ThatBrazilianGuy Posted January 8, 2014 Share Posted January 8, 2014 Hello, all! I've been wondering if it is a good idea to do a mod cleaning through FO3edit on my Merged Patch. Checked it for errors, found some so the idea that came to my mind was to make use of the Remove Identical to Master Records and Undelete and Disable References to ensure some more compatibility. Would you advise against it or to do it? Asking because I'm not very experienced with FO3Edit and since I'm running a real load of mods, I'm trying to guarantee the most possible stability. Game seems to work with a merged patch. A Bashed Patch simply freezes the game in the intro screen (ends up with the BoS armor picture, but new game and other options simply don't show up), what makes me suspect there must be a conflict somewhere. Below, I'll post the "check errors" results in FO3Edit, if it helps in anything. I thank you in advance for your time and have a great day/night! [00:00] Checking for Errors in [1A] Merged Patch.esp[00:00] LNAM - FormID -> [16030609] <Error: Could not be resolved>[00:00] Above errors were found in :FormIDs[00:00] Above errors were found in :GrenadeList [FLST:0004713C][00:00] LNAM - FormID -> [0303B7D2] <Error: Could not be resolved>[00:00] Above errors were found in :FormIDs[00:00] Above errors were found in :RepairEnclaveArmor [FLST:0007520D][00:00] LNAM - FormID -> [03041515] <Error: Could not be resolved>[00:00] LNAM - FormID -> [0303E66A] <Error: Could not be resolved>[00:00] LNAM - FormID -> [03035976] <Error: Could not be resolved>[00:00] Above errors were found in :FormIDs[00:00] Above errors were found in :FireWeapons [FLST:00035E02][00:00] LNAM - FormID -> [03041515] <Error: Could not be resolved>[00:00] LNAM - FormID -> [0303E66A] <Error: Could not be resolved>[00:00] Above errors were found in :FormIDs[00:00] Above errors were found in :RepairAlienBlaster [FLST:00034234][00:00] LNAM - FormID -> [160230B4] <Error: Could not be resolved>[00:00] LNAM - FormID -> [03041515] <Error: Could not be resolved>[00:00] LNAM - FormID -> [0303E66A] <Error: Could not be resolved>[00:00] LNAM - FormID -> [03035976] <Error: Could not be resolved>[00:00] Above errors were found in :FormIDs[00:00] Above errors were found in :GunsList [FLST:0001FB6C][00:00] LNAM - FormID -> [16030609] <Error: Could not be resolved>[00:00] Above errors were found in :FormIDs[00:00] Above errors were found in :PerkDemolitionExpertWeapons [FLST:00031DA5][00:00] LNAM - FormID -> [03035976] <Error: Could not be resolved>[00:00] Above errors were found in :FormIDs[00:00] Above errors were found in :RepairPlasmaRifle [FLST:00034243][00:00] LNAM - FormID -> [03041515] <Error: Could not be resolved>[00:00] LNAM - FormID -> [0303E66A] <Error: Could not be resolved>[00:00] LNAM - FormID -> [03035976] <Error: Could not be resolved>[00:00] Above errors were found in :FormIDs[00:00] Above errors were found in :PerkPyromaniacWeapons [FLST:00031DA6][00:00] LNAM - FormID -> [16030609] <Error: Could not be resolved>[00:00] LNAM - FormID -> [160230B4] <Error: Could not be resolved>[00:00] LNAM - FormID -> [03041515] <Error: Could not be resolved>[00:00] LNAM - FormID -> [0303E66A] <Error: Could not be resolved>[00:00] LNAM - FormID -> [0303E665] <Error: Could not be resolved>[00:00] LNAM - FormID -> [03039CD7] <Error: Could not be resolved>[00:00] LNAM - FormID -> [03036D76] <Error: Could not be resolved>[00:00] LNAM - FormID -> [03036D75] <Error: Could not be resolved>[00:00] LNAM - FormID -> [03035976] <Error: Could not be resolved>[00:00] Above errors were found in :FormIDs[00:00] Above errors were found in :ExplodesGasTrapsOnHit [FLST:0007627F][00:00] Above errors were found in :GRUP Top "FLST"[00:00] Reference -> [16030609] <Error: Could not be resolved>[00:00] Above errors were found in :LVLO - Base Data[00:00] Above errors were found in :Leveled List Entry[00:00] Above errors were found in :Leveled List Entries[00:00] Above errors were found in :OutcastWeaponGrenade20 [LVLI:00043908][00:00] Above errors were found in :GRUP Top "LVLI"[00:00] Item -> [16030609] <Error: Could not be resolved>[00:00] Above errors were found in :CNTO - Item[00:00] Above errors were found in :Item[00:00] Above errors were found in :Items[00:00] Above errors were found in :DefenderMorgan "Defender Morgan" [NPC_:00043DEB][00:00] Item -> [16030609] <Error: Could not be resolved>[00:00] Above errors were found in :CNTO - Item[00:00] Above errors were found in :Item[00:00] Above errors were found in :Items[00:00] Above errors were found in :ProtectorCasdin "Protector Casdin" [NPC_:00040C39][00:00] Above errors were found in :GRUP Top "NPC_"[00:00] Item -> [16030609] <Error: Could not be resolved>[00:00] Above errors were found in :CNTO - Item[00:00] Above errors were found in :Item[00:00] Above errors were found in :Items[00:00] Above errors were found in :DashwoodSafe "Dashwood's Safe" [CONT:000BD6B1][00:00] Above errors were found in :GRUP Top "CONT"[00:00] Above errors were found in :[1A] Merged Patch.esp[00:00] All Done! 