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Posted

So I made a mod, it's big(ger) and both the CK and F04 refuse to make the IDs smaller, claiming that it's too big.

 

 

Is there any way to bypass the conversion? I mean you can set the mod with an .esl flag but F04Edit still won't save the mod

Posted

I made the mistake of making a stupidly large mod and am still working on breaking into several submods, that is really your only option

Posted

Well in the end I don't need an option. Seems as if someone just has to disable an unnecessary esp.

Posted

If FO4Edit let you add the flag anyway, you would have a plugin that is practically guaranteed to break all the things. Here is an example:

 

If your broken mod was in slot FE003xxx, and you had a REFR record with the ID xxxx14E6, the game would load it as FE0014E6. If the mod you had at FE001xxx had a CELL record with the ID xxxxx4E6, that CELL would be overridden by the REFR record. This would cause BAD THINGS.

Posted

No. This is like asking how to cheat CPU to get 9 bits in a byte instead of 8.

 

Just for historic fun, there have been other bit/byte CHAR count systems (such as DEC, CDC and ICL mainframes). Which can be an interesting tech interview question: how many bits in a byte ? 8 is an OK answer, people with beards qualify "what system are we talking about ?" Ah, assumptions :)

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