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Version Control, some questions / problems ...


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NavMeshInfoMap is currently in use or could not be checked out.

You can solve this probelm by creating an esm in xEdit that contains the "navigation mesh info map" (Deep copy as override into...) , and merge your plugin to it.

The problem is that Version Control wont merge override records, if your plugin contains overrides (modified records from other masters) you need to copy them first in FO4Edit.

If you make changes to a vanilla record, and you want to merge it in your master, an override record of the original object must exist in your master.

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(My mod uses all of the DLCs as master files)

 

This can be a problem in the long term, the count of records can exceed the limit pretty quickly. Don't ask me for details on when it happens, I just know for a fact that it happens sunner or later, the master will not let you write more changes, and it could make your esm corrupt.

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Using all DLCs as masters would indeed cause trouble here, iirc the version control system simply does not work if a file has more than...two masters I think is the limit. It should give you a warning telling you you're doing it wrong and multiple masters aren't implemented "yet" because we're not making DLC yet, or something to that effect.

 

Other than that, the version control system does work if you set it up precisely as described in the CK wiki tutorial. It can certainly slow your workflow down quite a bit though, since you have to deal with checking records in/out all the time.

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As far as I know, it just isn't possible. Two masters is max, which allows for, at most, Fallout4 + the developer's .esp to merge into Fallout4.esm; or FO4 + 1 DLC + the developer's .esp to merge into the DLC. Bethesda never bothered to expand the version control system to support more than that because they just never had a need for it, I guess.

IIRC the error only shows up when you go to "commit" the changes, so you might never have seen it.

I did write an xEdit script that sort of works as a replacement:
https://gist.github.com/EyeDeck/9cc4a65c5156870dba2a3f60efd64547

The intended usage is to have a master (master count for that master is irrelevant), and a "dev" plugin for that master. Do whatever work you want with the dev plugin "actively" loaded in the CK, then run that xEdit script on your dev plugin when you want to commit those changes (because it's xEdit you can also review and/or tweak them first, which is handy), choose which master you want to merge into, and hit Ok. It'll copy all the changes you've made into the master (including renumbering and merging new records), and delete them from the plugin.

Note that it does not work with NavMeshes (I don't even know what happens if you do try to run it on a plugin with navmesh data). For that you'd have to have someone load the master up in the CK and do the navmesh edits on it directly. It also doesn't work with ESL-flagged dev plugins so don't try, and there may still be unknown bugs, but it's worked well enough for me when I've used it.

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