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bash tags with FNVEDIT. i think that what im trying to do


spankenmonkey

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on this site http://wiki.step-project.com/User:EssArrBee/FalloutNewVegas .

 

i am trying to

Right click the list and "Select None".
Tick "YUP - Base Game + All DLC.esm" and "Cut Content Merged.esp", then hold shift and click [OK].
After xEdit loads, click record 00134094, then drag line BMDT - Biped Data from the YUP - Base Game + All DLC.esm column, to the right, Cut Content Merged.esp column
but i cant see were to record 00134094
what did i miss?
thanks
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http://wiki.step-project.com/User:EssArrBee/FalloutNewVegas

 

thanks for the reply.

 

i am working with the addon content mods

rotfacetoriches.esp
kochandbohr.esp
avangraffscorned.esp
athornysituation.esp
awilderwasteland.esp
Pacersgambit.esp
Cut Sewers Restored.esp
No more giant manhole covers.esp
Strip Wall Billboards.esp
Uncut Wasteland.esp
i have merged them with Merge Plugins stand alone.
after the merge he says Bash tags need to be added and to use FNVEDIT
i made it to After xEdit loads, click record 00134094, but i dont understand were .
thanks again for your help
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Okay. You appear to be referring to section 15.2 "Generate Bash Tags" of the procedure.

From what you said, it appears your first mistake is actually at Step 6. You need to be selecting a single "non-vanilla" or DLC plugin. As they point out, if you followed the rest of their guide, that would likely be "YUP - Base Game + All DLC.esm", but it might be any mod. What it should NOT be is any of the DLC whose file names they list in that same sentence.

The reason I think you might have selected the wrong plugin is because the record number you say you clicked on (00134094) is one in the "FalloutNV.esm" file. (I can tell this from the "mod index" portion of the record ID, the first two characters. "FalloutNV.esm" is "00", the first DLC should be "DeadMoney.esm" at "01", etc. With all the DLCs and "Pre-Order Packs" they would take up slots "00-09".)

That might simply be in the first non-vanilla plugin, but in Step 8, you should <right-click> on that non-vanilla plugin file name in the left-hand pane. Not on any particular record. At this point you shouldn't have expanded the plugin at all so you wouldn't see any records.

When you <right-click> on the plugin file name, a "context window" will popup with a list of options. As per the instructions, you select "Apply Script". That will have a "downward pointing" arrow on the right edge of the field, which you click on to bring up a list of the xEdit scripts. Select the "BASH tags autodetection.pas" script. It will run against the selected plugin. Normally a mod author will put such "bash tags" into the mod header. I can't recall if this script that or outputs some file with the tags, so check after the first time you run it.

The first step of that part of the STEP procedure is to download a xEdit script from an unofficial source (mega.nz). I don't know when that section was last updated or when that linked script was written, but the script currently included in xEdit 3.2.0.0 is dated 16 Nov 2015. Personally I would go with the xEdit included one first.

While that script accurately (as far as I can tell) informs you as to what tags apply to a particular plugin, that does not mean you want to apply them all. The purpose of such tags is to inform the "Bashed Patch" build process that you want earlier loading plugins to be "the winner" for those types of records when a later loading plugin would otherwise be considered the winner. This is on a "record by record" conflict basis. In the case where more than one tagged record is in conflict, the normal "last one touching the record wins" rule prevails. So, it is still up to you to determine which plugin you want to be the overall winner for that type of record. The easiest way to "fine tune" those settings is in Wrye Bash/Flash on the "Mods" tab, which has a "Tags" section in the right hand pane.

And bear in mind a tag is an "all or nothing" winner for that type of record in that plugin. If you want a particular record of a given "tag type" from modB to win in one specific instance and a different record of the same type from modA (loading earlier) to win in another instance, then you are going to have to manually create a "merge patch" file that will go after the BP to cause an override of the BP resolution. See the wiki article "Merge Plugin Guidelines for Personal Use" article which covers the tools and process for a "merge patch" file. It all depends upon how important a particular winner to you.

-Dubious- [Edit for typos and links.]

Edited by dubiousintent
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ok i did what 15.2 said but i think that a different topic.

