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FO3Edit Master Updating


jakelad

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After researching as much as I could on the forums on master updating with FO3Edit, it seems that there is no conclusive consensus as to whether this is a good idea or not, especially since we moved on from official patch v1.5.

 

It's really confusing to see all this conflicting information - it's like reading news articles on what is or isn't good for you (ok I'm exaggerating a bit...) - one day red wine reduces cancer risk, the next day it increases it!!

 

Also, I've read that some mods should not be master updated, e.g.: Fallout Remastered, any of the Clean Deluxe mods, Attentator's Wasteland Economy...

 

Does anyone know if there is now a clear idea on this within the FO3 mod community? Or if not, what are your opinions?

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The only reason to change a non-master plugin into a master for an end-user is to correct the navmesh bug. If a plugin contains new navmeshed cells, it should be distributed as a master in the first place.

 

There is no reason to run the MasterUpdate function in FO3 or FNV.

since I don't really understand the issues involved - I will ask the annoying question

 

master updating is used to cure the k-rash on save bug/issue

(also diagnosed by suicide trick)

 

so is this bug directly related to navemeshes?

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None of it's related. Crash at save just randomly happened on some game starts about 12 hours into the game. Master update somewhat randomly ended up fixing that on both FO3 an FNV. Master Update came about from new patches breaking the game around 1.3 an 1.4 after that it wasn't needed anymore. It still works great for crashing at save or loading masters after plug ins, but you shouldn't need it for either.

 

Navmesh an race are not buggy perse, but if it's not done correctly then it won't work correctly. In the case of navmeshes it will cause crashing. If publishing to master resolves these issues, great. However it's a indication of poor working knowlege by the modder as these issues don't exist in quality work. The only actual problem with .esp is loading them as masters in the CS/GECK which doesn't work so well.

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  • 1 year later...

Can someone help me? I have done everything I can think of to get MUM and MRM to work and nothing. They simply won't work. I really need to use the MUM to reset my Ids. I have a load order that won't change. Both MUM and MRM just run as FO3Edit? They are located in my c:\\Games folder and are both named proplerly in my FO3 Game of the Year folder with all my other executable's? I have even disabled UAC and ran software to disable SecurRom? I am running windows 8? Nothing I do seems to work? I have tried the 3 latest versions of FO3Edit and still nothing?

 

Please help as I really need to get rid of these NAV Mesh problems? My load order shouldn't be important here as I can't change the ID's even if I wanted to?

 

Thanks

 

charliemc

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  • 5 years later...

Can someone help me? I have done everything I can think of to get MUM and MRM to work and nothing. They simply won't work. I really need to use the MUM to reset my Ids. I have a load order that won't change. Both MUM and MRM just run as FO3Edit? They are located in my c:\\Games folder and are both named proplerly in my FO3 Game of the Year folder with all my other executable's? I have even disabled UAC and ran software to disable SecurRom? I am running windows 8? Nothing I do seems to work? I have tried the 3 latest versions of FO3Edit and still nothing?

 

Please help as I really need to get rid of these NAV Mesh problems? My load order shouldn't be important here as I can't change the ID's even if I wanted to?

 

Thanks

 

charliemc

How did you end up fixing this? I've been having the same issue.

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