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MASTERFILE: Contains forms which generated warnings on load. Check the EditorWarnings.txt file for <CURRENT> warning


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>> what I do know if you delete an item in the CK, then run xEdit it restore that item and disable it, but it restores it at Z level -30000.0000. I figure it knows something I don't

 

So it is xEdit that does this? It makes sense to me now :wink:

I have had this jet inhaler 10000 units above the ground for a while. I delete it and sometimes the inhaler resurrected later.

 

I think CK do a soft delete on the record. Then on the next time the mod is loaded CK nukes the records flagged for deletion.

I guess xEdit have not implement the nuke-records-marked-for-deletion function or somehow resets the 'deleted' flag.

 

Next time try load the mod with deletions in CK before loading it to xEdit.

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to thousande

 

Well I'm no expert, but from what I understand ... in the CK your not suppose to delete. You disable and sink them under the ground. Deleting creates issues of items flickering in and out and repairing precombines does not always fix it. And if it does fix it, it may not stay fixed. Had this issues recently learning how to repair them concerning items I deleted ... and disabled. When repairing precombines appears better disable.

 

Then working on a different mod I disable and sink them under the ground. The problem is you can't sink over 3000 items at the same time, for the CK will crash. So you start grabbing a few at time and sink them. The problem with that is you also grab things under the ground and they get sink further and further under the ground. Bam next time you open the file in the CK you get that warning. Hopefully the next update with xEdit will fix items to low under the ground. What I need is is a Z level position in the CK action batch window ... the problem would not be a problem then. I was hoping my self that deleting them and having xEdit repair the file in restoring the items and disabling them at Z -30000 automatically was the perfect way to go, but it to causes issues concerning precombines ... etc.

 

Hmmm ... well test your idea ... and see what happens. If your going to test this ... they may show up as dirty in Vortex and loot. If it works will have to put in rule not to clean them.

 

 

Test: In deleting and not cleaning

 

1. Mod does not show up as dirty but I say half of the items I deleted still show up in the game. Does repairing precombines fix it? No ... fixes some cells but not others item are back and flickering in and out as you move around them ...

 

2. update ... LOL ... deleting items and not cleaning the file you also get the MASTERFILE: Warning ... the next time you open the file in the CK

 

Edited by WapperJaw
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Ive learned to IGNORE any warnings simply because a) they dont break the game unless its something serious which i would obviously look into..

b) just opening up the CK and before you even start a mod all masterfiles are stuffed with errors...that bethesda also ignored...

Hell you get warnings just by moving a tree from one cell to another....wow real game breaker...

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Ive learned to IGNORE any warnings simply because a) they dont break the game unless its something serious which i would obviously look into..

b) just opening up the CK and before you even start a mod all masterfiles are stuffed with errors...that bethesda also ignored...

Hell you get warnings just by moving a tree from one cell to another....wow real game breaker...

:laugh: :laugh: :laugh: ... true ... but when I make a mod for my settlements I do my best to even fix Bethesda issues.

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