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Updated F4SE to newest version, error messages show up


Tarran61

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I can understand the need to not mess with Bethesda DLC's at this time. I was really thinking that I might need to look at the mods used that I think have the same reference to items that Bethesda DLC's have. Once those reference item's are cleaned out I wouldn't have these messages come up with LOOT. I have also noticed that when in the build menu I have items listed twice in different places which is really confusing sometimes.

 

I want to thank everyone for the replies. I think I will just ride it out for now since this is so new to me. Thank you again!

 

WesSeH, thanks for the video from gopher, it was helpful in understanding what LOOT was telling me in the image in my OP above.

Checked LOOT again, seems its just the DLC's showing the messages. None of the 255 mods Im using show the message. My bad. Right now I will live with it but will following this topic to see where it goes.

 

I apologize if this seems like it was directed at you. It was not. I was trying to get to the bottom of the other claim in this topic. I wasn't trying to suggest any other mod should show this, except for when people from the loot add suggestions to the list for offending mods.

 

WesSeH, I took no offence to your reply at all. I found it helpful, thank you for speaking your mind.

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As for tarran61, you had mentioned items listing twice in your build menu? Do you use any mods like home maker or SSEx and SKE with them? I know home maker has something to remove duplicates. If you are experiencing it with out the use of any mod like that, then I am unsure why that would be. However that is the only reason I can think of as to why you may see redundant items, possibly under the mod's name?

I do use Homemaker, I need to look into those options to check for duplicates. Thank you for pointing that out. Its the reason I stopped looking at SSEx and SKE.

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So, besides the argument that there is zero benefit, is there any consensus on that having deleted references are intended and should remain for specifically fallout 4? I know identical to master records aren't needed, but not entirely necessary.

I want to be clear that you aren't just telling me this and you have some sort of empirical or authoritative answer from others on this? I understand what an error is and I understand what a deleted reference is and an identical to master record is. Which is what the cleaning consists of correcting.

 

I mean gopher seems to understand what he's talking about. Howeveerr the opinions expressed here seem to be differing on this. Gopher provides me with valuable information and you guys seem to know something I do not. If you can share that information, I would really like to know. If this is a general consensus expressed by most people in the fallout 4 community, that would be good to note and I will gladly take that into mind and revert my files if it will break my game. Loot says one thing, and while gopher doesn't have a fallout 4 video covering this, his information still seems highly relevant, but that doesn't mean it supports the case here. You might be right. This might be my fault for not discovering that I shouldn't clean my fallout 4 files.

 

 

"Dirty" edits do not cause harm, they only take some space, which is very very little. (at least in the DLCs, cleaning mods is a different topic.)

Deleted Refs can be a problem, but its very unlikely that you run into issues with those. It happens, when a mod user does something with a tree for example, that bethesda deletes with a DLC. The engine tries to do something with the tree and runs into a hole. As many people use DLCs those issues are detected by mod authors and they are fixed.

 

So in the end, there is no need for that.

 

Correlation does not equal causation and as I pointed out the crc of the uncleaned master files will get this error. I really don't think having the latest f4se caused this. I had been given notice to cleaning my master files prior to this and I cleaned them accordingly(because cleaning is easy and takes 2 minutes at the most) and I am fairly sure people who are making this speculation are wrong.

This seems like a long excuse for the possibility that a mod maker may know about the issue before hand and you are certainly taking more time to do this than it takes to clean them. That aside, what if a mod maker has cleaned their files and create a mod and they release it with out being aware? Moksha has told me that it made fallout 3 and new vegas much more stable after doing so, but pointed out fallout 4 was already stable.

I mean there are pretty bright members of the community that recommend it in the step project for skyrim, the loot people obviously recommend it and obviously gopher did too and provided a quick easy tutorial on how to do it. However I still have to brush all that aside for the off chance you are completely right and it would only be a 2 minute project to clean them. So I think I will choose the non lazy route here.

 

I mean this is a bit off topic, but more to your logic. I never thought arthmoore's unofficial patches would break my skyrim game. It however did. At the time when it was discovered by people on the forums what was going on, it was believed to be unfix-able, however with the advent of the script scalpel, they were able to correct the error. Well I started over with fresh new mods at that point and arthmoore had corrected that error in the mod itself. So my point about this is, I can trust nothing will ever happen or like moksha had mentioned to me, this helped stabilize his fallout 3 and nv games.

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