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Purr4me Posted January 8, 2014 Share Posted January 8, 2014 (edited) right click that merged patch, select (built ref and then what ever shows up in the next windows except this patch ,tick it, let it build. close edit ,reopen it, repeat only select Build reachable info and allow it to finish ,it may just simple close . now. once that is done. you need to set it version to 0.94. you can use the geck to just load that esp and simple save it or you can use fallout3 utility Java program by script-er Ron to open and just save the file. the run the game.http://www.nexusmods.com/fallout3/mods/5104/?kitty Edited January 8, 2014 by Purr4me Link to comment Share on other sites More sharing options...
ThatBrazilianGuy Posted January 11, 2014 Author Share Posted January 11, 2014 Thank you for takingyour time to try and help me with this, Purr4me ^^ However, I think the patch is indeed messed up in someway...As instructed, opened FO3edit, selecting only the merged patch and selected Build Reference Info, ticking whatever showed up but the patch (Fallout3.esm and Fallout 3 hardcoded thing were the only two options). Success. After it built, I closed FO3Edit and reopened it, selecting again only the merged patch. Went directly to the Build Reachable Info option, it starts and then midway through the process, FO3Edit is reported to have stopped working and I'm forced to close it. As for the file version, according to it's file header, it appears to be version 0,94 already. I guess I'll have to simply cross my fingers and pray so my save file don't end up corrupted midgame... Thanks again for your attention! I wish you a great day/night! Link to comment Share on other sites More sharing options...
Purr4me Posted January 11, 2014 Share Posted January 11, 2014 the fact that fo3edit crashed is a clue, that tells you something is indeed wrong with some files some where. It is possible the system or A bug is ion the system, corrupted files most likely. bugs tell you things, crashed tools ....tell you things. Under normal circumstances, fo3edit will perform flawlessly. that process and the report tells all. IF the merged patch did not pick up the other files? then the other files are simply not involved with the main files or in conflict with the main files, how ever, the post here clearly shows the other files are indeed messed up. That's a mess. ok so, if the files are not being picked up ,you need to either replace and verify the files them selves are actually that bad, or have been messed up in some way. best to just use what you download and not worry about editing them. just get them in correct load order. I say this because , before the advent of these tools, this is what we did. basics. check the files for corruption one at a time.kitty Link to comment Share on other sites More sharing options...
ThatBrazilianGuy Posted January 11, 2014 Author Share Posted January 11, 2014 (edited) Some files loaded in edit have those red bg/text in some references, indicating conflict. However, fixing them manually is beyond my humble FO3Edit skills (and by humble I mean essencially non-existent lol). As you suggested, I'll have it simple and place my bets on the BOSS-generated load order. Hopefully, I won't get many crashes or a file corruption. I guess it's just too much of an utopia to expect an amalgamation of 119 plugins to work 100% perfectly in the game lol. Thanks again Kitty! Edited January 11, 2014 by ThatBrazilianGuy Link to comment Share on other sites More sharing options...
rickerhk Posted January 11, 2014 Share Posted January 11, 2014 <Error: Could not be resolved> is a bad thing to have in a merged patch. (well, you shouldn't have it in any of your plugins). If you have them in a merged patch, many times it means that you have a patch (between two or more mods) somewhere that is out of date with one or more of it's masters. So - garbage in, garbage out when the merged patch is created. It's probably why the game hangs with a bashed patch too. Link to comment Share on other sites More sharing options...
