[VERSION CONTROL] ~ "Sorry, until we're working on DLC t

Post » Fri Nov 16, 2012 9:43 am

Ok, mates, today we're meeting our new best friend, possibly the silliest error message in history:


"Sorry, until we're working on DLC the correct answer is No. You may need to remove an unwanted master file dependency from your plugin."


This happens when I (apparently) successfully "Check Out/In" forms while trying to merge a plugin into a master file:
-. I open Skyrim.esm and MyOwn.esm in CK
.- I modify MyOwn.esm by refining terrain and adding one tree (test purpose)
-. I save modifications in a new plugin file
.- I click on the "Version Control" button
-. I select all the forms I want to merge into MyOwn.esm
.- I click on the "Check Out" button (successful operation)
-. I select all the forms I want to merge into MyOwn.esm again
.- I click on the "Check In" button
-. A window requesting a comment appears, I fill in a random comment and click "Ok"
.- A window appears where I have to select a .esm file; I select MyOwn.esm
-. A message box appears reporting this message: "If you continue, master file 'MyOwn.esm' will be made dependent on the following files: Skyrim.esm Do you wish to continue?"
.- Silly me, I hit "Yes"
-. A message box titled "No" appears reporting the message: "Sorry, until we're working on DLC the correct answer is No. [etc etc]"


Very kind of Bethesda, caring about possible future problems with our master files' dependencies.
On the other hand, why the *beeep* do they have to prevent me from moving further in my work!?
I might have master file dependencies problems in the future? Who cares!! I'll solve them when time comes!! Aaaaaargh!!!! >.<


Now, now....... *sigh* *sob*


Same old story: anybody faced and/or solved this problem?


A sad "thank you" everybody..... -.-
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megan gleeson
 
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Post » Fri Nov 16, 2012 3:09 pm

Version control is meant to be used only by Beth developers. Surelly this change is useful for them in a way or another.
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Samantha Wood
 
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Post » Fri Nov 16, 2012 11:38 am

Ok, I might've found a temporary workaround for this problem.

Tested and working on a one-quad sized worldspace plugin.

Here is how I did it:
-. generated my worldspace plugin with TESAnnwyn (thus no Skyrim.esm dependencies)
.- changed MyPlugin.esp in a master file through TES4Gecko 15.2 (might be not the latest version, but works fine for this purpose)
-. opened Skyrim.esm along with MyPlugin.esm in CK
.- modified the terrain and added items (few things, just for a test purpose)
-. saved modifications in a new plugin and closed CK
.- opened ModifyingPlugin.esp with a hex editor and changed the master dependency from "MyPlugin.esm" to "MyPlugin.esp" (check http://i903.photobucket.com/albums/ac235/Spiegel365/dunes_esp_dependency.jpg for a demo screenshot)
-. added both plugins in Skyrim launcher's loading list, first the main one and then the modifying one (and obviously excluded MyPlugin.esm from the list!!!)

And voilà, the worldspace is loaded along with all the modifications I made.

If you need to change anything in your modifications plugin just hex-edit it again to refer to MyPlugin.esm. Obviously always load this file, in CK.
The fact is I dont know how CK would behave finding a .esp dependency inside another .esp. Better you always use the .esm version as reference for modifications in CK.


Now I'd really appreciate if somebody could test this workaround with his/her own plugins, especially the ones containing new, possibly large worldspaces.
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I’m my own
 
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Post » Fri Nov 16, 2012 8:10 am

This is by far the most strangest error message I've heard of, you click the "Yes" button and it says:"Sorry, until we're working on DLC the correct answer is No. You may need to remove an unwanted master file dependency from your plugin". If the correct answer is no then why did they ask the question in the first place if they knew you only had one option. :rofl:
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suniti
 
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Post » Fri Nov 16, 2012 8:18 pm

Because sometimes it's harder to remove the option from a dialog than to create a response to an unwanted option.
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Racheal Robertson
 
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Post » Fri Nov 16, 2012 8:37 am

This is by far the most strangest error message I've heard of, you click the "Yes" button and it says:"Sorry, until we're working on DLC the correct answer is No. You may need to remove an unwanted master file dependency from your plugin". If the correct answer is no then why did they ask the question in the first place if they knew you only had one option. :rofl:


I see you got the point..... ^^


Anybody tried to apply this solution to his/her plugins/worldspaces? =)
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Assumptah George
 
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Post » Fri Nov 16, 2012 4:53 pm

This is by far the most strangest error message I've heard of, you click the "Yes" button and it says:"Sorry, until we're working on DLC the correct answer is No. You may need to remove an unwanted master file dependency from your plugin". If the correct answer is no then why did they ask the question in the first place if they knew you only had one option. :rofl:

Because Beth has a sense of humor?

