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Serious question about error warnings in CK


greekrage

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I took part in the Ckit Beta so I had started with the first version of the launcher. It had always installed in my game folder so maybe it is a hardware thing. Like I said this isn't the first time I've had issues even though I'm running windows natively and not on some emulator.

Being that you own a mac? and that was the target ,is the graphics driver "Geforce by any chance? "

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Look at the shot, what does the CK look for ? meshes and textures only.

 

 

Hi,

 

I am a little confused. Hope you do not mind my asking some questions.

 

Looking at the shot you mention, there does not appear to be a Master file loaded, if there was, the Cell view (tucked behind the error window in your shot) would be showing the default internal cells for master file "Fallout4.esm". What master files do you have loaded in that shot?

 

Loading "Fallout4.esm" into CK. would that not then make the CK search for all ref made in the esm, which would include animations etc?

 

Fallout4 is optimized to use the ba2 files (not lose files), why would the CK be different?

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Look at the shot, what does the CK look for ? meshes and textures only.

 

 

Hi,

 

I am a little confused. Hope you do not mind my asking some questions.

 

Looking at the shot you mention, there does not appear to be a Master file loaded, if there was, the Cell view (tucked behind the error window in your shot) would be showing the default internal cells for master file "Fallout4.esm". What master files do you have loaded in that shot?

 

Loading "Fallout4.esm" into CK. would that not then make the CK search for all ref made in the esm, which would include animations etc?

 

Fallout4 is optimized to use the ba2 files (not lose files), why would the CK be different?

 

Don't be, I don't mind at all.

The shot as about the CK, not about the games files.

 

The CK will load all it's own files from the unpacker processes and you should see only 19 files, not 500 + file errors.

IT scans every things first for preload. IF there are any ported bad files found the CK will crash out or it will not load the master file when you select it.

 

Loading "Fallout4.esm" into CK. would that not then make the CK search for all ref made in the esm, which would include animations etc?

 

Yes, now every thing within scanning range will be scanned...just like Nmm process your hard drives. Now things get really heavy.

 

Fallout4 is optimized to use the ba2 files (not lose files), why would the CK be different?

Correct; The ck is not the game hun, it's a developers tools set. You can't package ba2's as a whole, you need to have the data for your mod you make from scratch in a source folder so it "can be packaged up into ba2 formats.

 

That means some tiles you need to extract and modify the files you need "if you need them separated as an over ride or else if you do NOT change them you end up with duplicate3 data and THAT will crash the CK and the game if it even gets that far.

 

If you decide you want to make changes to another mod using this tool, you will find out over time you need to edit starting from the very bottom of that mods world spaces in order to save the file correctly.

 

IF you are not online and logged into Beth, it will not package the files you need, and if so, you end up with missing data in the game. "My files are not showing up in game"

 

sound familiar?

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Hi Purr4me,

 

Many thanks for the reply/answers.

 

For the number of errors.

From the first post, I had presumed what was being refered to was the errors generated after loading a mod(which in turn loads the master(s)). Not just executing the CK. Possibly my error in reading the first post?. From my own limited use of the CK, I see very few errors generated when simply executing the CK(no master(s) loaded).

 

For the packaging of a mod(to BA2), then yes, they need to be lose files, as the CK cannot edit a BA2, but I have not yet found a need to have anything located in a "source" directory (although I believe that is needed when attempting LOD generation).

I admit to having very limited knowledge of the CK and have only made few/simple mods (mainly for own/private use), so I thank you for your replies/posts.

 

One more question if I may. On another thread you put forward:-

 

that each ref has an opposite to parent entry made as well VIA x edit's strange behavior.

https://forums.nexusmods.com/index.php?/topic/5094000-major-fps-loss-while-facing-certain-areas-in-my-location-mod/page-4

 

I am curious about that and wonder how you are able to see/edit those entries?

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(although I believe that is needed when attempting LOD generation)

I'll post a screen shot showing where this data is for the Ck, individual mods that change world space requires their own so that's the purpose of the source folder.

Lod.jpg

Edited by Purr4me
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that each ref has an opposite to parent entry made as well VIA x edit's strange behavior.

https://forums.nexus...tion-mod/page-4

 

I am curious about that and wonder how you are able to see/edit those entries?

ok your in for a shock here, you own Fo4? hope so becasue I'm gonna show you how this takes place.

EDIT: ok here is the old file (http://www.nexusmods.com/fallout4/ajax/downloadfile?id=82293) open it in xedit, and see if you can find

 

"what you find in the new file" (http://www.nexusmods.com/fallout4/ajax/downloadfile?id=82509)

 

But the data you find set as undeleted is not seen in the old file becasue it was not meant to be seen by you or xedit "it is hidden data now reset by xedit's program and also, in xedit on an item so set, scroll down and look at what the program did.

 

yes, you can put a stop to this in xedit's configs, but most never touch default settings and average mod authors starting out don't know you can stop this from happening because it's xedits default settings.

 

If I had issues with the program..you think I would be using it at all ? That's becasue I don't, it's a tool, it's a damm good tool, but you need to know how to use a tool.

 

Once a mod is built and has data in it not deemed required and you attempt to remove it ,all corresponding "shared data" gets shifted and incorrect ref's are placed in the wrong place, not only do i use the tool...I know how to use it properly.

 

It is and was said to the author of the mod "it's his choice to edit these settings or leave them. Other wise the mod would require a rewrite from scratch.

 

The issue here was FPS on approach out side and inside. Mistakes happen and he has learned from it. But I am not the author so I can't remove data or rebuild his works, all I will do is find a fix and send it back, it's up to the author to do other things with it. Not my place.

Edited by Purr4me
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(although I believe that is needed when attempting LOD generation)

I'll post a screen shot showing where this data is for the Ck, individual mods that change world space requires their own so that's the purpose of the source folder.

Lod.jpg

 

Hi,

 

Again, thank you for the reply.

 

I know where the default LOD is stored, it was concerning the "Source" directory I posted about. If attempting to create LOD, then a source directory is created by the CK, but that "Source" directory is always outside of the game/CK directory.

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