CryingRaven Posted July 9, 2017 Share Posted July 9, 2017 So if my title doesn't make it obvious, I'm panicking and desperate. So my story is as follows: I have a mod I've been working on for a couple months now, full of stuff like custom locations, cells, quests, weapons, npcs, the works. I make regular backups daily, but some days I make a lot more progress than others, and so my latest backup is far behind where I'm at currently. I just had the Creation Kit crash on me, resulting in a .tes file and a 0 KB .esp file. Using information I found around here, I renamed the .tes to be my mod once again, but some mod records were missing, namely my custom legendary mods and recipes. I also know some other random records are gone, like one out of many custom perks I made, and some cell edits it seems, but I'm at a loss as to knowing how I can see which records are still here and which are not. I've compared my most recent backup to my current mod in programs like FO4Edit and FalloutSnip, but I'm not sure where to go from there. Viewing some asset branches even causes FO4Edit to crash, which confuses the hell out of me, but I'm also pretty new to using it myself. So here's what I'm asking in a nutshell: Some of my assets/records are just gone from the current version of my mod, which I'll call 0.7 for now. They're just totally absent. No idea where they're at, but since they're records I made a while back, those assets are still in my backups from before of the mod, which I'll call version 0.6. Is there some way to copy or export the assets from 0.6 of my mod and paste/import them into 0.7? I've tried "copying as override" in FO4Edit, but I'm such a novice with that particular program I don't even know what to do from there. So if anyone could explain to me some way I might be able to salvage this situation, either by their own advice from similar experiences or maybe even a tutorial or something somewhere on taking assets from one mod and putting them in another without adding a mod dependency (or removing it if necessary), that would be exactly what I need and incredibly helpful. It would kill me at this point to have all this time wasted on a mod that I can't finish because of a setback like this. Any help would be greatly appreciated. Thank you for reading. Link to comment Share on other sites More sharing options...
JonathanOstrus Posted July 9, 2017 Share Posted July 9, 2017 So if my title doesn't make it obvious, I'm panicking and desperate. So my story is as follows: The short bad news. You're basically screwed. If the partial file for 0.7 is causing xEdit to crash when you try to open some trees then it's not worth trying to copy old content from 0.6 into it. This means the file is internally corrupted in some way. You're likely going to spend a lot more time trying to repair it, than it would to reconstruct what you added to it since 0.6. And I'm talking potentially days of repair work. If you have a partial 0.7, and by extension know what the changes you made were. To me it sounds like a much more feasibly solution to just take your 0.6 backup and use that as a starting point and redo the work. It should be able to go faster because you will have a list of what you had done right in front of you and can basically copy and paste (not literally) the changes back in. Link to comment Share on other sites More sharing options...
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