ThatBrazilianGuy Posted January 12, 2014 Author Share Posted January 12, 2014 You think I should try and find a way to resolve those errors, then? I'm not sure if I have the skills to manually find and take the proper measures to fix the issues, but I can try. Anything you would suggest? In any case, here's my load order, just to add in a more solid information on what I'm using on my game: [X] Fallout3.esm[X] Anchorage.esm[X] ThePitt.esm[X] StreetLights.esm[X] BrokenSteel.esm[X] PointLookout.esm[X] Zeta.esm[X] Unofficial Fallout 3 Patch.esm[X] aHUD.esm[X] iHUD.esm[X] CRAFT.esm[X] CALIBR.esm[X] Project Beauty.esm[X] EVE.esm[X] FO3 Wanderers Edition - Main File.esm[X] Mart's Mutant Mod.esm[X] JHBCloverPlus.esm[X] Enhanced Weather - Rain and Snow.esm[X] Xepha's Dynamic Weather.esm[X] DCInteriors_ComboEdition.esm[X] UCO-UrbanCombatOverhaul.esm[X] FCOMaster.esm[X] Unofficial Fallout 3 Patch - Operation Anchorage.esp[X] Unofficial Fallout 3 Patch - The Pitt.esp[X] Unofficial Fallout 3 Patch - Broken Steel.esp[X] Unofficial Fallout 3 Patch - Point Lookout.esp[X] Unofficial Fallout 3 Patch - Mothership Zeta.esp[X] DarNifiedUIF3.esp[X] Project Beauty- Broken Steel.esp[X] Project Beauty- Point Lookout.esp[X] SN_Depth_Of_Field.esp[X] CASM.esp[X] UPP - Pack 1.esp[X] UPP - Pack 2.esp[X] UPP - Experience Perks.esp[X] UPP - Quest Perks.esp[X] Dree Perks.esp[X] Dree Perks Anchorage.esp[X] Dree Perks Pitts.esp[X] Dree Perks Broken Steel.esp[X] Dree Perks Point Lookout.esp[X] Dree Perks Mothership Zeta.esp[X] Dree Perks Requested by Fans .esp[X] BlackWolf Backpack.esp[X] BlackWolf Backpack - Vendor Script Replenish.esp[X] BlackWolf Backpack - Vanilla Big Guns Fix.esp[X] BlackWolf Backpack - Anchorage Gauss Rifle Fix.esp[X] BlackWolf Backpack - Zeta Drone Cannon Fix.esp[X] BlackWolf Backpack - Blank's Container Patch.esp[X] WastelandMastery.esp[X] DriveableMotorCycle.esp[X] MTC Wasteland Travellers.esp[X] MTC Wasteland Travellers (Optional)- Crowded Cities less NPCs.esp[X] MiniHideout.esp[X] UndergroundHideout.esp[X] FO3 Wanderers Edition - Main File.esp[X] FO3 Wanderers Edition - DLC Anchorage.esp[X] FO3 Wanderers Edition - DLC The Pitt.esp[X] FO3 Wanderers Edition - DLC Broken Steel.esp[X] FO3 Wanderers Edition - DLC Point Lookout.esp[X] FO3 Wanderers Edition - DLC Mothership Zeta.esp[X] FO3 Wanderers Edition - Alternate Travel.esp[X] FO3 Wanderers Edition - Followers Enhanced (BrokenSteel).esp[X] FO3 Wanderers Edition - Optional Restore Tracers.esp[X] FO3 Wanderers Edition - Optional VATS Halftime.esp[X] FO3 Wanderers Edition - Project Beauty.esp[X] FO3 Wanderers Edition - Project Beauty (Followers Enhanced).esp[X] WeaponModKits.esp[X] WeaponModKits - FWE Master Release.esp[X] WeaponModKits - OperationAnchorage.esp[X] WeaponModKits - ThePitt.esp[X] WeaponModKits - BrokenSteel.esp[X] WeaponModKits - PointLookout.esp[X] WeaponModKits - Zeta.esp[X] Akira - Simple Silenced SMG.esp[X] WMKAA12Shotgun.esp[X] BoSDX.esp[X] Outcast DX.esp[X] Tribal_DX.esp[X] EVE.esp[X] EVE Operation Anchorage.esp[X] EVE - FWE Master Release.esp[X] EVE - FWE Master Release (Follower Enhanced).esp[X] EVE Anchorage - FWE DLC Anchorage.esp[X] EVE - FWE with WeaponModKits.esp[X] Mart's Mutant Mod.esp[X] Mart's Mutant Mod - DLC Anchorage.esp[X] Mart's Mutant Mod - DLC The Pitt.esp[X] Mart's Mutant Mod - DLC Broken Steel.esp[X] Mart's Mutant Mod - DLC Point Lookout.esp[X] Mart's Mutant Mod - DLC Zeta.esp[X] Mart's Mutant Mod - Master Menu Module.esp[X] Mart's Mutant Mod - Project Beauty.esp[X] Mart's Mutant Mod - FWE Master Release.esp[X] Mart's Mutant Mod - FWE Master Release + DLCs.esp[X] dD - Enhanced Blood Main.esp[X] dD-Reduced Ragdoll Force.esp[X] dD-Reduced Dismember Force.esp[X] dD-Smaller Wounds.esp[X] Level50BrokenSteel.esp[X] Enhanced Weather - Rain and Snow in Fallout.esp[X] Enhanced Weather - Weather Sounds in Interiors.esp[X] Enhanced Weather - Sneak Bonus during Storms.esp[X] Enhanced Weather - REBOOT.esp[X] Xepha's Dynamic Weather - Main.esp[X] Xepha's Dynamic Weather - Main + DLC Merged.esp[X] Xepha's Dynamic Weather - Rain.esp[X] Xepha's Dynamic Weather - Dynamic Sneak Bonus.esp[X] Xepha's Dynamic Weather - Sandstorms + Armor Damage (FOSE).esp[X] JHBCloverPlusOverride.esp[X] FO3 Error Fixes.esp[X] dD-Smaller Spatters Realistic.esp[X] UCOHotfix1.esp[X] UCO-The Mall.esp[X] UCO-FOBs.esp[X] Revamped Leveling - FWE.esp[X] Destructibles.esp[X] Merged Patch.esp[ ] LucyWestCompanion.esp[ ] Follower Amata ULTIMATE.esp Last two mods are deactivated and not merged yet in the patch because I tracked instability issues down to them (mostly Lucy West one) when they are activated before some conditions are met, such as entering Moriarty's saloon and talking to her for the first time. Thanks for the input man! Link to comment Share on other sites More sharing options...
Purr4me Posted January 12, 2014 Share Posted January 12, 2014 post the header listed in the merged patch so we can see that, this kind of info is always overlooked, this is what we need to see, What Tes-edit picks up in basic clashbang behavior in the loadorder. what I need you to do is back up any presently listed plugin.txt files, lists, tables what ver into asafe place.back up the good saved game sets. make a clean folder outside of the game directory. open tesedit "fo3edit" and only selct that merged patch. this should only load what ver is listed in the merged files data, NO other mods should be listed, leave it open, Go to the data directory and move your files into that back up folder, you select all files as in esm's and esp's only, include the masteres, whe nwindow hangs due to usage rights, tell it to ignore / skip them, watch the applications reverse.now close all windows and tesedit. run it again only this time, do not include the merged file. (Omit it). when done make a new one and name it difernt. Compare these. If they are not the same data exactly in every way? tell us. run the game only with conflicted mods, conflicted mods are mods found By tesedit program for the merged patch. If there is a conflict, use which ever merged patch as a guide line to fix the mods them selves so as NOT to conflict. the reason to do this is, if there is no conflict/ fixed to suite you or your preferences, then when finished with this process, you run that process of merged patch again, it will be come Empty, no data is placed into it, yes, a patch is made, but it is blank, we don't use blanks. Now, move all the other files back into the data folder and run it again. you should end up error free. no conflicts at all, now once you do all of this, go to that pace, that special place you kept the backed up Plugin.txt files and saved games, Put them back in place. double check all items are exactly as they were. so from start to finish, Fo3Edit has been used as intended and no need for any merged conflicting mod patch sitting in there. the game will be now, mod friendly, you can ad or subtract any sequence of mods as you like of existing data. I'll bet the other two you removed will now in fact run, and run well. Before any one Jumps all over this, take this into considerations first. Does a mod author have hundreds of mods installed when they make their mods? I think not, or data gets pulled in. Each brand name from each mod has a set of esp's. There are tools that can merge this data down, reduce the clutter and not cancel out other mods. most mods require master files (*.esm) not esp's if one does, please post them. if there are mods that require you to access permissions, By all means, do so, get it, keep it clean and neat. BOSS will not enter wrong data for alignments. IF it is excepted by all, then all benefit from it. If not? then Boss will not see it. Lot's of smart people still here. Ton's on information in that search box at the top, pretty much every subjective piece of data for these games is access able to any one. Bug's/ Do's and Do not's, and fixes. I would like to see that list. kitty Link to comment Share on other sites More sharing options...
