RS13 Posted November 17, 2015 Share Posted November 17, 2015 Just what it says. I see some popping up. Link to comment Share on other sites More sharing options...
Purr4me Posted November 17, 2015 Share Posted November 17, 2015 (edited) Just what it says. I see some popping up.hold on, I'll get the link for you. http://www.nexusmods.com/fallout3/mods/5104/? use 1.8, the older one is for fallout 3 Original non patched versions. Edited November 17, 2015 by Purr4me Link to comment Share on other sites More sharing options...
RS13 Posted November 17, 2015 Author Share Posted November 17, 2015 (edited) Can you provide more detail? Am I supposed to use this to copy over records into a mod that will work with fallout 4? Can I do this with New Vegas mods? Can I use TESSnip to do the same? And if I am, how do I get the .esps to have fallout 4 as a master? Edited November 17, 2015 by RS13 Link to comment Share on other sites More sharing options...
Purr4me Posted November 17, 2015 Share Posted November 17, 2015 Can you provide more detail? Am I supposed to use this to copy over records into a mod that will work with fallout 4? Can I do this with New Vegas mods? Can I use TESSnip to do the same? And if I am, how do I get the .esps to have fallout 4 as a master?click that authors name ,look at his icon for files made or hosted here, go to the Nv SITE file listed, download that version of this program and read it's documentation.if there is any? Fo3 lacks it. file goes into a fallout 3 data folder, New vegas is the same. Java must be installed and up to date in order to run this program. in Fo3 or other, shortcut to desk top from the *.jar file brings up the program ,select file / new and type in any name you want..the name of the plugin you want to call it. push ok, now again, click files and select save...you will find this Blank plugin sitting in your data folder as it was designed to do. Do Not use T-snip period for this. suggested fallout 3 GOTY less DLC's 1.7 patched data resides with in the same game folder as Fo4.Your choices are limited at the moment of which version to use from the setups of xedit programs. 3.0.31 seems to be ok to use but you may require more power so get the latest build of the TESVEdit program. You can not edit fo4...I repeat, we can not edit a thing due to no tools available yet. How ever you can edit the games that match fo4's master using them, the geck can fix some things but you can not introduce world space items or objects into the new game from the others. currently it's all trial and error, some mods do work IF you change there version ID #....xedit purpose is only to view, decide, and change 1 piece of code. Once selected, you can not edit any more. if it does not work, you start over and figure out what went bad. Detailed Enough? cuz that's MY limit. These two *.jar programs set the games attributes for which the yare made..while xedit removes them. choose your poison wisely. Or wait for the tools to show up. Link to comment Share on other sites More sharing options...
Vagrant0 Posted November 18, 2015 Share Posted November 18, 2015 Good info here. The problem I'm coming up with is that XEdit automatically tries to associate with Skyrim instead of where it is located. Is this something which can be worked around, or is this something which will just have to wait for an updated version of the tool. I know it's possible to read and create overriding entries based on FO4.esm since we are starting to see working .esp mods. I remember being able to use TESSnip to create basic settings tweaks mods for FO3 back in ancient history before the first GECK was released, but could have sworn there weren't any troublesome version checks. Link to comment Share on other sites More sharing options...
Purr4me Posted November 18, 2015 Share Posted November 18, 2015 TesV will always default that way, tes4 should not...there are other versions of lower class not doing such but with them come's give and take. The problem I'm coming up with is that XEdit automatically tries to associate with Skyrim instead of where it is located.correct, thus was the issue as it's been. Some authors have complained about it ,some times some attempts were made to remove this flaw, later on, during other changes, the problem shows back up...so ' it's up to the user /new author to see beyond these problems and understand what's going on. TESV was designed and supported for Skyrim only...current talk point to developments of next Gen to be strictly Fo4...thought problems have already shown them selves as I have read..they are working on it. AFK Mods [ Wip} etc... I have to keep in mind, this is volunteered works, the software in general, there is nothing forcing them to even bother, so what ever gifts float our boats..we must be thankful....they do what they do...work it out. Is this something which can be worked around, or is this something which will just have to wait for an updated version of the toolBoth. I remember being able to use TESSnip to create basic settings tweaks mods for FO3 back in ancient history before the first GECK was released, but could have sworn there weren't any troublesome version checks.that's it right there, T-snip is not the same as the other tools, what it does is not the same as any tools, it can break mods if you do not fully understand what it does...and there's a lot that don't..so due to that alone, we don't want people using it arbitrarily. the key here is simple..load order, what is it ?----> it's a dependency walker...this alone shows how the game works. each file that uses a master entry will fall into this rule book...so edited by dependencies need to be accurate. The "header" of each plugin thus effect the load order as read..three plugins built in out of order sequences but all use the same master files in their headers , breaks the game on load, though the game may run ! the quest stages run according to header profiles..things go bonkers. For the master file to be Fo4, that name as master needs to the very last entry into the header along with the version control Number ID#But once done these two edit's there is NO way to set the code back...offset data gets removed..but this game may not require that so defaults setting of TESVEdit may not need much options to be changed. for matching ID's areas that match, all of it needs to turned off so as NOT to introduce bad code into a brand new game. can not edit a plugin twice. can not save files in java code, edit it in xedit, and play...each time you go back and forth, the hex changes placement and the code is no longer valid as it was from the start. This can not be avoided in any games..but here we are, thousands of mods that contain this messed up code, most have been removed or are not being used any more ..I made an example and since removed it's source..samples were removed...I stand back and watch it all unfold as IS as Instructed. keep cell entries, world space entries and invalid entries out of fo4. Link to comment Share on other sites More sharing options...
Vagrant0 Posted November 18, 2015 Share Posted November 18, 2015 I have to keep in mind, this is volunteered works, the software in general, there is nothing forcing them to even bother, so what ever gifts float our boats..we must be thankful....they do what they do...work it out.Well aware of things on that end. These guys are the unsung heroes of the community who are able to unlock modding a fair bit of modding potential without any official toolkit. And even afterward they are still some of the best tools available for when you need to sanitize a mod or edit something in a way that the toolkit doesn't want to allow. My question on that end was if there was a way to work with things as they stand and I was just doing something wrong, or if the tools are just not ready yet. And yes, well aware that it's not designed for world editing. This isn't exactly my first rodeo. But these tools are good for altering forms, settings, duplicating forms, editing lists, that is useful for fixing most of those oversights that exist before patching. Link to comment Share on other sites More sharing options...
Purr4me Posted November 18, 2015 Share Posted November 18, 2015 the tools are just not ready yet. and yes there are ways, but each instance / circumstance presents differences , enough so, it requires study and planning...not to mention all the games need to accessible / installed and OWNED. I made a post some place here this week, it was about sequence events..so each purpose or mod project requires a sequence laid out, no two will be done in any specific manner but i laid out the ground rules already ..they just need to understand it. I think the worst thing is , lack of educational data..no body seems to want to study things..very very evident. simple things appear extremely daunting to those that think it's all assembly line...a set way..and it's not. haphazard s of modding need knowledge, time and a desire to understand things..most do not care. It;s click in stall go.. LOL. yep that's about sums it up. instant gratification..not gonna happen. nice thoughts though. Kitty. Link to comment Share on other sites More sharing options...
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