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How to duplicate a worldspace with all objects? (in FO4Edit)


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Try copying the precombines/vis objects, and rename the folder to your custom .esp. Maybe that does the trick.

I will try that ....

 

EDIT:

What? How?

 

I unpacked the Fallout4 meshes and textures and all other BA2 archives.

Under "Meshes/PreCombines" there are folders for the DLCs and a bunch of nif files.

It is not really "a folder for each worldspace".

So should I just copy all of those "loose" nifs into my mod and make a folder "Meshes/PreCombines/PreWarCommonwealth.esm" and put them there?

 

By the way, I already "removed" all the Precombine-Data from my ESM, like someone else suggested.

 

EDIT:

I copied all those meshes and the game still crashes.

Maybe I should try to go back to a version of that file "before" I removed that Precombine stuff and try again ...

Edited by YouDoNotKnowMyName
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Sorry if it has been mentioned before, but have you checked the game log files in <User>/Documents/MyGames after the game crashes?

The only thing there is a "scripts" folder that contains script-debug logs.

It even says in one of those files:

" This is a script log only and does not contain information on any other part of the game, including crashes."

So, do I have to enable crash logs somehow?

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My bad. Yes, that is Papyrus script logs only. Not sure if there are any other error logs.

 

If you open a cell in xEdit and find a static object reference, eg. "CovenantHouse".

Is it instantiated from your CovenantHouse static form?

I guess you could go the other way and find the CovenantHouse form in statics and check the Referenced by tab,

 

https://tes5edit.github.io/docs/2-overview.html#ReferencedByTab

 

Never copied stuff at this scale so I am not sure about the pitfalls. E.g. are values in script properties copied and set with new values?

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My bad. Yes, that is Papyrus script logs only. Not sure if there are any other error logs.

 

If you open a cell in xEdit and find a static object reference, eg. "CovenantHouse".

Is it instantiated from your CovenantHouse static form?

I guess you could go the other way and find the CovenantHouse form in statics and check the Referenced by tab,

 

https://tes5edit.github.io/docs/2-overview.html#ReferencedByTab

 

Never copied stuff at this scale so I am not sure about the pitfalls. E.g. are values in script properties copied and set with new values?

What?

Do you mean "I should check if for example the "CovenantHouse01" actaully is an instance of the "base game" "CovenantHouse01" - static object, like it should be?

Or am I understanding this wrong?

 

Ok, I checked. Not in "Covenant" because I couldn't quickly find that cell in xEdit, but in "West Everett Estates" (you know, those "Sanctuary-Style" houses with the super mutants south of Malden.

 

This is one of the "Form ID" - records (in xEdit):

 

[REFR:070E4CCE] (places Res01Modern02RRB [sTAT:0006D678] in GRUP Cell Temporary Children of PWCWestEverettEstatesExt06 [CELL:07186CA1] (in PWCCommonwealth "Commonwealth" [WRLD:070C6C8D] at 3,8))

 

So, I guess that is correct?

It places a instance of the Res01Modern02RRB Static Object (one of those house ruins) in that cell.

As it should.

Edited by YouDoNotKnowMyName
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Also, what about static collections (SCOL). Do they seem to be handled properly?

If I recall correctly, SCOLs are created in a mod.esp/m folder and there is a magic file name (form ID?) for each created nif.

Well it should just use the "SCOLS" of the base game right?

They can be "referenced" like "normal" statics, right?

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I wanted to check the problems you are having by myself but I used the duplicate function in CK and it worked just fine.

Then I've done some cleanup:

-Removed preculling data, previs, precombines, etc...

-Removed unique NPC references, because you can't have more than one reference of a unique NPC.

-Removed location data, so it doesn't modify any vanilla records, because the cells using those locations are added to the vanilla location records.

 

And it works as expected.

 

Once you do all your modifications you would need to generate the previs/precombines and the worldspace LOD and it should be "ready to use".

 

CommonwealthDuplicated.esp

 

PS: Going to Concord the game CTD, it is likely to happen because some trigger is trying to start a quest and triggering a cascade of errors due to the lack of the necessary NPC's or location I guess, that's the kind of error that you'll need to fix here and there if you want it working. Additionally I recommend you to work with version control, so you merge esp's in to the esm instead of working directly on the esp, because working on the esp loading and saving it takes ages.

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I wanted to check the problems you are having by myself but I used the duplicate function in CK and it worked just fine.

Then I've done some cleanup:

-Removed preculling data, previs, precombines, etc...

-Removed unique NPC references, because you can't have more than one reference of a unique NPC.

-Removed location data, so it doesn't modify any vanilla records, because the cells using those locations are added to the vanilla location records.

 

And it works as expected.

 

Once you do all your modifications you would need to generate the previs/precombines and the worldspace LOD and it should be "ready to use".

 

CommonwealthDuplicated.esp

 

PS: Going to Concord the game CTD, it is likely to happen because some trigger is trying to start a quest and triggering a cascade of errors due to the lack of the necessary NPC's or location I guess, that's the kind of error that you'll need to fix here and there if you want it working. Additionally I recommend you to work with version control, so you merge esp's in to the esm instead of working directly on the esp, because working on the esp loading and saving it takes ages.

 

Wait a second ...

You made that THAT FAST?

What kind of a PC do you have ?!?!?!

(Or is xEdit just very very slow ... ?)

 

I am currently loading it in the CK ....

 

Yeah, it makes perfect sense that the game would crash as soon as any "quest stuff" or "script stuff" gets "activated" because, like the unique actor thing, it gets uncontrollably weird ...

I already tried to use VersionControl but that does not support multiple master files, which I need.

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