Purr4me Posted February 1, 2017 Share Posted February 1, 2017 I'll contact Greek and ask if I can edit his mod so you have something you can work with, current state is set as final so no, it will not save correctly in the CK. IT contains mistakes made from xedits programing set as default.[Filtering done] Processed Records: 1904189 Elapsed Time: 03:06Skipping: [NAVM:001AADDE] (in GRUP Cell Temporary Children of [CELL:0000DE60] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -12,13))Skipping: [NAVM:0008C72D] (in GRUP Cell Temporary Children of [CELL:0000DE5F] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -11,13))Skipping: [NAVM:001AADDD] (in GRUP Cell Temporary Children of [CELL:0000DE5F] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -11,13))Undeleting: [REFR:0008C787] (places FluorescentLightBeam01 [MSTT:0002B76F] in GRUP Cell Temporary Children of [CELL:0000DE5F] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -11,13))Undeleting: [REFR:0008C77F] (places FluorescentLightBeam01Thin [MSTT:0002B770] in GRUP Cell Temporary Children of [CELL:0000DE5F] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -11,13))Undeleting: [REFR:0008C77B] (places FluorescentLightBeam01Thin [MSTT:0002B770] in GRUP Cell Temporary Children of [CELL:0000DE5F] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -11,13))Undeleting: [REFR:00240C99] (places AMBWeatherRainFakeInteriorMetalMediummarker [sOUN:001E7706] in GRUP Cell Temporary Children of [CELL:0000DE5F] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -11,13))Skipping: [NAVM:000AA1ED] (in GRUP Cell Temporary Children of [CELL:0000DE5E] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -10,13))Skipping: [NAVM:001AADDF] (in GRUP Cell Temporary Children of [CELL:0000DE5E] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -10,13))Skipping: [NAVM:000AA1FF] (in GRUP Cell Temporary Children of StarlightDriveInExt02 [CELL:0000DE3E] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -11,14))Skipping: [NAVM:00189521] (in GRUP Cell Temporary Children of StarlightDriveInExt [CELL:0000DE3D] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -10,14))Skipping: [NAVM:00249578] (in GRUP Cell Temporary Children of StarlightDriveInExt [CELL:0000DE3D] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -10,14))Skipping: [NAVM:00189524] (in GRUP Cell Temporary Children of [CELL:0000DE3C] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -9,14))Skipping: [NAVM:00189525] (in GRUP Cell Temporary Children of [CELL:0000DE3C] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -9,14))Undeleting: [REFR:001B9CA5] (places Rubble_Pile_Debris_07 [sTAT:0019149F] in GRUP Cell Temporary Children of [CELL:0000DE3C] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -9,14) in Precombined\0000DE3C_72B39DA3_OC.nif)Undeleting: [REFR:00248DDD] (places Decal_Leaves01 [TXST:00247ABE] in GRUP Cell Persistent Children of [CELL:00018AA2] (in Commonwealth "Commonwealth" [WRLD:0000003C]))Undeleting: [REFR:00248DDA] (places Decal_Leaves01 [TXST:00247ABE] in GRUP Cell Persistent Children of [CELL:00018AA2] (in Commonwealth "Commonwealth" [WRLD:0000003C]))Undeleting: [REFR:00248DD9] (places Decal_Leaves01 [TXST:00247ABE] in GRUP Cell Persistent Children of [CELL:00018AA2] (in Commonwealth "Commonwealth" [WRLD:0000003C]))Undeleting: [REFR:0023E25E] (places Decal_moss16b [TXST:00232A66] in GRUP Cell Persistent Children of [CELL:00018AA2] (in Commonwealth "Commonwealth" [WRLD:0000003C]))Undeleting: [REFR:0023E25C] (places Decal_moss13b [TXST:00232A67] in GRUP Cell Persistent Children of [CELL:00018AA2] (in Commonwealth "Commonwealth" [WRLD:0000003C]))Undeleting: [REFR:0023E25B] (places Decal_moss13 [TXST:00230332] in GRUP Cell Persistent Children of [CELL:00018AA2] (in Commonwealth "Commonwealth" [WRLD:0000003C]))Undeleting: [REFR:0023E258] (places Decal_moss13b [TXST:00232A67] in GRUP Cell Persistent Children of [CELL:00018AA2] (in Commonwealth "Commonwealth" [WRLD:0000003C]))Undeleting: [REFR:0023E257] (places Decal_moss6 [TXST:0021CA99] in GRUP Cell Persistent Children of [CELL:00018AA2] (in Commonwealth "Commonwealth" [WRLD:0000003C]))Undeleting: [REFR:0023E256] (places Decal_moss13b [TXST:00232A67] in GRUP Cell Persistent Children of [CELL:00018AA2] (in Commonwealth "Commonwealth" [WRLD:0000003C]))Undeleting: [REFR:0023E255] (places Decal_moss13b [TXST:00232A67] in GRUP Cell Persistent Children of [CELL:00018AA2] (in Commonwealth "Commonwealth" [WRLD:0000003C]))Undeleting: [REFR:0023E254] (places Decal_moss13b [TXST:00232A67] in GRUP Cell Persistent Children of [CELL:00018AA2] (in Commonwealth "Commonwealth" [WRLD:0000003C]))Undeleting: [REFR:0023E252] (places Decal_moss13 [TXST:00230332] in GRUP Cell Persistent Children of [CELL:00018AA2] (in Commonwealth "Commonwealth" [WRLD:0000003C]))Undeleting: [REFR:0023E251] (places Decal_moss13b [TXST:00232A67] in GRUP Cell Persistent Children of [CELL:00018AA2] (in Commonwealth "Commonwealth" [WRLD:0000003C]))Undeleting: [REFR:000393E8] (places DinerDoorSingleR01 "Door" [DOOR:00035D06] in GRUP Cell Persistent Children of [CELL:00018AA2] (in Commonwealth "Commonwealth" [WRLD:0000003C]))Undeleting: [REFR:001B87E0] (places Sedan03_Static "Car" [sTAT:0019B427] in GRUP Cell Persistent Children of [CELL:00018AA2] (in Commonwealth "Commonwealth" [WRLD:0000003C]))Undeleting: [PHZD:000A2EC8] (places RadiationHazardStrong768 "Strong Radiation" [HAZD:00092536] in GRUP Cell Persistent Children of [CELL:00018AA2] (in Commonwealth "Commonwealth" [WRLD:0000003C]))Undeleting: [PHZD:0020532A] (places RadiationHazardStrong768 "Strong Radiation" [HAZD:00092536] in GRUP Cell Persistent Children of [CELL:00018AA2] (in Commonwealth "Commonwealth" [WRLD:0000003C]))Undeleting: [PHZD:0020532B] (places RadiationHazardStrong768 "Strong Radiation" [HAZD:00092536] in GRUP Cell Persistent Children of [CELL:00018AA2] (in Commonwealth "Commonwealth" [WRLD:0000003C]))Undeleting: [PHZD:0020532C] (places RadiationHazardStrong768 "Strong Radiation" [HAZD:00092536] in GRUP Cell Persistent Children of [CELL:00018AA2] (in Commonwealth "Commonwealth" [WRLD:0000003C]))Undeleting: [PHZD:0020532D] (places RadiationHazardStrong768 "Strong Radiation" [HAZD:00092536] in GRUP Cell Persistent Children of [CELL:00018AA2] (in Commonwealth "Commonwealth" [WRLD:0000003C]))Undeleting: [REFR:0020BC9A] (places LightBox [sTAT:000001F7] in GRUP Cell Persistent Children of [CELL:00018AA2] (in Commonwealth "Commonwealth" [WRLD:0000003C]))Undeleting: [REFR:0020BC9B] (places LightBox [sTAT:000001F7] in GRUP Cell Persistent Children of [CELL:00018AA2] (in Commonwealth "Commonwealth" [WRLD:0000003C]))Undeleting: [REFR:0020BC9C] (places LightBox [sTAT:000001F7] in GRUP Cell Persistent Children of [CELL:00018AA2] (in Commonwealth "Commonwealth" [WRLD:0000003C]))Undeleting: [REFR:0020BC9D] (places LightBox [sTAT:000001F7] in GRUP Cell Persistent Children of [CELL:00018AA2] (in Commonwealth "Commonwealth" [WRLD:0000003C]))Undeleting: [REFR:0020BC9E] (places LightBox [sTAT:000001F7] in GRUP Cell Persistent Children of [CELL:00018AA2] (in Commonwealth "Commonwealth" [WRLD:0000003C]))Undeleting: [REFR:00031B43] (places FenceChainlink03 "Fence" [sTAT:00001E16] in GRUP Cell Persistent Children of [CELL:00018AA2] (in Commonwealth "Commonwealth" [WRLD:0000003C]))Undeleting: [REFR:00031B44] (places FenceChainlink03 "Fence" [sTAT:00001E16] in GRUP Cell Persistent Children of [CELL:00018AA2] (in Commonwealth "Commonwealth" [WRLD:0000003C]))[undeleting and Disabling References done] Processed Records: 4241, Undeleted Records: 32, Elapsed Time: 00:00and this:at -9,14) in Precombined\0000DE3C_72B39DA3_OC.nif)+ there a ton of opposite to parent settings preventing you from saving data. Your patch draws from that. The above is just a quick Identification of an issue present.What your doing, you can't have any of that present in a master you edit, If that master your pointing to is not an actual master but an esp. I can reset this and test it, but I have to delete what I do until I get perms for it. This game does not contain bsa archives, not anything partially related to fallout3's data base in structure. This is a new animal. Yet the default. settings for the tool tells me all I need to know what happened to the mod. Standard mistakes seen a lot. Link to comment Share on other sites More sharing options...