 

i am do the cut content part

 

Merging Cut Content Mods

  1. Open Merge Plugins Standalone through MO and click [OK].
    • TICK "Copy general assets" in the Settings->Integration tab.
  2. Hold ctrl and click every plugin listed below:
    http://wiki.step-project.com/images/thumb/4/40/Info-Logo.png/20px-Info-Logo.png Notice:If the plugins are contiguous holdshift and click the first then the last.
    • rotfacetoriches.esp
    • kochandbohr.esp
    • avangraffscorned.esp
    • athornysituation.esp
    • awilderwasteland.esp
    • Pacersgambit.esp
    • Cut Sewers Restored.esp
    • No more giant manhole covers.esp
    • Strip Wall Billboards.esp
    • Uncut Wasteland.esp
  3. Right click one of the highlighted plugins and goto "Add to merge", then select "<New Merge>".
    • In the popup, type the name of the merge and the plugin, then click [OK]. Cut Content Merged is recommended for both.
  4. Open the Merges tab and right click "Cut Content Merged" and goto "Plugins", then select "Check plugins for errors".
    1. There will be errors, so right click "Cut Content Merged" and goto "Plugins", then select "Resolve issues".
    2. Right click Uncut Wasteland.esp and select "Ignore errors", then click [OK].
  5. Right click "Cut Content Merged" again and select "Build Merge".
  6. When complete click [Close], to close Merge Plugins Standalone.
  7. The mod now resides in the Cut Content Merged folder.
    • It may not show in MO's left panel, so click the small tool icon dropdown above the left panel and select "Refresh".
  8. Move the folder right below Uncut Wasteland and make sure it is ticked.
  9. Untick all the mods that were merged from the list above.
  10. Bash tags need to be added for the plugin and there are a couple fixes to be forwarded. It is a good idea to do it now by starting FNVEdit and following these instructions:
    1. Right click the list and "Select None".
    2. Tick "YUP - Base Game + All DLC.esm" and "Cut Content Merged.esp", then hold shift and click [OK].
    3. After xEdit loads, click record 00134094, then drag line BMDT - Biped Data from the YUP - Base Game + All DLC.esm column, to the right, Cut Content Merged.esp column.
    4. Now do the same for line DATA - Data and DNAM -.
    5. Now expand Dialog Topic->0010E028.
    6. Click record 001205A6, and then drag line Responses->Response->NAM1 - Response Text from the YUP - Base Game + All DLC.esm column to the Cut Content Merged.esp column.
    7. Repeat the exact same operation for record 001547A4.
    8. Now right click "Cut Content Merged.esp" and select "Apply Script"
    9. Choose "Generate Bash Tags" from the dropdown and click [OK]
    10. When asked to add the tags to the header, select [Yes]
      • Tags that should be added:
        • Actors.ACBS
        • Actors.AIPackages
        • Actors.DeathItem
        • Actors.Stats
        • C.Light
        • C.Water
        • Factions
        • Graphics
        • Invent
        • Names
        • Relations
        • Scripts
        • Stats
    11. Close and ONLY save "Cut Content Merged.esp".

Cut Content Merged

  • Author: MoBurma, sandbox6 (99%), and You (1%)
  • Version: v1
  • Changelog: This tiny changelog is provided for users that may have already done an older version of this section.
    • v1: Original version

This is the second example of how the merge plugin script and demonstrates a more complex merging procedure than the first. Additionally, there was also some instructions to solve conflicts with YUP, this is known as forwarding fixes. For the rest of the guide, any place that there is a mod or section to merge plugins and add fixes, it will have similar instructions. This is a great set of mods to use with the merge script. It restores lots of little parts that were left out of New Vegas that can now be added back in and enjoyed. Try going to the Hoover Dam and seeing some of the missing detail added by Uncut Wasteland or check out the billboard wall that surrounds The Strip.

i dont get how to find the record...After xEdit loads, click record 00134094....

  1. then drag line BMDT - Biped Data from the YUP - Base Game + All DLC.esm column, to the right, Cut Content Merged.esp column.
  2. Now do the same for line DATA - Data and DNAM -.
  3. Now expand Dialog Topic->0010E028.
  4. Click record 001205A6, and then drag line Responses->Response->NAM1 - Response Text from the YUP - Base Game + All DLC.esm column to the Cut

thanks again for for help and time

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Now we are on the same part of the procedure. So your problem at this point is not actually with "bash tags" but rather with understanding how to merge content from "YUP - Base Game + All DLC.esm" into "Cut Content Merged.esp".

