phoneyLogic Posted August 31, 2011 Share Posted August 31, 2011 Hey folks, recently I recognised that plugins which has been created with GECK 1.4 only seems to successfully load with FNV-Version 1.4.0.525. Due to bugs introduced with patch 1.4.0.525, some folks seems to stick with patch 1.3.0.452, which I would have done as well, if Steam would have let me a chance. For them, plugins created with GECK 1.4 fail entirely. So I'd like to know:Is there something mod authors could do to make their plugins compatible with prior game versions? Maybe using FNVEdit or other tools to convert a Plugin into an earlier version? Link to comment Share on other sites More sharing options...
phoneyLogic Posted August 31, 2011 Author Share Posted August 31, 2011 UpdateThere seems to be a very easy way to downgrade a Plugin using FNVEdit. Probably I'm the only one who didn't knew already :happy: , but anyway here's the How to1) Load the Mod in FNVEditHave a look to the Header, its version is probably saying 1.340000http://www.loaditup.de/files/645742_76gk3ysuv9.png 2) Highlight all records of a mod except the File Header, right-click and choose "Deep copy as override into...".http://www.loaditup.de/files/645743_fe5xarenxm.png 3) In the upcoming dialogue create a new plugin.http://www.loaditup.de/files/645744_7s5ywf66ay.png 4) The old Plugin will be added as Master to the new file header which now shows version 1.32 instead of 1.34.http://www.loaditup.de/files/645763_5rqxvn6tzp.pngRemove the assigned Master from the header and save the plugin. Finished. Simple as that. A Plugin created this way should be compatible to any FNV-Version - well, in theory. This trick might cause issues, if you are using new commands which has been added with certain patches. If this doesn't work or if you have remarks, feel free to shed some light upon here. Link to comment Share on other sites More sharing options...
Sunnie Posted September 1, 2011 Share Posted September 1, 2011 That only works if the mod doesn't use any feature or function that requires the newer version game engine and toolset, which is why they don;t allow newer mods to load in older version engines. Otherwise, it should work. Link to comment Share on other sites More sharing options...
phoneyLogic Posted September 1, 2011 Author Share Posted September 1, 2011 That might be quite a serious problem since some Patches seems to change a lot. My mod I used as example here didn't use or modify anything of the FalloutNV.esm which would differ with various patches. So it should be save. But in other cases, it would be up to the Mod-Author to decide if a downgrade of the plugin version would make sense or if it would cause issues for those who stick with prior FNV versions. And if there are any concerns, it would be best to give up the compatibility. Maybe it would be even better to re-save any plugin which has ben created using FNVEdit in GECK. Link to comment Share on other sites More sharing options...
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