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Having Problems with FNVEdit


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Something very weird has happened to my FNVEdit...

I just recently uninstalled my weather mods (Long story short: they were more trouble than they were worth) but I noticed that after I did FNVEdit, for lack of a better word, changed the way it loaded up and constantly finds an error that has I haven't seen before.

1. When FNVEdit loads now it first asks me what mods I want to load, but after I hit OK a new window pops up asking me what records I want to skip. This window has never shown up before and I have no idea why it's doing this now. Everything still loads just fine, it even seems to do so faster than it has before.

2. Another change is that when I right-click on the left window to run a conflict detector a bunch of the options that are supposed to there are absent. The right-click menus now only shows: Compare to, Remove Filter, Apply Filter, Apply Filter for cleaning, Check for circular leveled lists, Undelete and disable references, Copy idle animations into..., Hidden, and Other. The Other tab only has the Options, Create Merged Patch, and Build Reference/Reachable Info selections.

3. Whenever I try to run a conflict detector now an error constantly pops up. It reads: NAM5 - Unknown can not be edited. I have no idea what this is.

Can anyone help me fix this?

EDIT: And now it seems I can't even create a merged patch. When I try another error pops up saying: Assertion failure (D:\Projects\TES5Edit\wbImplementation.pas, line 10897).

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Sounds like you did something wrong. Let me ask you this. Are you using TES/FO3/FNV edit to create new mods an edit existing mods? If you just want to use mods an play games, then use Wyre & BOSS. They do the same thing, but without the heavy editor bit which requires an understand of the many types of data that make up the games.

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Sounds like you did something wrong. Let me ask you this. Are you using TES/FO3/FNV edit to create new mods an edit existing mods? If you just want to use mods an play games, then use Wyre & BOSS. They do the same thing, but without the heavy editor bit which requires an understand of the many types of data that make up the games.

No, I'm not using it to create my own mods.

 

As for Wyre and BOSS. I don't have nearly the understanding of those as I do FNVEdit. It was the conflict detector in FNVEdit that helped me stabilize my load order as it is now. Do Wyre and BOSS do conflict detection like FNVEdit? I know Wyre can create merged patches, but can it help me find which mods overwrite others and where they do so?

 

Also, where would I download either of those and their instructions anyway?

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TES/FO3/FNV edit doesn't detect conflicts. It can detect if there is missing information and it can find common problems associated with creating mods. It will list load order problems an injected status or errors as the load order loads. You can list conflicting entries an decide a load order with that information. Although it seems a little pointless without an complete understanding of all the different types of data shown. A good reason why is because most of those conflicts are benign, that is to say that yes they conflict an it doesn't effect the game one way or the other. It doesn't do anything. The DLC is full of conflicts, but very few actually cause a problem.

 

Wrye an BOSS come from Oblivion. I've only used it on Skyrim. The way it works is that between the two it would compare an set the order based on known issues an play testing, but then also it would merge mods together allowing more mods to be used, this function being built into the same merge patch idea of combining list data. Because you don't plan on making heavy edits I would try it just to be able to mindlessly install mods until you fall asleep at the computer. Then let Wrye an BOSS fix it or tell you what to do. I only used the Skyrim one, but it looked like they were listed at http://newvegas.nexusmods.com/mods/35003 and http://newvegas.nexusmods.com/mods/35999

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Make sure that it is named FNVEdit (uppercased "Edit") or add -edit command line parameter.

The title of the .exe hasn't changed at all. It's still FNVEdit.

 

Could it be possible for me to use Master Update Mode to find what has gone wrong?

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Go into your windows control panel - > folder options, and make sure 'hide extensions for known file types' is unchecked. You might have FNVEdit.exe.exe
I did that once.

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The builds for FNV edit were experimental. I remember as it was being developed to keep up with the patches of the game an releases of DLC that FNV edit would flake out from time to time. It wasn't really related to anything other than using the program very heavily. This happened on XP 32 bit an Win7 64 bit. Nothing would fix it besides the passage of time. Meaning I would eventually un-install it or use a older version of FNV edit. That or I had made such a mess of my game from installing mods that I had to un-install the game an start over, which happens. Not all of the load order builds turn out, in fact the stability an smoothness of the game can change each time.

 

Master Update was created for a patch issue. Bethesda patched FO3 an it broke mods. It could have even happened on Oblivion too since it was rolled out as a fix so fast. We'd have to ask them. What it does is change all the .esp to .esm, at least it makes them look like .esm It's not exactly the same as publishing to .esm Although both ways can resolve a small handful of issues. From what I've used it for it fixes crash upon save in the game, because it's the most easy way to fix an avoid crash upon save. Then in several very large scale mods with lots of data at some point the .esp is going to flake out an randomly crash constantly. Then there's probably a few .esm exception uses on content creation.

 

Your problem could be that you either have a very large amount of mods, or you have a very large amount of unused or deactivated mods in your data folder. In both cases, the game will flake out, an I guess that could flake out TES edit too. So get rid of mods you are not using an any unneeded junk in the data folder. Like .nam read me an backups. Then if you have a large amount of mods use wyre that can make a bash patch, this is merge patch an merging little mods together to lower the number. Well that or start cutting the fat, an only use the mods you know you have to have for this particular play though. It might actually take a few attempts to get a load order that works well, an that you actually like.

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