nkorea Posted April 14, 2015 Share Posted April 14, 2015 I have both the Classic Fallout Weapons and Weapons of the New Millenia installed. Upon playing with both mods, I found that there were alike guns in both weapon packs. For example, both WNW and CFW have an M14, but the M14 in WNW is superior (no surprise). My goal was to remove the duplicate weapons from CFW so there wouldn't be two different items of the same gun. So I opened up the .esm and .esp for CFW in FNVEdit and began to remove the undesired weapons by accessing the weapons tab, right clicking the mentioned undesired weapons, and removing them. I got through all of the weapons and launched the game. It went through the usual logo screens as expected, but the menu with the start, load and save buttons never loaded. It didn't crash because the music was still playing, but since the menu never showed up I couldn't really do anything so it's no better than a crash. So I go back to the .esm and .esp. I check through the other tabs for leveled lists and such and find that there are red and underlined entries in these tabs. So I edit those to remove the red, underlined parts (which I assumed to be an error that would cause the mentioned error above). So, with hope of actually getting the game to start, I launched the game and the same error persisted. Why can't the game just load already?! Because I want to play Fallout, I have deleted those changes and just reinstalled the CFW mod. Now I have to deal with duplicate weapons again. P.S. I have the proper .esm files. I checked in Wyre Flash to find what the problem could possibly be, and CFW showed up as Orange but not red. It mentioned an issue with my load order. CFW.esm should be just after FalloutNV.esm but before any of the DLC. This isn't the issue because I actually did that, and the error did not persist despite the different load order prior to my "noob" editing to the CFW esm and esp. Link to comment Share on other sites More sharing options...
Purr4me Posted April 14, 2015 Share Posted April 14, 2015 convert the esm to a real esp ,load it up in the geck and remove them using the geck, it should remove all instances if repeats, but the geck will have more power to remove connected items and save the file a lot cleaner.every thing has a purpose, your request fit's that purpose of the geck, what it was made for.kitty Link to comment Share on other sites More sharing options...
nkorea Posted April 15, 2015 Author Share Posted April 15, 2015 But... I have other plugins for CFW. If I changed the CFW.esm to .esp, wouldn't the other plugins not work because they are dependant on the esm file? Link to comment Share on other sites More sharing options...
Purr4me Posted April 15, 2015 Share Posted April 15, 2015 (edited) But... I have other plugins for CFW. If I changed the CFW.esm to .esp, wouldn't the other plugins not work because they are dependant on the esm file?yes, of course it would, but you must choose how you play the game and what you want.The data in the game does not care about what you want, it only cares about how it runs. Slow down, look things over 'carefully' when and if the esp is done being edited to your liking ,it must be turned back into an esm and reset as an esm.You save all esm files in the Fo3utility (http://www.nexusmods.com/fallout3/mods/5104/? ),in your case here ,use this one(http://www.nexusmods.com/newvegas/mods/39655/?) and resort your load order back into where things were and test.Do the dependencies still effect the edited data?<---the answer is yes, always..thus is the purpose to modify things. what you want is a better modification that does not cause problems and the code is free to flow with full fluency. Not in conflict. When you edit any file in this manner, you must not have other mods loading too...sir or madam, you edit only one file at one time during production and NEVER have any other files influencing "it's outcome", then you test it alone and then drop in the assets from other things and see how it now works. clear your mind...think and decide what to do.What that tool does is put back missing information and turns on things that got turned off from using yet another tool, and it turns off things not required after editing. The geck will allow only esp editing. FO3Plugin works with Fallout 3 ESM/ESP files. You can display the records and merge two plugins to form a new plugin. You can also create an override plugin containing the merged lists from one or more plugins.-------------------------------------FNVPlugin works with Fallout New Vegas ESM/ESP files. You can display the records and merge two plugins to form a new plugin. You can also create an override plugin containing the merged lists from one or more plugins. Edited April 15, 2015 by Purr4me Link to comment Share on other sites More sharing options...
