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Integrating USKP fixes into my mod - Possible to edit Info Fragments? / Warning: unable to load fragment source


mjharper

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I'm trying to integrate the USKP fixes into my Khajiit Speak - Complete Dialogue Overhaul mod. I'm only adding corrections to the Dialog Topic records. I'm editing with TES5Edit, and most of it is straight forward, but a few records, such as 0003AA78, have additional script fragments referenced in the USKP. I can't find how to add those to my esp using TES5Edit. Also, when I open up USKP in the CK and check the same record, I see this warning in the Papyrus box:

 

;WARNING: Unable to load fragment source from function Fragment_1 in script TIF__0003AA78
;Source NOT loaded
Is this normal?
How important are these fragment additions to the USKP?
Would it matter if I left them out?
Is there a way to add them in TES5Edit?
If they are important but there's no simple way to add them, then I could just remove the edits from my mod so that it doesn't overwrite the USKP. Since all my mod alters is dialogue, it won't be a disaster, but I'd be grateful for advice from someone in the know :)
Matt
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Also, when I open up USKP in the CK and check the same record, I see this warning in the Papyrus box:

 

;WARNING: Unable to load fragment source from function Fragment_1 in script TIF__0003AA78

;Source NOT loaded

 

Is this normal?

IT is, because you'd either need to add the USKP's bsa file to the line that loads BSA files into the CK, or you'd need to unpack the USKP's script folder so the CK will see them.

 

How important are these fragment additions to the USKP?

Would it matter if I left them out?

Is there a way to add them in TES5Edit?

They're pretty important, yes. Without them the game won't know how to properly locate the data.

 

In the particular case of record 0003aa78, you can simply drag that information over into the file you're working on since it's just changed vanilla data.

 

The only time you're going to run into problems is when you have an INFO record like that where you're changing the prompt field and the script fragment data references something that doesn't exist without the USKP.

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Okay, thanks. Before reading your answer, I tried a workaround that I was fairly happy with, duplicating the USKP esp, correcting everything which conflicted with my mod, and manually deleting everything which didn't. It means it isn't integrated with my mod as such, and that there is another esp to load--but at least all the information is present and correct, and I'm pretty certain I haven't broken anything.

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