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I need help cleaning my mod / removing masters


AutisticAussie

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I've been working on a mod for a bit over a year now but can not remove unwanted masters.

It is a modification of Rayek's Mini Hideout, which I have permission to mod, and the

Hidden Spy Safe House

When I created it, I accidentally had several mods open that I was recreating content from. These included:

Leveler's Chamber - Used content from this

RR Companions Vault - Used content from this

Nos Cosmetic Resource - Used nothing from this

Umpa moves - Used nothing from this

Vault 172 - Used nothing from this but recreated content from this in a really shitty way after originally copying some content from this.

 

Anyway, I need t remove the last 3 masters and clean up this mod to work better.

I have tried doing this for over a year now. Used GECK and FO3 Edit with no success.

 

Can some one please help me do this. The mod is in the attached zip file.

Edited by AutisticAussie
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I've been working on a mod for a bit over a year now but can not remove unwanted masters.

It is a modification of Rayek's Mini Hideout, which I have permission to mod, and the

Hidden Spy Safe House

When I created it, I accidentally had several mods open that I was recreating content from. These included:

Leveler's Chamber - Used content from this

RR Companions Vault - Used content from this

Nos Cosmetic Resource - Used nothing from this

Umpa moves - Used nothing from this

Vault 172 - Used nothing from this but recreated content from this in a really shitty way after originally copying some content from this.

 

Anyway, I need t remove the last 3 masters and clean up this mod to work better.

I have tried doing this for over a year now. Used GECK and FO3 Edit with no success.

 

Can some one please help me do this. The mod is in the attached zip file.

took me 3 minutes so now I'll download the mini hideout mod to set the data for you.

EDIT: what is it exacly you did to this mod? all I see is every object in the mod has been duplicated....I don't see anything new or changed?

can you at least tell me what your intentions were?

 

yeah it's a mess, so much so it's not worth it to me to even guess ---what was done.

masters and their data were removed in 3 minutes time.

 

But the rest? sorry I have no idea what you want done.

 

ummmm-yeah.jpg

 

Edited by Purr4me
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Ok, I repaired your project for you. Removed all data from the erogenous masters you had mistakenly included.

Repaired the navmeshes in the tunnel you made, IT was just a real mess.

recompiled the mod and created the bsa archive it requires less the data from Nos, RR vault, and the others I found stuck in it.

 

I see you wrote some new scripts so those remain. I will place a download link in your PM box.

I have not ran this thing, not will I.

You need to prove to me you have rights to it before I even bother.

How ever, the work is completed. be more careful in the future.

 

Kitty Black

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  • 3 weeks later...

here is an update:

Best I can tell is the user here wants these two mods merged.

  1. https://www.nexusmods.com/fallout3/mods/6394?tab=description
  2. https://www.nexusmods.com/fallout3/mods/20747?tab=description

And then upload them for users to download. From My understanding of the rules here on the nexus? this is not allowable.

Not as your own work.

Yes I can do this for personal use for myself and add in a ton more to it as well but I would never upload them as my own work.

Full legal permissions are required and approval by an admin before such a thing can be done.

Then the question is Why?

 

Any one free to chime in here on this because that was not in any way any kind of agreement on my part and refused to do it.

To keep the user out of trouble that is.

 

Kitty

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Here's an update:

Got a really nice reply no one ever wants from another in my PM. (sarcastic)

issues-1.jpg

SO, the request was to remove the masters..OK I did that, here's the results from doing that.

 

[00:49] 00:46] Background Loader: Fatal: <EAssertionFailed: Found additional GRUP Cell Children of LCDrainageChamber "Leveler's Chamber" [CELL:0A000EA6] for LCDrainageChamber "Leveler's Chamber" [CELL:0A000EA6] (D:\Projects\TES5Edit\wbImplementation.pas, line 8047)>
[00:51] Background Loader: finished


 

 

Now, the mod can not contain records from other mods without having those mods present.

Ripping out the masters is really easy specifically if the work was claimed to be done over a year.

Now I get "hours of work" ? in a WTF moment in a reply?

Here's that result broken as expected.

Edited By Kitty Black... for the users protection you need to learn patient's.

 

Now, if you bother to read this you will realize the things I do and in the processes I do them are for your protection.

I have play tested the revised repaired version and found small bugs you can fix on your own.

My reputation is not important enough to allow loose ends flagellate in the wind.

(https://www.merriam-webster.com/dictionary/flagellate#examples)

So people here have no misunderstanding, things do not mature in the fashion you might expect.

II am busy but to the OP, If you still want the mastered version completely repaired to upload as your own mod, I will be happy to provide the code you requested VIA PM. you got one shot at it.

 

Never jump to conclusions.

 

End Edit.

 

this cannot-be loaded in this state in xedit/ fo3edit as is.

Stripping out the masters will cause the geck to crash because you need the geck to make the repairs needed to the plugin. the above fo3edit states clearly why that is and why the geck will crash.

 

Now after insulting me in a PM, I'll repair your crazy idea just to show you I was the only person here willing to help you.

and I'll put the dam thing here for you an anyone who might want to see this mess.

modded-esp-contains-these-errors.jpg

ripped data stuck in your mod from another mod.

------------------

NOW, Here's your Mod Fully repaired and correct as YOU SEE IT

Edited By Kitty Black. redacted for user Protection.

 

Chalk full of all those duplicated objects Thousands of lines of code all duplicated but completely intact.

 

I remove the tunnel navmeshes because they DO NOT belong to the tunnel.

 

Do NOT ever tell anyone here that offers to help you they are talent-less, or insult them again in a PM.

PS: I have the PM message stored in My E-mail account so you know nothing gets by me.

 

You really had nerve to say that. Seriousness aside.

I want apologies. here.

In the open. I am the only one who bothered to help you because that's what I do here, help others.

 

Stay out of My PM or I will block you. See Edits above.

 

 

I have here, sitting 2 versions of completed and cleaned up copies of this adventure, I took the time to fix all your bugs too and tested it in game, every thing works.

 

No more duplicated data. Thousands of lines of code painstakingly gone through. re-tested in the geck and repaired the bad navmeshes and left with ZERO errors other than the fose scripting popping up for the terminals.

 

What to do with them...Master file and plug-in file, either works. uploaded to my server.

 

 

Kitty Black

Edited by Purr4me
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  • 3 weeks later...

hmm, some how language is hard to make others understand things.

So there is no mistake ,all of the work you put into this project is FULLY intact, that means ALL of those mods data is intact.

All the tunnels, all of the passageways, all of the wasteland exits and entrances, all of the objects you put into it. Every item you ever used is INTACT.

Hundreds of weapons / cheats. Armors. all of it.

 

The bugs.

  1. the shelf / near the entry way that looks like a hotel slot boxes, or key boxes, needs to have collisions made for that *.nif file.
  2. the weapons will be found floating in the air after a trip down four floors deep, on return, it's all up in the air floating.
  3. as IS, no other bugs have been found. At least ass far as I care.

if you want them, you need to do what I asked.

packaged up and sitting on a server waiting just for you.

I will NOT share your mod with anyone so you know that.

 

Kitty Black

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