nkorea Posted April 15, 2015 Author Share Posted April 15, 2015 (edited) That's quite helpful, thank you. It's rare to see such a descriptive reply. I am on New Vegas and not Fallout 3. The tool provided is said to only work with F3.I first converted the .esm to .esp via FOMM, then opened that file in GECK and made the appropriate changes. When I finished up I converted the .esp back to .esm via FOMM again, added it to my mods, loaded the .esm but had two warnings. 1. WARNING: This plugin has the file extension .esm, but its file header marks it as an esp!2. The masters for the newly created .esm file are FalloutNV.esm and CFWNV.esp -- the .esp file I edited back in GECK. I attempted to run F:NV despite the missing master, just to see what would really happen. It crashed, no surprise there. So I added the master and it didn't crash, but still had that 'not-loading' error I originally had. It seems I'm back to square one. Also, I thought it would be worth mentioning. The .esp file previously mentioned had the opposite of the error given by FOMM for the .esm file: WARNING: This plugin has the file extension .esp, but its file header marks it as an esm! I find this all really odd. EDIT:I found an easy way out! By disabling the additional plugins of which CFW.esm is the master of, the error no longer persists! Maybe the reason the error was there was because appropriate changes were not made to those plugins? Bear in mind that the only thing I edited in GECK was the .esm (converted to .esp of course). So, I assume that making the same changes I did WHILE the other two plugins are also loaded will fix this issue? Otherwise I can just... not use them. But that would not be ideal. Edited April 16, 2015 by nkorea Link to comment Share on other sites More sharing options...
Purr4me Posted April 16, 2015 Share Posted April 16, 2015 re-read my post, I updated it /edited it.Fomm is the correct tool to use to reconvert in 1 swoop into an esm, the header of the file should also get altered so as to not cause the error as listed here. Fomm "t-snip" utility is used to save the file "make esm" into a new file. But, it is not the end yet, you still need to convert that result into a real Plugin.FNVPlugin works with Fallout New Vegas ESM/ESP files. You can display the records and merge two plugins to form a new plugin. You can also create an override plugin containing the merged lists from one or more plugins.That applies the needed coding you will require and Validate the file to 1.34...if you do not do this, any file created by the other program will not be valid.Steam Invalidates erroneous code. you add all programs you intend to use through steam and IT will validate all functions, this includes all 3rd and forth party applications.That includes Fomm..use the steam OS ,lock out windows from your software, that's how. 1. WARNING: This plugin has the file extension .esm, but its file header marks it as an esp!Make a list of the exact file names your using, I use Mod organizer. How I use it depends on the game used.regardless, you still need to heed what I said. Isolate all data per mod, load only data concerning that mods needs ,edit only 1 file per session, the data directory needs to be Virgin as in zero assets from any mods at all, other wise the engine will pick up instructions from files it parses in that data folder on load of any software. If it's in there, it's gonna get loaded.I will continue to watch this thread and see your progress.kitty Link to comment Share on other sites More sharing options...
Purr4me Posted April 16, 2015 Share Posted April 16, 2015 link ? to the mod? if it here only..do not post any off site links please.Or version of the mod, I can research it. NOTE: if it is what I think it is, you will see Mo force load the data...this comes from a hidden script caught in the bsa archive.I sure hope it's not that data.there is a workaround if you use Mo, any other way things start to get real complicated. Link to comment Share on other sites More sharing options...
