Purr4me Posted December 22, 2015 Share Posted December 22, 2015 all modding goes thru Moall mods are installed by mo all tools are used thru mo all edited and data manipulations are done thru mo. any even if you wanted too, install FOSE as a mod VIA mo...this is cool cuz you can disable fose with 1 click. some ENB's will run this way too. Link to comment Share on other sites More sharing options...
derluxuriouspanzer Posted December 22, 2015 Author Share Posted December 22, 2015 They aren't directly installed into the game though. I dragged and dropped contents from the downloaded rar file into the game folder. Link to comment Share on other sites More sharing options...
Purr4me Posted December 22, 2015 Share Posted December 22, 2015 They aren't directly installed into the game though. I dragged and dropped contents from the downloaded rar file into the game folder.yeah, well that kinda hurts what we are doing. delete them and install with Mo Link to comment Share on other sites More sharing options...
derluxuriouspanzer Posted December 22, 2015 Author Share Posted December 22, 2015 Alright, I think I got it. So this is the file I can make changes to and will show in game? http://s4.postimg.org/i6a2n5ga5/image.png Link to comment Share on other sites More sharing options...
Purr4me Posted December 22, 2015 Share Posted December 22, 2015 looks right so far, jst follow the screen shots and then we will continue...I am closing my eyes...hopeing it all ok for you. I do want you to notice one of the two plugins contains "fose"...this fose code is where onams get generated which you will see in a bit. currently you can't see this data...but you can see fose code in the mod, the very code that caused your issue before. I am sure now that data will now save for you...it;s not over till the skinny lady here sings. very well done. save the file and continue till all instructions have been met. then we master it. .NOTE: I will be giving you 2 types of master choices....one strips out certain code while the other leaves that code intact. as an esp..after you have done all the instructions...checked for errors, it should match exactly as I already posted..to the last byte. when you do this over and over a few million times, you don't even think twice about such things....it's like riding a bicycle. bottom line here is, I have taught you how not to damage your mods. the null sound reference can only be fixed in the geck before you finalize it. once a file has been finalized, you can not re-edit it...you understand? in order to re-edit one of these, you need to know the background it was built from and source arrangements...exact details. so...at this point you ca now file those errors before adding in the cells . but make a decision. we all know consumption sounds exists in the game, this error comes from one of the two authors of the mods used, it matters not cuz this is brand new code. I will look some more into the fose requirements and see if it is really needed and advise you, how ever, a completed master works with out fose installed with this package regardless of fose.....why I am bring this up. I see no need in game for fose to even be there cuz it all works without. Link to comment Share on other sites More sharing options...
Purr4me Posted December 22, 2015 Share Posted December 22, 2015 what I am talking about [00:01] ColBoxLunch "Boxed Lunch" [ALCH:0404F5B8][00:01] ALCH \ ENIT - Effect Data \ Sound - Consume -> Found a NULL reference, expected: SOUN[00:02] All Done! this type of error must always be repaired using the geck as an esp file Link to comment Share on other sites More sharing options...
Purr4me Posted December 22, 2015 Share Posted December 22, 2015 Question---why? because other things like the pipboy things, triggers, and objects get attached to the entries...something no other editor can do. some times depending on what it is, spans across many DLC's and other mods. Link to comment Share on other sites More sharing options...
derluxuriouspanzer Posted December 22, 2015 Author Share Posted December 22, 2015 (edited) Btw, I meant to ask you help for a bug I've been encountering which probably is related to me using only GECK to make compatibility .esp files.One of the things that keeps happening to me in game is certain areas seem to trigger my character to eat food (or rather, the IMCN effects of eating food, like filling hydration or calories percentage, if you know what I'm talking about.) For example, everytime I'm near the front door of my megaton house, a message would come up saying I am currently eating, even though I clearly did not make my character eat. Is it caused by the compatibility patches that I made or was it a problem in the original IMCN mod? Edited December 22, 2015 by derluxuriouspanzer Link to comment Share on other sites More sharing options...
Purr4me Posted December 22, 2015 Share Posted December 22, 2015 (edited) now, on yours, in ex-edit with current mod /esp you run check for errors, and take this number (0404F5B8) and post /paste it ito the xedit ID box at the top and hit enter key, on the right, scroll all the way down to this line. http://s26.postimg.org/omx2fs0w9/player_ID.jpg Edited December 22, 2015 by Purr4me Link to comment Share on other sites More sharing options...
Purr4me Posted December 22, 2015 Share Posted December 22, 2015 it's things like this that are missed, you need a sharp eye to reconcile these bugs. mod's are made from the swarms of modders..all breads. Link to comment Share on other sites More sharing options...
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