SMB92 Posted February 1, 2017 Author Share Posted February 1, 2017 Cool. Are you seeing the occlusion bugs with my precull patches in game? Link to comment Share on other sites More sharing options...
Purr4me Posted February 1, 2017 Share Posted February 1, 2017 Cool. Are you seeing the occlusion bugs with my precull patches in game? yep ! and I also found your bug tooooo [01] nvvault1080.esp[Filtering done] Processed Records: 1599134 Elapsed Time: 00:32Skipping: [NAVM:00228BC8] (in GRUP Cell Temporary Children of [CELL:0000DDEA] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -26,17))Skipping: [NAVM:0022DD19] (in GRUP Cell Temporary Children of [CELL:0000DDC8] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -25,18))Skipping: [NAVM:00228BCD] (in GRUP Cell Temporary Children of [CELL:0000DDC8] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -25,18))Skipping: [NAVM:00228BCA] (in GRUP Cell Temporary Children of [CELL:0000DDA7] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -25,19))Skipping: [NAVM:001C7A3A] (in GRUP Cell Temporary Children of [CELL:0000DDA7] (in Commonwealth "Commonwealth" [WRLD:0000003C] at -25,19))[undeleting and Disabling References done] Processed Records: 11815, Undeleted Records: 0, Elapsed Time: 00:01 And the next one and the next one and several after that as the CK will walk you down memory lane as it goes. I'm gonna ask a really dumb question here...what is it you intend to do with these mods? The reason I ask is these things (0000DD01.uvd) Like that as an example also call for data and if it's set as deleted? what do you suppose will take place? trying to help you figure this out on your own. think it through. What is the most common reason a game or CK will crash? Link to comment Share on other sites More sharing options...
Purr4me Posted February 1, 2017 Share Posted February 1, 2017 What I told you in the beginning is you can not edit a mod while having other mods in front of it. The CK will in fact draw data from them down into your work. A long time ago, years now, a Fo3 team, one of the team members made this mistake, had Fellouts mod installed while editing a major mod. What took place? well lets say I came along and had to make the hard choices. When things are young, some things get excepted, but after a while, things just can't be avoided and decisions are made. It's really important you remember and maintain your wits about what you are doing. Your patch needs to be applied directly into the main file as an esp edit. But, because the way it is, you will chase your tail and grow a lot of grey hair figuring it all out the hard way. That's why I'm here...to help you. Link to comment Share on other sites More sharing options...
Purr4me Posted February 1, 2017 Share Posted February 1, 2017 (edited) So, which of the two mods are you intending to fix or edit? results fro ma sort and order of that sort. Edited February 1, 2017 by Purr4me Link to comment Share on other sites More sharing options...
SMB92 Posted February 1, 2017 Author Share Posted February 1, 2017 Suppose I didn't check if he had undeleted records in there, I assumed he followed standard protocol. This teaches me to check anyway before I run my generations. Getting ahead of myself with my own systems, haven't worried about theirs....  What I'm trying to do is build a single master patch that contains all the precalc data for a bunch of mods. Something everyone seems to be afraid to try. I have Sanctuary Restored, Eli's Red Rocket, Immersive Drumlin Diner and Starlight all working together in a single file that was made together, apart from that one bug which is present even with that mod alone.. I basically want to conquer this system in it's entirety, cleanup downtown Boston, and publish an article on this preculling system and how to work it properly :) It seems I've neglected to check the authors work first, getting a bit a head of myself. While I thank you for reminding me to my homework, in the case of these mods it is absolute necessary to load them together. So far with the methodology I've worked out, everything's been fine, data looks good in xEdit, runs great in game.... Then I ran into these 2 little bugs.... But now I am curious, if the newly generated Vis file called for an item that is deleted, why did it try to add it in when I ran a new generation? I know it's bad practice anyway, but does this mean it will also incorporate "initially disabled" records, requiring them to be on scene? That would be a tremendous bug in Beth's system. That'd make it impossible. Now in the case of Vault 1080, did you try to precombine the meshes with the assets installed? (not vis - that comes after - just the meshes first). Because I can generate the precombined meshes fine until I add in those custom assets, so I am having doubts the missing Navmesh data is actually having any affect on this particular system... Although it's all to obvious that xEdit reported them... So Generating Vis includes Navmesh.. I dunno what to think.  I'll have to run some tests on that, thank you again for pointing these things out to me. Link to comment Share on other sites More sharing options...
