MoneyBagsModmann Posted October 12, 2017 Share Posted October 12, 2017 I've been working on a quest mod for a couple of days, loading up the .esp fine with no warnings. Now I'm consistently getting "File '(The .esp I'm loading)' contains forms which generated warnings on load. Check the EditorWarnings.txt file for <CURRENT> warnings." every time I add an NPC to one of my custom areas. Reverting back to an older version of the mod and loading that gets rid of the warning and loads fine but upon recreating the NPC from scratch and adding them back into the new area, the warnings return. So I'm wondering: Are these warnings anything actually significant or just another strange quirk of the creation kit? I'm just confused as surely adding one NPC wouldn't break the game, would it?I'm just very confused and would appreciate some help, thanks. Link to comment Share on other sites More sharing options...
kitcat81 Posted October 12, 2017 Share Posted October 12, 2017 I`d check warnings caused by my own files. Can`t remember how, but you can set a custom filter so it only shows errors from your .esp. Errors from your file should start with your plugin name. Link to comment Share on other sites More sharing options...
digitalpartisan Posted October 12, 2017 Share Posted October 12, 2017 Could you provide the specific contents of the EditorWarnings.txt file related to your content?I agree that warnings caused by your own files are to be dealt with. With the exception of a couple of incredibly obnoxious warnings which only come about as a result of merging one of my mods with its optional DLC-related plugins into an All-in-One package, I've dealt with every warning I've ever generated. At some point, I'm going to do the same with those other two just because I hate having to deal with those annoying messages.It's important to remember that we owe it to our users to make sure we're not messing with their save files (beyond what is needed to actually use the mod.) Odds are, you can perform a tweak or two in the CK (or in FO4Edit if you need to filter for dirty edits or the like) to fix the problem. If I had to venture a guess, based on what you've said here, the CK is just making a mess of something since dropping in a NPC should cause no issues whatsoever. Link to comment Share on other sites More sharing options...
speedynl Posted October 12, 2017 Share Posted October 12, 2017 (edited) when the error venster pop up click on the ...... it open a new window, you can set everything to hidden except your current esp, save under a new name(template), select this name,next time it show only the errors from your esp and some other the ck always trow at you(7-10) or so, by default the ck give a zillion errors but thats duing bad programming now if the ck say error check the window and see if they are from your esp(mod) click on the error line and it will bring you to xx lil notewhen you build a settlement and add wb/markers ect and save the esp, and load it again the ck give errors about this, this can be ignored, because the ck will add them to the right place, save it again and done for navmesh if the navmesh have errors the ck will tell you to, fix them and next time no error as for any npc, if you duplicate them, and rename them make sure the unique is uncheck, if checked the ck trow a warningi could trow in a zillion npc's and the ck never gave a warning about it, also check the templates if all set to none, depending on witch npc you duplicate lil walk true, duplicate any npc, renamed it, close window, open again change the things you wana change close againif you don't close the window after renaming there is a big change ck will reset the changes you made Edited October 13, 2017 by speedynl Link to comment Share on other sites More sharing options...
steve40 Posted October 13, 2017 Share Posted October 13, 2017 I've been working on a quest mod for a couple of days, loading up the .esp fine with no warnings. Now I'm consistently getting "File '(The .esp I'm loading)' contains forms which generated warnings on load. Check the EditorWarnings.txt file for <CURRENT> warnings." every time I add an NPC to one of my custom areas. Reverting back to an older version of the mod and loading that gets rid of the warning and loads fine but upon recreating the NPC from scratch and adding them back into the new area, the warnings return. So I'm wondering: Are these warnings anything actually significant or just another strange quirk of the creation kit? I'm just confused as surely adding one NPC wouldn't break the game, would it?I'm just very confused and would appreciate some help, thanks. The CK error messages could be real or benign, it depends. Investigate any errors caused by your mod and determine if it might be due to a real problem or just a harmless warning message. Link to comment Share on other sites More sharing options...
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