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Update.esm looking bad


miguick

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SOLVED: so I had the uncompressed Strings folder from a previous patch, and it was making name subrecords go bonkers due to erroneous overwrites to them. Deleted the strings folder and all is good now.

 

 

For a while now I've been playing Skyrim SE, trying to complete a vanilla playthrough with just the Unofficial Patch. When the CC launched, I grabbed Survival Mode for free because hey, it couldn't hurt. I figured I'd just leave it deactivated until I fancied trying it out. But something has gone very wrong.

 

From looking at stuff in SSEEdit, I suppose the modus operandi of the CC is latching all new stuff on the Update.esm. Now I'm seeing that almost everything that Survival Mode has touched has lost their name subrecords. They appear as <Error: Unknown lstring ID 00002453> and the like. In game, I can no longer see my Orcish armor pieces when viewing my inventory since they are affected by this issue, they show as <MISSING NAME> in the enchanting menu and such.

 

Has someone seen this issue, or understand what's happening?

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I don't use CC content, but I did play around with the new ESL data format. So I guess I am possibly one the few that can answer this. There is a new type of lite master data file, that ATM isn't support by the released versions of the tools. You will need developer versions of SSEEdit & LOOT to see these ghost files, that are invisible to released versions, starting the Myth that beth was adding content via Update.esm. This is a game changer, & it will require a new set of rules in regard to load order management & how many registered mods you can have. Ranging from 255 to 4000+ Mods, average 550. The community & the tools are still in development mode, shock, & denial. Claiming it's for CC content only. How well you deal with this is up to you, can you roll with the punches? Your in uncharted waters at the moment.

 

This only applies to Games that are 64bits. SSE & FO4

 

https://www.creationkit.com/fallout4/index.php?title=Data_File

 

CC content uses this new format.

 

Development copies of Wrye Bash are here: https://afkmods.iguanadons.net/index.php?/topic/4966-wrye-bash-all-games/ Second post.

 

Development copies of xEdit are here: https://afkmods.iguanadons.net/index.php?/topic/3750-wipz-tes5edit/ Link at the bottom of the OP.

 

Pretty sure LOOT also has a dev version that supports sorting with ESL files.

 

 

On this page in a post by WrinklyNinja dated Oct 17 is a version of LOOT that support ESL

 

https://afkmods.iguanadons.net/index.php?/topic/5042-relz-loot-load-order-optimisation-tool/&page=4

 

 

Those are extracts from my post on ESL files, if you want to attempted to, fix this, with developer versions of the tools. But like SKSE64 alpha, there is no support. Unfortunately I use Wrye, & I have no idea how NMM is dealing with ESL files.

 

Good Gaming & Good Luck.

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Ok, so I used SSEEdit 3.2.1 and I can see a 'ccqdrsse001-survivalmode.esl' file in the load order... but that's not the problem. Maybe I wasn't clear, but it's the Update.esm the one with all those names changed to <Error: Unknown lstring ID xxxxxxxx> that is causing trouble. Hell, even that esl file is fixing some of those names by reverting them to their correct vanilla form, though it also looks like it would need a patch to bring it in line with the Unofficial patch as well.

 

I'm a bit surprised that no one else seems to have experienced anything similar, since a google search doesn't throw anything like what I'm experiencing. Well, I'll keep trying, thanks for the response in any case.

 

 

EDIT: oh for Pete's sake, forget it. I deleted the Strings folder, and all is good now. Screw this phantom issue.

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starting the Myth that beth was adding content via Update.esm.

Just FYI, but it's not a myth. Update.esm does in fact have several bits of support stuff for Survival Mode in there. Keywords and such, plus some edits to Papyrus scripting. Stuff we had to account for in the unofficial patch because it changed scripts and other things we had fixes for.

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Miguick, Thank you.

 

I had it right after I first got the update, though I didn't elect to try CC. I lost my lockpicks completely, and half of the armor at the forge had "no name" and couldn't be crafted. I ended up moving my entire data folder elsewhere, scrubbing the game and doing a new install, then adding my mods back as I went along. It fixed it, and i had not moved the strings back over. I wish I'd known it would be that easy. I can say, when I went to run wrye again, I got string warnings. Put the strings folder back in and got the missing lockpicks, no name armor issue again, deleted strings and it was fixed, and wrye bash didn't have any more string warnings.

 

More recently, added a few new mods, got the new update, no issues in game but wrye back to giving me string warnings. Had to extract new strings from the archives, install the folder, wrye went back to normal, then I was able to get rid of them and wrye stayed ok. It's looking like I'll have to keep putting the strings folder back, for wrye bash to work, the first time after an update.

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I don't use CC content, but I did play around with the new ESL data format. So I guess I am possibly one the few that can answer this. There is a new type of lite master data file, that ATM isn't support by the released versions of the tools. You will need developer versions of SSEEdit & LOOT to see these ghost files, that are invisible to released versions, starting the Myth that beth was adding content via Update.esm. This is a game changer, & it will require a new set of rules in regard to load order management & how many registered mods you can have. Ranging from 255 to 4000+ Mods, average 550. The community & the tools are still in development mode, shock, & denial. Claiming it's for CC content only. How well you deal with this is up to you, can you roll with the punches? You're in uncharted waters at the moment.

 

This only applies to Games that are 64bits. SSE & FO4

 

https://www.creationkit.com/fallout4/index.php?title=Data_File

 

CC content uses this new format.

 

The .esl files are only for small mods, though.

 

The upcoming PuzzleDungeon is an esm (as you can see if you open the Skyrim.ccc file in a text editor); and that's likely because it's going to be a much larger mod than the rest of the "creations" so far. It's possible that other CC esm files will appear in the future.

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I don't use CC content, but I did play around with the new ESL data format. So I guess I am possibly one the few that can answer this. There is a new type of lite master data file, that ATM isn't support by the released versions of the tools. You will need developer versions of SSEEdit & LOOT to see these ghost files, that are invisible to released versions, starting the Myth that beth was adding content via Update.esm. This is a game changer, & it will require a new set of rules in regard to load order management & how many registered mods you can have. Ranging from 255 to 4000+ Mods, average 550. The community & the tools are still in development mode, shock, & denial. Claiming it's for CC content only. How well you deal with this is up to you, can you roll with the punches? You're in uncharted waters at the moment.

 

This only applies to Games that are 64bits. SSE & FO4

 

https://www.creationkit.com/fallout4/index.php?title=Data_File

 

CC content uses this new format.

 

The .esl files are only for small mods, though.

 

The upcoming PuzzleDungeon is an esm (as you can see if you open the Skyrim.ccc file in a text editor); and that's likely because it's going to be a much larger mod than the rest of the "creations" so far. It's possible that other CC esm files will appear in the future.

 

 

I am aware of 2048 reference limit... Plus how the combination of references in ESL affects the total numbers of ESL you can have. Plus the aaaallllll other Stuff... thanks... Plus if your gonna nitpick, I didn't say CC content ONLY USES THIS FORMAT.

 

 

starting the Myth that beth was adding content via Update.esm.

Just FYI, but it's not a myth. Update.esm does in fact have several bits of support stuff for Survival Mode in there. Keywords and such, plus some edits to Papyrus scripting. Stuff we had to account for in the unofficial patch because it changed scripts and other things we had fixes for.

 

 

You know I generalize, but I don't use CC content, & my interest in ESL is self serving., & I stand corrected, but I was referring to content magically being added, with no file to be seen. I was aware update esm was updated, But wasn't aware of the changed the scripts, interesting... Thanks.

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