Purr4me Posted April 16, 2015 Share Posted April 16, 2015 (edited) Is this the mod?CFWNV 3dot3b FINALhttp://www.nexusmods.com/newvegas/mods/37002/?cuz i will download that and tear it apart.Stand By Edited April 16, 2015 by Purr4me Link to comment Share on other sites More sharing options...
nkorea Posted April 16, 2015 Author Share Posted April 16, 2015 This is the link to the mod, Classic Fallout Weapons, that I am using - if that's what you were asking:http://www.nexusmods.com/newvegas/mods/37002/? I downloaded the ALL DLC optional plugin, and also a fix made by another user, link:http://www.nexusmods.com/newvegas/mods/56609/? If by file names, you meant load order, then here it is. It is very long, albeit stable: FalloutNV.esmDeadMoney.esmHonestHearts.esmOldWorldBlues.esmLonesomeRoad.esmGunRunnersArsenal.esmCaravanPack.esmClassicPack.esmMercenaryPack.esmTribalPack.esmFallout3.esmAnchorage.esmThePitt.esmBrokenSteel.esmPointLookout.esmZeta.esmTaleOfTwoWastelands.esmTTWFixes.esmWeapons.of.the.New.Millenia.esmAdvanced Recon Tech.esmIWS-Core.esmNevadaSkies.esmSomeguySeries.esmStreetLights.esmFreesideOpen.esmWARZONES - Misanthropy Pure.esmTTW Redesigned.esmMomod.esmCFWNV.espCFWNV.esmTTW_XPReduction.espTTW_SpeechChecks.espTTW_NoKarmaDCFollowers.espTTW_MoreCookingItems.espTTW_Bobbleheads.espThe Weapon Mod Menu.espReal Weapon Names.espR700.espWeapons.of.the.New.Millenia.Honest.Hearts.Grunt.Patch.espWeapons.of.the.New.Millenia.Store.LITE.espweapons.of_.the_.new_.millenia.ttw_.unified.distribution.espSVU.espPernach.espttw_bullet_sponge_fix.espttw_unity_lone_courier.espowbsailentgreenadditionsttw.espIMPACT.espWeapon Mesh Improvements.espAdvanced Recon Riot Gear Helmet.espAdvanced Recon Tech.espRCSS.espUSSHoodwink.espGRAVendorsHaveMoreCaps.espUrgeWasterScarf.espCentered 3rd Person Camera - Unraised.espDALCO Junk-O-Matic NV.espNoQuestItems.espIWS-Core-Guards.espIWS-Core-Patrols.espIWS-Core-Civilians.espIWS-DM.espIWS-HH.espIWS-OWB.espIWS-LR.espQuickHacking-NV.espHTRP-No Radial Blur in Vats.espHTRP-No Radial Blur On Hit.espTFH Rugged Race.espVending Machines of The Wastes.espdD - Enhanced Blood Main NV.espNovac Reborn.espNewVegasBounties.espNewVegasBountiesII.espNewVegasKiller.espTheInheritance.espDN_TTW_Patch.espDigital_Nightmare.espCZ805.espGRA WRP Compatibility Patch.espTTW_replacers.espchristinecos.espGRA-WRP-Patch-Two_Unofficial.espHK MP5SD3 NV.espRussell.espRivet City Merchants With Point Lookout.espThe Mod Configuration Menu.espPerkEveryLevel.espDEagle.espPKM.espJMZSinkHousingImprovements.espoutsidebets.espRemington Model 10-A NV.espFreesideOpenPatch.espNewVegasBountiesFSOPatch.espFSOmusic.espCazaclaw Resource.espreturn_deadmoney.espCourierCacheWSE.espWeight_Balance_v10.espEVE FNV - ALL DLC.espTTW FO3&NV&DLC Killable Children.espNevadaSkies - TTW Edition.espClean Deluxe - TTW.espOWB-Path Lights.espMNK-RHINOgaussRevolver.espSenterPats Weapon Pack.espMonster Mod Wasteland Edition.espBashed Patch, 0.esp Total active plugins: 108Total plugins: 111 Link to comment Share on other sites More sharing options...
nkorea Posted April 16, 2015 Author Share Posted April 16, 2015 Oh, and yup that's the mod. Pardon the late reply, my internet went down. Link to comment Share on other sites More sharing options...
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