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1.5 Patch messes up many mods


Grifman

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apparently what i recommended is impossible since it's a script command which is in the exe, NOT a script in the ESM.

 

though heres the idea i just posted on the bethesda forums:

 

What about figuring out what the script was and then modding broken steel to use a FOSE script that does the same thing as the EXE script. and that would make broken steel work.

 

Correct? and/or possible?

 

obviously this wouldn't be the best course of action since FOSE would be required and some people won't use it, but *ban me* if it'll work why not try it until a better option comes along.

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I believe you're misunderstanding the situation.

 

- Patch 1.0.0.15 isn't plagued by 1.5's bugs.

 

- Fake patch applies esm changes from 1.4 to 1.0.0.15 without touching the exe. Meaning, no broken vats (and no 1.5 bugs). That's all there is to it. Nothing more, nothing less.

 

- Broken steel uses a new function introduced in 1.5 to change the water.

 

- A user of fakepatch just downloaded the DLC, moded the dlc by removing the water-changing line, and is going to test it.

 

If it works, him or another modder can come in and add fancy water replacing afterwards (that doesn't use the water-changing function). This would be 100% separate from fake patch, and would probably wouldn't be made by justinother (creator of fake patch). Think of it as "Broken Steel for fake patch".

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I believe you're misunderstanding the situation.

 

- Patch 1.0.0.15 isn't plagued by 1.5's bugs.

 

- Fake patch applies esm changes from 1.4 to 1.0.0.15 without touching the exe. Meaning, no broken vats (and no 1.5 bugs). That's all there is to it. Nothing more, nothing less.

 

- Broken steel uses a new function introduced in 1.5 to change the water.

 

- A user of fakepatch just downloaded the DLC, moded the dlc by removing the water-changing line, and is going to test it.

 

If it works, him or another modder can come in and add fancy water replacing afterwards (that doesn't use the water-changing function). This would be 100% separate from fake patch, and would probably wouldn't be made by justinother (creator of fake patch). Think of it as "Broken Steel for fake patch".

 

as long as broken steel works with some patch under 1.5 i don't care what it's called, who makes it or how it works i'll just be damn glad to have it. :biggrin:

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*facepalm*

dont do the persistent thing. Every persistent object goes to the savegame. You're just doing a painfully long process that will screw non-1.5 users and that is not easy to roll back.

Divide your mod into an esm/esp pair instead.

Everything you add to the gameworld, do it on the esm, modified navmeshes and edited game objects from vanilla need onam overrides but that will be automatized in next fo3edit.

Not so hard to undo, since I backed up my file just before changing things to persistent. I generally make back ups to my .esp 2 to 3 times a day, just in case.

 

But again, I don't know how to change .esp to .esm. My ignorance. Difficult? Easy? Any clues whare to look for a guide? I do not use fo3edit, is that necessary for this?

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Its easier than persistenting a cell, that's for sure.

 

There are 2 things to edit: the extension and an internal flag.

The extension is just a matter of renaming the file

The internal flag, you want fo3edit or tesnip for that, open it, head to file header and head to the empty field where flags go, and right-click -> edit. If you don't know where the flag should go, just check on fallout.esm or any esm for that matter, and see where the esm flag is.

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I'd upgrade... I did myself earlier today. Everything runs a bit faster, GECK doesn't crash when you exit it, and minor improvments all around. I think the upgrade was worth it.

 

Though as TGBlank said, FOSE hasn't released a patch for it yet. So if any of your mods use FOSE... best stick with the 1.0 for now.

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