ThatBrazilianGuy Posted January 12, 2014 Author Share Posted January 12, 2014 This is the header of the merged patch as it currently is for you to take a look. I'll be doing the other steps you instructed me while this! http://i70.photobucket.com/albums/i114/fellipetolezano/header1_zps87271d4f.jpg http://i70.photobucket.com/albums/i114/fellipetolezano/header2_zpsd7a52c0b.jpg Link to comment Share on other sites More sharing options...
Purr4me Posted January 12, 2014 Share Posted January 12, 2014 WMK-FWE master-release.esp I noticed is sitting at a level in the header of the file where it may actually contain other data needed to over write previous data loaded. It goes something like this.FWE - is an Entire game over haul mod. this being so, you have all DLC's installed.If it is for the whole game? WMK-FWE master release.esp should be in theory loaded and listed under (WMK-zeta.esp) check that out and see what pops. eve esp is an over write for it's master file, so it is being left out in the cold from WMK here in these shots. No coverage By WMK.Basically, that Eve.esp is overwriting all things in line above it. Understand ,EVE is the weapons pack and it is loaded under weapon altering data so it is actually altering that weapon altering data even though you hae a patch loaded under IT, you still do not remove it's proprieties from what is above it, this is why TESedit picked it up. as I said before, Manipulate the load order and use the tools "Merged patch feature as a tool .....each time you change the load order, each time this is done you see posted every where here on the nexus, Wrybash needs to be re-ran, a new bashed patch created. Fo3edit is no difernt in this regard. if we say " well the last file wins?" why not put it all into one file? can't, well can but down right miserable trying to decode all of that. not the point.if by mens of load order you can not pick up conflicts from these very same plugins...then thats is what is required. here is where things get sticky. we have Boss, and we have other mod load order tools.....in this exercise, leave them out of the picture, this is your brain, not automation and it is automation too but under "your control" as you are using said tools to find and eliminate the conflicts before ever touching any data. no mod author has all of these extra mods loaded when they make these mods. I can, my self give you a mod I made that covers two thousand mods. but you would be required to merge all of those mods into a set of single packages to copensate for the patch. It is no difernt than a merged patch, just a lot more complicated.check the layout of the header files for EVE/ mmm/FWE...see what is laid out in there. that will show at what instance and order the files them selves were made. you may find a lot of files are messed up in this regard too. out of order masters. not really any way to fix them Either. Boss, hit's these items as these items are known and excepted mods as they are. Good or bad, no matter. correct or not, no matter.important...Does matter a great deal.to point this out, ask your self why street lights needs to be where it is? what you may find out is, no data for pointlookout is in it. But, there may be data for the Pitt or streetlights is of a vintage before the time of productions. I know for a fact there is streetlights in the Pitt. and Point look out too.Humans make up the list for Boss, don't forget that, it's not computer algorithms, these are choices made by man. Just lists of known things kept in order for us to use. Not 100% accurate, manipulations of the order of things was here long before Boss came along. WMK goes under all weapons or mods that contain any weapons at all. Right hand Iron sight also is this way but these two mods do conflict. kitty. Link to comment Share on other sites More sharing options...
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