mysteryman5150 Posted August 9, 2009 Share Posted August 9, 2009 When I run FO3Edit I get conflict with a winner and loser based soley on the "Record flags" under "Record Header" at the top of the screen. My scenario is this- boxes descibed left to right...The Fallout3.esm shows as "compressed" in red box w/purple text (meaning conflict/master file) then Project beauty.esm & ProjectBeauty.esp is blank, no text with a red box (meaning conflict/?) and the last one a clothing mod, that I am creating in GECK, shows "compressed" in a red box w/gray text (meaning conflict/identical to master). The conflict is apparently between Project Beauty and the Clothing mod. If I delete the "compressed" text in the clothing mod it removes the conflict and I get no more red boxes. All that info to set up my questions now. What are the "Record flags" & "Record Header" boxes for and mean and what does "compressed" mean and a blank box mean in the same line. Will it affect anything if I remove the "Compressed" status in the clothing mod I am creating in the GECK. I would appreciate any support that anyone could provide with this. Thank you. Link to comment Share on other sites More sharing options...
mechine Posted August 9, 2009 Share Posted August 9, 2009 Awe man nobody replied You're screwed The way I understand it, where there is a conflict there is a winner an a loser. For the most part I think people use this feature to track down missing meshes an red error markers or as a general guide at what's conflicting. You have to read the FO3edit stuff in the read me, an also in the program to tell what means what Why bother anyway, come up with a known good load order, and master update it an be done with it. What's your load order? right click the load order in FOMM an copy paste it herez Link to comment Share on other sites More sharing options...
mysteryman5150 Posted August 9, 2009 Author Share Posted August 9, 2009 Mechine- I am not having any problems running my mods. I was just trying to find out if anyone new what that info was on the FO3Edit program. I wanted to try to resolce any conflicts but wasn't sure the affect of changing the info in that particular box. Also I am still working on my clothing mod so I don't think I want to do a master update yet or am I wrong about that? Link to comment Share on other sites More sharing options...
mechine Posted August 9, 2009 Share Posted August 9, 2009 yes and no yes and no would you report me if I spammed yes or no 10,000 times just wondering... Okay so back to work You don't have any problems running your mods, but there are poop tons of conflicts in the form of multi entries for items which should be single entries for single items you can't get rid of all of them though It's only the ones that cause CTD or lock up, or wrong texturesmissing meshes an such that we worry about Load order figures into everything, and so for any given problem it's the best place to start. You're looking for a root cause, an not a cause or diagnosis that is a problem of a problem which is the root problem, a problem masked or hidden by another problem. So mod load order an the list of mods you are using is the best place to start rather than just jump into FO3edit an count how many different colors there are. However you can find information on how to deal with those issues in the FO3 edit read me an discriptionand the help text inside FO3edit. You are also right an wrong about the master update, yes an no remember... I'll tell you what I do. Maybe it can help. Okay so I made this silly mod named fullautopistolsV2test.esp right I had my load order close to being right, I put the master update on it. After that I created the FullautopistolsV2test.esp by selecting to load Calibr.esm and Fallout3.esm The fullautopistols plug in was created post masterupdate, and also loaded very last in the load orderEven after MMM which is a rule to load very last. But as far as GECK an the game is concerned All of those mods were .esm, and so keeping with the rules, my created plug in or .espwas the only not psudo .esm plug in, hence last. Durring the test I got final versions, which I moved into the load order where it should bethen applied the master update to the whole thing. Making my plug in fullautopistolzV2test.espa psudo .esm, and also not really up for edit's anymore. However, what I did is copy that plug in I made before the masterupdate of itthen placed it in a folder I named Current Plug in, as a back up and also as the distributable version of the mod I would upload. Now comes the tricky part. Okay so I uploaded it an needed to make a edit, but my version was master updated already.What you do is go to the current plug in folder an change the name of the backup to fullautopistolsv2test2.espthen drop it in the data file, since you put a 2 at the end, it won't replace the master updated version you are usingat which point you can now open it with GECK set to active, make edits, save, and then upload... If you wanted you can even move the plug in on the desktop then change the name back removing the 2an drag an drop an replace the psudo .esm version, then run the master update again, and depending on how paranoid you are, you could either remove the masterupdate before hand from the enitre listvia masterrestore, or delete all the backups in the data folder. Up to you, I think maybe removeing the master updatealtogether with master restore, replace the plug in, then delete the back ups an saves for master updateand finally apply the new master update. You don't want to upload a .esm for distriubution or even a psudo .esm, .esm is messywhile plug in's work better an are cleaner, also you can change plug in's into actual .esm'swith FO3edit an FOMM I think, I haven't had to do that though. Link to comment Share on other sites More sharing options...
mysteryman5150 Posted August 9, 2009 Author Share Posted August 9, 2009 Cool I understand that now, Thank you. Now the original question- 1) When running FO3Edit do you know what the "Record Flags" bow under the "Record Header Box" is and how it affects the mods? 2) Why do some esm & esp files say "compressed" and others have no text and what does that mean. If you could answer that I will be most appreciative. Thank you. Link to comment Share on other sites More sharing options...
mechine Posted August 9, 2009 Share Posted August 9, 2009 Well like I said you have to read the really long an boring FO3edit discription an read methere's also help text in the FO3 program I have no idea why it would say compressed, but I gather that it means the file's data is compressed in order to save space, then unpacked or uncompressed when you enter the game I'm pretty sure record flags are a way to track down conflicts there's a tab for it at the top of the entry's like say the entry for 32pistol if there are mods in your load order that you loaded with FO3edit that more than one change the same 32pistol then you'll have red green an grey or more colors in that tab which show who wins or loses the conflict I know this, I've used FO3edit for idk a few months or more an never had to pay any attention what so ever to what you are asking. I use FO3edit to master update master restore, and to make changes an edits to items or stats of items, then also to look at a mod in a quick view format to see what it does or pull add item codes from mods Shoot why even bother paying any attention to conflicts when you can just master update it Link to comment Share on other sites More sharing options...
mysteryman5150 Posted August 9, 2009 Author Share Posted August 9, 2009 Thanks mechine, you have helped a bunch. I will also try to find the FO3Edit discription and read me, I assume it is on the forum. I just wish there was some more info about the FO3Edit program as it seems to be a pretty in depth program. Link to comment Share on other sites More sharing options...
mechine Posted August 10, 2009 Share Posted August 10, 2009 HIT MEH! HIT MEH TWO TIMES DUDA DUDA DUDA NAW MAN, go to the download page for FO3edit read the discription look maybe at any links it talks about, then there is probably a forum post on it either here, or on the bethesda site or on FOEedit's site then the read meh also when you run FO3edit there's a long and super boring text let me see where it is... eyah you click the info tab in the lower right of the window totally boring shite if you ask me, Obviously I didn't read any of it lolz Link to comment Share on other sites More sharing options...
FalloutAddict111 Posted September 14, 2013 Share Posted September 14, 2013 I have this same problem with compressed record errors. I have tried looking up the term compressed in the readme for fo3edit and it comes up blank. I have skimmed through most of the read me several times (usually when I need clarification on something) but have yet to find this topic. Can someone direct me to the section in the read me this subject is discussed? Thanks :blush: charliemc Link to comment Share on other sites More sharing options...
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