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Under Standing Duplicated Garbage And How To remove it


ccmechanic2

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Every one knows me, Every one is confused by me, well, I am going to un confuse you about all of this Under this topic, When I'm done, you will have an understanding that does make sense to you, possibly before I'm done, It won't take long So be polite and we shall iron this out. Once you understand this, you will be very Excited as to it's implications.

 

Step 1. Master file In this topic is FalloutNV.esm will be refereed to as M <<>> I am dealing with this in a mathematics forum sort of speak because that's what it is.

 

Step 2. Mod File esm will be mm 1 and so on.

 

Step 3. Mod file esp will be MP 1 and so on.

 

Step 4 M is the source file for all that follows. Most things in mm and mp will be duplicates from M.

 

Step 5. Mod mm is treated by the game engine as a Master file same as M<< this is your known logic as you know it. How ever It is not mastered, It is loaded with massive errors from the beginning and these errors are propagated through out the modding community by the mods made from it.

 

Step 6. Mod MP is treated as a Plugin mod, it is set to over ride MM and M. MP may contain some but not all of certain Items most common in the game. True OR false (y) (N)

 

Step 7 Mod file My file is LMP ( last mod esp) contains all of the M and DLC's mm Collision markers modified as you have come to know. My A4 Is set this way.

 

Step 8. If you have 5 mm's and 95 MP's ? How many times have you Duplicated these Collision markers? Most likely over a 100.000 times ! See the Big picture now?

 

Step 9. Your know logic has been to remove Redundancy as is this, In doing so, you corrupt the mm and MP's sectional file system within the mod, and don't even know it.

Strange things happen and you scramble about trying to fix and undue what you did. Take the simple road and be damned the rest. Right? Ah huh.

 

Step 10. So now we need to remove the duplicates. My LMP can only address so much on a wild world of many different set ups, But I have coded it in such a way to cover over a million plus users possible game setup's, That's a lot folks. But it doesn't and can never cover it all. I get 20 % coverage to see an improvement with what is covered here in this topic discussion. 100 mod's . That leaves 80% remaining junk I can not address.

 

Step 11. Mod's mm , If done in the same manner as my LMP is done, Those Collision Markers are not even seen by my mod, They don't exist at all, They are in the game and functioning but in my way, and not default, removed from processing , Garbage man is out to lunch and wont report to work. No interference can take place, faster processing begins to take place because there is less to process as instructed by mod mm and LMP.

 

Step 12. Mod's MP , all of them were to be done in this manner would remove all redundant errors that can occur with in these guide lines. It will not cover other errors that appear out side of this programming but Man will the games scream ! I have seen on a cheap low end machine such impressive graphic's and display Of high quality that can not possibly be done with existing ways you folks do things. This removes the burden on a cheap machine to the point it will meet if not exceed a high end machine using all the tweaks you use. I use none.!!! Just LMP, when I test a big mod, I use 4gig Enabler and that's it.

 

Step 13. Lucky number 13 ! yes well, it has to do with the injections seen but this only occurs when you folks alter too many other mods. My mod will replace your mistakes as it finds an open parking place, If you had not removed the data fro those mods? then my LMP would not inject anything in to M. From A4 on up, I had many mods in my directory so using the fnveditor to diagnose my LMP as I have seen with out hose mods preassigned was a total waste of your time. You are missing required data.

Step 14. Understanding how load order effects the numerical alignment with in M, MM,MP,and LMP is what you all foget about. Very important to know this when using the FNVeditor !!! Those numbers change friends when you switch the mods around, add and remove mods in between repairs and add on's and cleaning. You all do because I watched you state this so, it's one of the biggest hang up's in all of this. Do not forget these facts. This is where you miss out.. This is why you don't understand ME. Silly forgetfulness is no excuse. These things can be checked and very easy too I might add. What would be cool is if all the MM could not be touched Like I assigned read only attributes to them, That means nothing can mess with them. I will continue tomorrow, I am tired now, but you have something to chew on now.

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ooooo, that one is not a good idea Lol Edit: It strikes me funny though, just a thought, The reason that does not work is because of the errors that are already there in the M. If say make a copy of M and Convert it to MP, inside and out, set it as active and then hit that button, I wonder what that would produce? Could be interesting? But we know what's going to happen huh, but still? Edited by ccmechanic2
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Here is a good Idea, Tracking in game Glitch/crash area .It's goes like this, you run the game, get near the area of crashing point, alt tab out, Launch the geck, enable the mod your testing, and a Tsniped new Default mod set active. Now go back into the game and attempt to screen shot if does not crash because of that, alt tab back out and bring up the shot, locate the area in the GECK HOT ! Running HOT removes all doubt about what's loaded and your Character is Live in action, Some times you can actually see it there at that spot, You can look in the right coll-um for the items near your NPC dbl clicking them brings focus on that spot, you can now see what is causing the crashing.. Neat trick. It has never failed me. This was and is the only way I repair badly made mods for my self.
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@TTT Thanks,Mystery is a part of being an author, for a game site, this is my entertainment and I know many things I can play with that works wonders and are totally invisible and for those with a closed mind will not see it, those with an open mind can and has seen it. I love to make puzzles so how is this one doing?
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The first link is a default Hex view of my mod.

The second is an altered version uploaded by another user.

The third is the result of altering an altered esp and the results are what is not wanted in the game, Hence My posting of not modifying my mod.

 

Now, Pay close attention to the code numbers for the default Hex and compare the code numbers to the altered one. This is offset, A modified esp in the second shot.

Total and complete misalignment of coding sequences.

 

This was Either an attempt to help but i the wrong way and use of non gaming tools or grand standing. In either case wrong. As seen in the third shot, red conflicts are abundant across the board.

 

Standerd File Hex Water Not Edited

user uploaded

Results from 01 To 80 change smallworld removed Default Unknown 7

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