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THE PROBLEM:
Bad reference in CELL Information (I.e. REFR, ERROR Could not be resolved)

Currently testing on:
Lootable Skeletons - All DLC, Lootable Crates - All DLC and Dumpster Diving.

 

THE CAUSE:
Unknown, appears to have wrong FormID prefix for DLC in many cases (i.e. 01 instead of 06).

*Required Disclaimer:
This may take several hours, process is arduous and tedious and cause gray hairs, blurred, double or temporary loss of vision, tingling in limbs, numbness, tiredness, cramps, nausea, vomiting, dizziness, drooling, suicidal thoughts, and possible changes in mood or behavior, and in rare cases temporary Terrets Syndrome.
* PLEASE Consult a physician if any of the above occurs, no responsibility for such conditions are assumed by the author.

THE FIX:
Make SMASH PATCH then open it in FO4Edit
Copy valid CELL info from RVIS in master plugin/DLC over bad reference in affected mod.
(Should turn text black with green background- means it checks out same as master)

1) Carefully, copy All Good "References" REFR under XPRI to open slots in FO4edit under the affected plugin by way of drag and drop,

(they will sort themselves).
NOTE: (Do this first so all bad REFR can be deleted without encountering "NULL:00000000" which cannot be deleted if it leaves column empty).

 

2) Delete all bad references from the affected plugin (select first one and Delete Key + Repeat works well).

3) Save affected plugins.

Option 1:
Do for Smash patch as well. (Maybe redundant but shows black text on green background so you know it's right).

Option 2:
Run FO4edit QuickClean on each affected file when finished. (unsure if it matters, may remove ITMs from SMASH PATCH at least).
Alternatively can rebuild the Smash Patch when finished.

 

WARNING:
Your mileage may vary, this operation could negatively impact the functionality of the mod, unsure how originating mod's cell data may be adversely effected, the upside is the game should run with far greater stabilty as INFO and DIAL in cell REFR and Physics data cannot be a good thing).

 

NOTE:
This only works if XCRI Mesh and Reference Count are the same for each mod. (i.e. the previs is actually the SAME, otherwise it should be rebuilt).
(You can press your luck into guessing mod author's intent with other issues, but that is at your discretion, and in no way advised here).

OTHER NOTES:
Affected mods were quick cleaned in FO4Edit prior to operation, (unsure if it helps or hinders but seems to get related data lined up (better)).

Q&A:
Q: Is there a better way?
A: Dear lord I hope so! :rolleyes: Only thing I can think of currently is to change formID prefixes en mass, but that is a different hairball of issues.

Q: Why does this problem happen in the first place?
A: The hell if I know. Suspect it to be the result of unsorted DLCs in original mod. i.e. 01 instead of 03 prefix, all the rest of the numbers were/are/should be the same.

Q: Why use a SMASH PATCH?
A: Best way I know ATM to wrangle/display the affected data and points of reference together efficiently.

Alternatively one could load all mods through FO4edit, but that may be TMI and not conducive, (unknown).

 

Q: Does this negatively effect CELL data or other entries in the mod?

A: Unknown, reasonably deducing it does not since only the LO prefixes not content portion of IDs are different.

 

Q: Can this fix be applied to other bad references?

A: It's a use case problem, meaning it depends if it applies to the situation on hand. Certainly similar issues could be resolved with a similar method.

 

I know there is a Youtube video that explains a process similar, it may even be identical to this solution.

Google it for now if you need to...

When I get a chance I will seek it out and put the link in here for all you visual learning people. :geek:

 

This fix is meant to amend glossed over tutorial information, many intuitve minds have probably figured this out already.

This post open for discussion, especially if there is a more efficient way, anyone that knows a better way, pray do tell!

 

Enjoy Yourself!

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If you look at the Nuka World Glory (Clean) plugin, it suffers from this very problem ie broken REFR records and others, because they point to the wrong master. Meanwhile, the master table is clean and sorted.I fixed the problem manually in xEdit, correcting hundreds of records. However: Any time I edit the navmesh anywhere in the fixed plugin with CK, the problem comes back and new, seemingly random REFR records will be borked. The worst of them are those which wont become unresolvable (ie pointing to some existing record, even though completely and utterly wrong), as xEdit cannot identify them when scanning for errors.

 

Very, extremely annoying and such an incredible waste of time.

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^ THIS!!!

Well yeah, why would FO4edit know they're wrong if they point to something that exists! However, it will report records that do not point to correct type, and it shows up in Papyrus logs sometimes as "is not the right type" or "no longer the right type". i.e. DIAL in CELL or some such.

 

(These are the bugs that got me hacking and thrashing in FO4edit in the first place).

 

Was hoping i could do this fix method once, smash and play on... [Doubtful it could be that simple].

But point taken, backup modified plugin, [maybe] merge back in if randomly altered.

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  • 3 years later...

I know this is old... but this is literally the only place I can find information about this bug.

Is there any way to avoid this happening that has become known over time?  Ever since the "Next-Gen" update (also updated CK and Fo4Edit) my mod now has this problem everywhere, and all I did was place misc items.  But now half the cells show these errors with 01 prefixes.  This is happening in all worldspaces, and as I've come to discover - about 50% of interiors I've stuck objects in too.  I've been super dilligent to never touch references already in there - however I have loaded into cells with the Havok box on, and literally witnessed skeletons fall and probably change position.

The problem here is trying to find those in CK because my cells are all messed up. 

My non-broken cells all have Temporary Branches and specifically show a drop down with all my placed miscs - as expected.

However all worldspace cells and some interior cells have NO Temporary Branches, don't show I placed anything, and instead have a bunch of junk showing I edited Previs with a bunch of forms starting with prefix 01. 

I tried to delete all  the yellow Previs garbage allegedly coming from my mod, which is fine and well - but it never restores the "Temporary branch" so I can actually see what references I've edited still. It just makes the cell show green against the master.  The object will still appear in game as I have placed in CK - but clearly something is wrong.

If I place even one single object in Nuka World Market, the Previs section fills out with like 40 of these references with the name <Error: Could not be resolved> , it doesn't even make sense because I'm not touching 40 references lol.  These references are only available under the Previs info, and removing them has seemingly done nothing beneficial, and yet changing them to the appropriate prefix also seems... wrong... I didn't place 40 things, so editing it to say I did doesn't seem like a great idea?  None of my functional cells show anything related to previs being touched.

I'm just at my wits end because I've been modding Fallout as long as we've been able to... this has never been an issue in any of my mods until these last few weeks and updates.  I'm wondering what is wrong - is it the new version of CK and how it is saving edits, or is it FO4Edit and how its reading them?   I'm not even sure it's 1:1 the same issue this thread about... it actually seems like it might be an evolution of it.

This is also having some adverse bloat effect on my mod, which is reaching 1.7MB for ~1000 placed misc items which I know is incorrect because I have mods where I have created actual full on dungeons and content with 1000s of references, weapons, enemies and all kinds of new Data and only rake up 4-5MB.  

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