mikeeee1231 Posted April 3, 2014 Share Posted April 3, 2014 (edited) Hello, first of all, my game is (was) crashing a lot, I've decided to check the mods and I've deleted some EditorID that were red and also some '' <Error: Could not be resolved> '' It crash really less since, but it is still crashing sometimes, so i've decided to check again, i found some <Error: Could not be resolved>, but I don't think i found them all, here's what I'm wondering, is there any way to find those error easily? like by searching them? All of them or one by one? Instead of searching mod by mod.Thanks for the help. By the way, It is about FNVEdit latest version. Edited April 3, 2014 by mikeeee1231 Link to comment Share on other sites More sharing options...
RoyBatterian Posted April 3, 2014 Share Posted April 3, 2014 Red entries don't mean they have an error, just that several mods change the same record. The last mod loaded that has an edit of that entry "wins", and that's the data that will be used. You've probably broken your mods by doing that. The last mod that attempted to load from your load order with FNVEdit is the mod that's missing a master file and creates that error. Link to comment Share on other sites More sharing options...
mikeeee1231 Posted April 4, 2014 Author Share Posted April 4, 2014 I didn't deleted a lot of red, I know what they do mean, it's cause they are used by other mods, I know the ones I've deleted, it's fine but my question is '' is there a way to find <Error: Could not be resolved> easily? Link to comment Share on other sites More sharing options...
RoyBatterian Posted April 5, 2014 Share Posted April 5, 2014 "Could not be resolved" means that it doesn't exist. There is no finding something that is not there to begin with? I don't understand the nature of your question. Link to comment Share on other sites More sharing options...
Purr4me Posted April 6, 2014 Share Posted April 6, 2014 I didn't deleted a lot of red, I know what they do mean, it's cause they are used by other mods, I know the ones I've deleted, it's fine but my question is '' is there a way to find <Error: Could not be resolved> easily?This means that the mod in question is not nor has been finalized, so the GECk has not been completed yet. IF it is a master file, it is not a true master ,a true master file will have no such errors in it, if it an FNVEdit compilation, it is in error. (By the way, It is about FNVEdit latest version.) What version, be specific, what settings have you made to that program as well need to be posted, this has a great deal to do with any thing you do or say you did as it controls what your looking at. incorrect use of a program, and it is posted to, will damage your mods if you do not know how to use it. And it can damage your mods "EVEN IF !" you do know how to use it. so version is important, procedures done, and steps taken outlined in your post will get you the information you seek. list the mods you have that have these things in it. list the mods YOU edited and have changed. "separately" we can't help if it is all conjecture so this is needed. Not much to ask.kitty. Link to comment Share on other sites More sharing options...
Deleted5965139User Posted April 28, 2014 Share Posted April 28, 2014 That error occurs when a reference has a formID that doesn't exist, and for me usually comes up when merging mods since the formIDs are often changed and not correctly replaced with a new existing reference. Right-click on the esp you want to check for, and click "Check for Errors." FNVedit will scan the directory and display any errors in the Messages tab, including the <Error: Could not be resolved> forms. It will tell you the directory of each instance. There are a few glitches that will make this not work though, specifically if you remove a master from an esp's file header to clean it out it can mess up the form ID's of records that don't even have relations to the deleted master, replacing them with <Error: Could not be resolved> records, but when that happens the FNVedit error scan doesn't detect them for some reason. Link to comment Share on other sites More sharing options...
Purr4me Posted April 28, 2014 Share Posted April 28, 2014 (edited) There are a few glitches that will make this not work though, specifically if you remove a master from an esp's file header to clean it out it can mess up the form ID's of records that don't even have relations to the deleted master, replacing them with <Error: Could not be resolved> records, but when that happens the FNVedit error scan doesn't detect them for some reason. version 3.1.15 Will detect all records out of order and error, and NOT ignore these. The later versions / upgraded version will not detect errors as it's seems to not qualify as errors to the authors now in cahrge of the programs. Beats the heck out of me what world they live in. hiding errors or setting scripts to ignore them is just Dumb. Use the Original version last known to be written Exclusivly for fallout 3 only, Do not use the feature to clean any Fo3 mods at all, this will bork your data, for cleaning, use the very latest version, Be sure to turn off the settings perscribed and "seems to also be set as default" TO OFF !!!, Do not set the games plugins to opitsite to parent EVER in fallout 3 data, Never set the Z plane To (-3000000) thats just stupid. And do not change the source codes to to match later mods either. If the tool if not set up correctly for fallout 3 will destry your mods. It's like this, this tool is a one do all tool .all rolled iinto one package, Unfortunatly, times change, so do games, and the later games/newer games took Presesdence over older games, so, it was made to default to later games engines data patternes, nd design requirements putting off and establishing any fool proofing of amage to older games. No one cares. We are left to figure all this out on our own. Thanks, two years study and repaired over 10000 mods due to this mistake. The guide is lacking in truth for tes4, as the data control now in the tool is set for tes5, which is NOT FO3.Yes, the sub structure of (xedit) is the original, but too much has been altered to be reliable any more with out the knowledge to use the tool properly. Skyrim decoding project is tes5 Fo3Edit , FNVEdit, TESEdit, all the same program, written for and stated for exclusivly supportiong only skyrim code base. The calim that all the engines are the same is false. If they were all the same? You could use skyrims engine to run fallout 3 and all it's code, but you can't can you? TTW ? that, thing is a Total over Write program and totaly changes Both Games invlovesd. Now, how do you edit Both code bases at aonce and not produce errors? seen the web site latly?The bug tracker goes on for miles of text. Think it's still all the same engine? IF you see, Fo3 edit changing things and have not yet touchd anything, as in High lighting the text on the left loaded mods internal structures? Deep black? do not allow that to save the esp. Uncheck the data and remove the tool. Use the older tool only. Do not clean mods. ask the author to do that.Bugs, lots of bugs, most bugs come from us all, we make the bugs. we kill some smalelr ones and some times cre4ate Huge ones from it. an esp file can be erro free Entirely and work flawlessly as an esp.How ever, If you change this data to a master format and now check it, you may find errors that are totaly off set, you may finf now vioce data no longer works, you may find Blank message windows from out of no where. weapon mods, same thing, merging data not yet ready Tooo be merged as the files them selves are not yet finished will cause all sorts of wierd things due to data not bing in them. Pleae learn to use the GECK, it was made to correc these problems before they start, use the text log it makes every time you load any mod in it, that log does not pop up for you to inspect, you must look in the root of the games folder where the executable is loacted to read it ,and use the geck to fix these errors first. Teh geck will fix it.kitty. Edited April 28, 2014 by Purr4me Link to comment Share on other sites More sharing options...
Purr4me Posted April 28, 2014 Share Posted April 28, 2014 My key board is toast, sorry for all the spelling mistakes, I am very tired. Long day.kitty Link to comment Share on other sites More sharing options...
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