files work but since I have to have it I compare files with BeyondCompare. Then I can see the changes and if it looks like for sure it should be changed I do it. Otherwise I leave it alone. That's vague I know but many times only a few lines need to change for the ENBoost portion to become active. Changing the least amount of lines is best.
  21. For SKE/SKI you want to always install them last. Otherwise you may end up with the authors original plugin and not the SKE/SKI version. SKE/SKI versions of mods resolve menu conflicts or move menus so it's important to make sure they are in your data folder.
  22. Nope. Missing menus is when a user doesn't follow a mod authors uninstall instructions for scripted menus. Missing textures is an install issue because the meshes and textures aren't installed, the user didn't modify the INI per all the posts and videos all over the internet, and in some cases users have told me they have seen missing textures until they long into Bethesda.net in game.
  23. >> I read that a previous update caused loadorder.txt issues, but I didn't have it at the time of that update. Well just remember the game, Fallout 4 itself, doesn't read or care or know of or what loadorder.txt is. It is a community generated file and should be deleted because it is not used with any Fallout 4 utilities. It's superfluous now since Bethesda changed the format of plugins.txt. The latest version of NMM modifies plugins.txt correctly where it didn't earlier this year back in April or earlier. >> it should be the most recent, but I haven't double checked yet since I read this post Okay, check it to be sure it's up to date. If you are using an older version for any reason, depending on the version, it may have the old plugins.txt format and will confuse NMM.
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