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Having Trouble with FO4Edit


Intension89

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Error check, is to check for subentry errors inside a mod. Like if a mod uses another mod as a master an uses forms inside that master in new forms inside the .esp, an somehow the master gets removed or the subentries flag as an error or partial coruption in the multiple loading/saving adding/subtracting process of making a mod. In larger mods, where it gets messy an mistakes are made, often checking for errors helps because it will list the forms that have an error in them, at least for the creative process it's helpful sometimes.

 

Your mod would be finding a similar weapon, an then using it to "copy as new" Instead of "copy as override" that would make a new form Id for the weapon, edit all that stuff, the other assets you wanted to use or edit would be "copy as new" as well, if you are going to mod those, if it's just using vanilla assets, then it can get it from the master file, in this case, Fallout4.esm. That relationship of master/plugin just means any plugin that has a master, can use anything inside that master an the computer knows what it is.

 

It won't save because you're doing it wrong, or the install of xEdit (alpha) is busted, update it, IDK. Being that you can't save it, all you would be able to do is to record what you were doing with the program an upload it to youtube an let other modders watch it an tell you what you did wrong. Offhand, admin rights, an not readonly at the point of save might be needed. .Net (dot net) framework, I just use .NET 4.5.2, then 18 or so Visual C++ libraries, though it's from being a 64 bit machine an steam telling us to install both.

 

You could also go post on the download page for FO4Edit on Nexus Mods, maybe a better idea than listening to whatever seemingly random horsejunk I say. Sorry if it didn't help, I gave up early. Hope things are going well for yah. woo hoo, Fallout :D

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