TracerFox Posted January 17, 2016 Share Posted January 17, 2016 Okay folks, let me start this by saying that the final merge "modpack" I'm building will be for my own personal use only. I have no intention of ever uploading or claiming any kind of credit for the mods I intend to use. Now, with the ass-covering out of the way. As the above disclaimer implies, I am working on a personal-use "modpack" for FO4. I'm using a LOT of mods for Fallout 4. So many in fact that I can't load them all at the same time. In order to cut down on the number of active plugins being loaded, I'd intended to start merging the content of various plugins. This led me to realizing just how many conflicts exist with the mods I'm using, so I decided to sort some of those out too while I was at it. Things kind of snowballed from there, but whatever. I've put in enough effort by this point I'd rather not scrap it and start over if I can avoid it. Right now I am attempting to copy two records from Arbitration (specifically the Grenade Spam and Grenade Detection plugins) into my new "Merge Modpack" plugin. I used FO4Edit to copy the records from Arbitration as new records into the Modpack. However, upon opening up the new records in the merge, I find that the FormID within the record header is showing "Error: Could not be resolved". When I look at the actual hex of the FormID, I can see that it's using the 00 load order prefix from the game's ESM!So here's my question, how do I edit a record's FormID to give it the proper load prefix? Here's links to a couple screen-caps I took to illustrate the problem.Here you can see the Arbitration source record on the left, and the new Merged record on the right. Note the FormID hex and error.Here's the plugin list with the Arbitration and Merged trees expanded. Here the FormID shows the proper load prefix. So can anyone tell me why the two FormIDs are not matching up, and what I can do to resolve this? Link to comment Share on other sites More sharing options...
Ethreon Posted January 17, 2016 Share Posted January 17, 2016 You're better off waiting until CK is released and mods are reworked using the new tool, with more indepth control. This is kinda pointless since most of them will be changed. Did you try using "copy as override into" function? Link to comment Share on other sites More sharing options...
count9us Posted January 17, 2016 Share Posted January 17, 2016 Past Bethesda games eventually had something called a Bashpatch (I believe that was the name) which did just that. Not sure if it can be used for FO4 mods. Might want to wait for that tool or as last person said for at least the CK to come out. Right now the T5edit is a work in progress since they don't even know what all the code does. They are also waiting for the GECK to fill in the rest, is my understanding, Link to comment Share on other sites More sharing options...
Ethreon Posted January 17, 2016 Share Posted January 17, 2016 Bashed patch is made with Wire Bash, it's a 3rd party tool. Beth never offered any merging tools aside from SK. Link to comment Share on other sites More sharing options...
count9us Posted January 17, 2016 Share Posted January 17, 2016 I'm sorry I wasn't clear, I didn't mean it came from Bethesda but that people used them in the past Bethesda games. Yes, your right on the name, it had escaped me as I was writing my first reply. Thank you. :laugh: Link to comment Share on other sites More sharing options...
Ethreon Posted January 18, 2016 Share Posted January 18, 2016 NP. Anyhow, if you don't care working much, making merged patches now is ok. But there are plenty fields that won't be merged (very important one is workshop based mods), where your merged plugin will contain nothing unless you manually edit and add everything. Link to comment Share on other sites More sharing options...
TracerFox Posted January 18, 2016 Author Share Posted January 18, 2016 You're better off waiting until CK is released and mods are reworked using the new tool, with more indepth control. This is kinda pointless since most of them will be changed. Did you try using "copy as override into" function? Unfortunately this doesn't work for my needs. Record overrides require the origin plugin be named as master for the destination plugin. This is fine when the origin is the FO4 master ESM, however doesn't work in my case since I'm trying to reduce the number of active plugins. If I have to leave the origin plugin active (since it's now master for the merge), that defeats the point.This is why I tried "Copy as new record" into a new plugin, unfortunately that's where I ran into the FormID issue shown above. NP. Anyhow, if you don't care working much, making merged patches now is ok. But there are plenty fields that won't be merged (very important one is workshop based mods), where your merged plugin will contain nothing unless you manually edit and add everything.I'm more than willing to do this manually. That's how I've been doing things to this point anyway. What I need to know is how to copy/import a original record (As in records which do not exist in the Fallout4.ESM) into a new plugin file.How does one normally make an original record anyway? Link to comment Share on other sites More sharing options...
Ethreon Posted January 18, 2016 Share Posted January 18, 2016 You can copy entire fields (eg. Keywords) or record by record with Copy as new record into... Thing is I don't use FO4Edit a lot more than looking for objects and changing my workshop mods, so not really sure. I'll try to get the mods you were working on and see if I can fix anything, and report back. Link to comment Share on other sites More sharing options...
TracerFox Posted January 18, 2016 Author Share Posted January 18, 2016 You can copy entire fields (eg. Keywords) or record by record with Copy as new record into... Thing is I don't use FO4Edit a lot more than looking for objects and changing my workshop mods, so not really sure. I'll try to get the mods you were working on and see if I can fix anything, and report back.Appreciate the assistance. If you'd like to reach me by live chat, I'll PM you my Steam name if you use that. Link to comment Share on other sites More sharing options...
Ethreon Posted January 18, 2016 Share Posted January 18, 2016 (edited) EDIT Fixed it. The author copied GMST (Game Settings) fields from fallout4esm and added it as master. You need to do the same for your plugin in order for the <could not resolve> to go away. Please test and reply. Edited January 18, 2016 by Ethreon Link to comment Share on other sites More sharing options...
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