SMB92 Posted February 1, 2017 Author Share Posted February 1, 2017 Sorry just to make it clear, I'm not working on all 5 of those mods together for the purpose of this post, I get those problems with those mods alone. I was just saying what I my goal was. And best to add this now, when I've been making these precull patches I have been flagging all the mods involved as ESMs. Otherwise my ESP won't have any masters and be full of orphans. Link to comment Share on other sites More sharing options...
Purr4me Posted February 1, 2017 Share Posted February 1, 2017 Suppose I didn't check if he had undeleted records in there, I assumed he followed standard protocol. This teaches me to check anyway before I run my generations. Getting ahead of myself with my own systems, haven't worried about theirs....Understood. What I'm trying to do is build a single master patch that contains all the precalc data for a bunch of mods. Something everyone seems to be afraid to try.And I have just now shown you why that is. I have Sanctuary Restored, Eli's Red Rocket, Immersive Drumlin Diner and Starlight all working together in a single file that was made together, apart from that one bug which is present even with that mod alone..Your patch needs to be applied directly into the main file as an esp edit - which you have done. "a single mod." It seems I've neglected to check the authors work first, getting a bit a head of myself.yes, but I'm not here to run it in ,just find out the cause and find a solution your going to be satisfied with. why did it try to add it in when I ran a new generation?Then where is the Original source come from...a "Master file" DLC, or main master. The last file wins, yours being loaded last will draw first from that which is first and then change if it is changed down the line. I know it's bad practice anyway, but does this mean it will also incorporate "initially disabled" records, requiring them to be on scene?Yes. That would be a tremendous bug in Beth's system.Correct. That'd make it impossible. Now in the case of Vault 1080, did you try to precombine the meshes with the assets installed?No, no sense in doing so with errors present. (not vis - that comes after - just the meshes first). Because I can generate the precombined meshes fine until I add in those custom assetsThat's correct. You will encounter issues. What I can tell you about navigation meshes is that they belong to the map and placements in the world spaces so assigned and can not be removed in a conventional manner. The CK controls all of that on save. IF there are incorrect edits made to the wrong mesh fields, you will see in game giant sections of the map and landscape just GONE. Holes in the map, or lol some really funny things taking place, NPC's trying to walk through walls and things. IF I have shown enough to get you started in the right direction, then I'll leave you get back to it. I think what your trying to do is great, sort of like a merged patch or bashed patch, only you really can't copy errors into it, so because none of the programs will do that, They Omit those and kill the off sets of those objects and change how the world spaces show up in game. IF you need anything more? ask and I'll see what I can do. But to edit Greeks data or Vault 1080, I will have to ask first. Link to comment Share on other sites More sharing options...
Purr4me Posted February 1, 2017 Share Posted February 1, 2017 Sorry just to make it clear, I'm not working on all 5 of those mods together for the purpose of this post, I get those problems with those mods alone. I was just saying what I my goal was. And best to add this now, when I've been making these precull patches I have been flagging all the mods involved as ESMs. Otherwise my ESP won't have any masters and be full of orphans.That's bad ! That changes so much you would not understand. Link to comment Share on other sites More sharing options...
SMB92 Posted February 1, 2017 Author Share Posted February 1, 2017 Sorry just to make it clear, I'm not working on all 5 of those mods together for the purpose of this post, I get those problems with those mods alone. I was just saying what I my goal was. And best to add this now, when I've been making these precull patches I have been flagging all the mods involved as ESMs. Otherwise my ESP won't have any masters and be full of orphans.That's bad ! That changes so much you would not understand. Really? I thought it was a good thing to flag them as ESMs, because CK won't "change them" and my patches get the right masters added to them - it won't seem to add the mod files as masters to my patch if I don't? Or would you say it's better to create a blank plugin in sEdit, add the master to it manually in the header and then work on it? If what your saying is true and even objects that are "initially disabled" have to be included in the precombined meshes or preVis UVDs, making them force rendered if we have this system on, then the system is completely broken. Maybe I'm not understanding something here, but that makes me think It can't be used for anything apart from vanilla! And in that case how come I have it working on mods like Sanctuary Restored, where he completely changed the area? The only way I could think of making anything really work is if you never disabled it, and just dragged any items you want removed from a cell 20 thousand leagues under the cell, and put a big occlusion box on them all. But how impractical would that be? Sorry for ranting, but this is a truly terrible revelation. I might as well give up now. I started working on a cleanup mod for the Commonwealth, I spent an hour cleaning up Trinity plaza of excessive assets. What's the point if it can never be compatible with anything! Again thanks for all this info, it's hard sometimes to make sense out of it all by oneself and thy experiments :D Link to comment Share on other sites More sharing options...
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