 

In the left-pane you have to put that record number ("00134094") in the "FormID" field above the list of records, and it will jump to that record (shown highlighted at the bottom of the list in the left-pane). Notice that the "current record" information in the line above the "FormID" field line indicates the record you are looking at is actually " [00] FalloutNV.esm \ Armor \ 00134094 <ArmorRemnantsTeslaHelm>". That is where that particular record actually resides. All other instances are "overrides" of it.

 

Once you select a particular record in the left-pane of FNVEdit, the contents of that record appear in the right-pane under the "View" tab, with all of the loaded plugins that contain "overrides" of that record appearing in different columns. The "YUP" record contents are in one column, and the "Cut" contents are in another column. You follow instructions to select a specific line from the record (i.e. the BMDT line) from the "YUP" column and drag it to the right to add it to the "Cut" column. That is actually a separate step from identifying "bash tags", which occurs in step 10-8. At this point (steps 10-2 thru 10-7) you are adding record information from one mod to another.

 

What I posted before about "bash tags" still applies to step 10-8.

 

-Dubious-

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If a line has a red background, it means it is conflicting with another record, and due to it's position in the "load order" if the text is also in red it is a "conflict loser". So you don't want it anyway.

 

Remember what I said about the first record you find will be in the original plugin (i.e. "FalloutNV.ESM")? A later version of that record in another plugin has data that is conflicting and winning. That record's data "field" lines should be in the first column to the right, in the right-hand pane. And it SHOULD have a white, yellow, or green background. (See the "Information" tab for the explanation of the color codes.) If the conflicting record is in the "Cut Content Merged.esp" plugin, then you don't need to perform that step at all unless you want the details in "YUP" to be used instead of what is currently in "Cut Content".

 

I've not walked through that particular part of the procedure myself (I use Wrye Flash and a "Bashed Patch" instead), but I'm seeing that the first column in the right-pane is unlabelled and "common" to all the plugins with that record, and the second column is for related details in "FalloutNV.ESM", with the third column for related details (i.e. differences) in "Cut Content Merged.esp". The "BMDT - Biped Data" line is only present in the first column, so it's a data group label and I would expect that the record itself would either not be in the third "Cut Content Merged.esp" column at all or it has some different data. Otherwise, it would seem you have to select all the data under "YUP - Base Game + All DLC.esm" column in that section (Biped Flags, General Flags, Unused), and drag THAT to the "Cut Content Merged.esp" column. In which case when they say 'drag the "BMDT - Biped Data" line' it is a shorthand for "the related details" of that data group.

 

I think you need to post a screenshot with that record selected and the "View" tab showing all the related plugin columns before I can help any further. You can't post images here, so you will need to upload them to a hosting site (like FileDropper, which I like because it doesn't require an account). Then you can use the URL link feature of the forum (the green dot icon in the second row toolbar of the message "Reply" screen under the "Size" field) on any highlighted word to create a link to it.

 

-Dubious-

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HI

 

i gave up on this. its fun messen with mods but this took the fun out of it.

 

i tried to remove everything but yup and this addon content that made it green it still wouldnt move.

 

when my frustration lessens ill try Wrye Flash.

 

thank you for being so helpful.

 

 

another if i may.

 

when i install enboost i get weird textures. i can see shapes of buildings through rocks. i have disabled AA. steam overlay is off

those 2 are what google came up with. id like to run a ENB . i not haven alot of luck with this game. i have always been able to figure skyrim out with youtube and google. this games getten to old i guess,

 

thanks again

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ENBoost is an independent component of the "ENB Series". It shouldn't affect "transparency", which is what you are experiencing when you see objects through other objects. That means you have the full ENB Series installed instead. There is an ENBLocal.INI setting called "FixTransparencyBugs" that can cause that for some people. Change the "FixTransparencyBugs=true" line to "=false".

 

You need to read the "Solutions to Post-Processor (ENB/SweetFX et. al.) problems" section of the "Fallout NV Mod Conflict Troubleshooting" guide. It covers installation and solutions to common problems.

 

I do not recommend attempting to use anything other than ENBoost from ENB until you have an otherwise stable game. "Post-processors" can merely confuse the issue if you have a mod conflict or are suffering FPS slowdowns due to mods. You need to understand what your mod "load order" impact on FPS is before you add the "post-processor" FPS penalty on top of that.

 

If you haven't had much luck getting FNV to run right, then I suggest you read the "FNV General Mod Use Advice" article. That approach works.

 

-Dubious-

Edited by dubiousintent
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