Definitely one of the funniest errors I've heard about in some time. :lmao:
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LittleMiss
 
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Post » Fri Nov 16, 2012 10:44 pm

Because sometimes it's harder to remove the option from a dialog than to create a response to an unwanted option.


The point is I'd like to be free to chose.

If I want to face later problems with master files dependencies it's my own business only.

As it is now, merging a plugin with a non-CK generated master file using Version Control is pretty much unfeasible.


But worth some laughs!! :rofl:
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Kayla Keizer
 
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Post » Fri Nov 16, 2012 10:07 pm

The problem is that your ESM doesn't have Skyrim.esm listed as a master. You should first resolve that, then it works fine. This blockade isn't anything new btw, it was already present when the CK got released.
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Annika Marziniak
 
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Post » Fri Nov 16, 2012 11:31 pm

The problem is that your ESM doesn't have Skyrim.esm listed as a master. You should first resolve that, then it works fine. This blockade isn't anything new btw, it was already present when the CK got released.

The workaround I've found works great, at the moment.

I'll keep working this way, since it's fully reversible. So, by the time TESVGecko gets released, I'll just have to change a single byte in my ModificationsPlugin.esp and I'll be ready for the real merging. ^^
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Jarrett Willis
 
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Post » Fri Nov 16, 2012 2:51 pm

The problem is that your ESM doesn't have Skyrim.esm listed as a master. You should first resolve that, then it works fine. This blockade isn't anything new btw, it was already present when the CK got released.
I have added Skyrim.esm as a master using TesVSnip, but for me this results in a save/load problem (in game). I end up in the Riverwood inn when loading a save from my world space. After some testing I have seen that this problem occurs specifically after I make changes in the master dependencies using TesVSnip. Either I'm doing something wrong or I have trolls living in my computer :smile:
In TesVSnip (version 4.2) I add the records MAST "Skyrim.esm" and DATA "0000000000000000". Is there anything else that should or in this case should not be changed?
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neen
 
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Post » Fri Nov 16, 2012 7:05 pm

I have added Skyrim.esm as a master using TesVSnip, but for me this results in a save/load problem (in game). I end up in the Riverwood inn when loading a save from my world space. After some testing I have seen that this problem occurs specifically after I make changes in the master dependencies using TesVSnip. Either I'm doing something wrong or I have trolls living in my computer :smile:
In TesVSnip I add the records MAST "Skyrim.esm" and DATA "0000000000000000". Is there anything else that should or in this case should not be changed?

You probably didn't enable compression then. I'll link you to a post where I get quoted:

http://www.gamesas.com/topic/1378149-forms-unsafe-to-touch-with-tesvsnip/page__view__findpost__p__20969859

If it still fails, I think Wrye Bash can add Master dependencies. I did it through TesVSnip though and had no problems.
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Pawel Platek
 
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Post » Fri Nov 16, 2012 11:28 pm

I guess, with all this off-topic TESVSnip talking, my workaround method is merely good for a quick-testing purpose.

I think I'll use it to test plugins before merging them in my main master file. However, by the time I'll finish making all the different terrains, TESVGecko will be published and patched up to version 15!! ^.^
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oliver klosoff
 
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Post » Fri Nov 16, 2012 7:56 pm

Anybody tried my solution? =o

- OR -

Anybody found how to disable that stupid message?
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Kelli Wolfe
 
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Post » Fri Nov 16, 2012 4:27 pm

Snip: the MAST and DATA subrecords need to be above the INTV record, if below it will cause drama. Also, ensure compression is disabled and that you don't use the subrecord editor unless 'hex mode' is checked (in the option pulldown).

Workaround: I could be mistaken on both counts, but it seems the workaround is just a procedure to make an ESM and ESP.. whereas the question was essentially how to merge that ESP into the ESM (VC). Personally, I just use Snip to merge my stuff; but do it at your own risk, and after having read the potential issues you may encounter.
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Lance Vannortwick
 
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