Almost finished cleaning up in FNVEdit

Post » Tue May 17, 2011 10:55 am

First please let me say I strive to make this mod the as squeaky clean as I possibly can. Plus, I'm getting tired of clicking through those errors on startup, lol. I need advice on how best to go about cleaning this last bit up without totally screwing my mod, lol.

Here's some pics of the Power Up errors as well as the FNVEdit Check For Errors message. Also links to my files if you think they will be helpful. If you need a pic of something else I'd be happy to post it up. Just let me know what you need.

http://ypdesign.com/fnv/bucks/errors/errors.htm


The quick version is that I have several cells that carried over from Fallout 3 when I originally ported my Chekov's Place mod over. I think I know why a couple of cells and the sword carried over, but your guess is as good as mine on the others. But here's what I have found:

Vances Sword (I had it on my wall as a decoration is why I believe it carried over)
Megaton World (I had a trigger and an NPC in there)
Wasteland (I had a quest item and container placed there as a hidden rock)
Tenpenny Exterior01 (This was where the door to my house was)
Taft Tunnel01 (Have no clue why that is in there)
Museum of Technology West wing (again, I have no clue on this one either)

So I would like very much to get these all cleaned up. But I already tried just removing them and ran into tons of errors loading up with the GECK Power up, so I don't think I need to do that, lol.

I know that Vance's Sword and my hidden rock/container are what's causing the 3 GECK Power up errors I get when it loads.

As you may read below, I've been pretty thorough with my cleaning so far, and I'm as far as I can go without a little advice or help.

I've diligently followed all the instructions in Miaxs' FO3 Edit tome relating to cleaning up, and it appears to have worked perfectly.

If I'm reading everything properly, I should have removed all of the Identical to Master references in my plugin correctly, as I don't get them anymore when I apply the filters.

I've also ran the undelete and disable references part as well as the purging unused master file references.

After that I began going through EVERY record one by one from activators to cells to weapons etc. It's a good thing too, because I was able to identify and fix several ojects that I must have bumped and moved by mistake during the building process. (Mostly invisible or very hard to see FX and whatnot.)

So, I just went in the geck and set them all back to their vanilla position and ran the Identical to Master cleanup again, and it took them out every time. So I'm fairly confident that I have that part cleaned up pretty well. But if anyone wants to double check for me you are more than welcome to and I would appreciate the confirmation.
User avatar
jesse villaneda
 
Posts: 3359
Joined: Wed Aug 08, 2007 1:37 pm

Post » Tue May 17, 2011 4:13 pm

I looked at your errors but didn't download the mod. In fnvedit, one key menu choice is "remove". It is much easier to simply remove the changed object using fnvedit. Carefully moving it back in geck so it is identical to master, and then using "remove identical to master" also works, but it requires more steps. It is kind of a "double negative", but removing the item from your mod in fnvedit allows the original object to "shine through" again; it does not remove it from the game.

It isn't clear from your post if you want Chekov's rock in your current mod. If you don't, then just remove it in fnvedit. Removing all these items should clear the errors without introducing new ones. The only one I am not sure about is the first one in your htm, "form with master file id". If you enter the exact formid "00078441" from the message, into the geck menu choice "edit -> find text", it should at least show you which record is involved. Then you can decide what to do.
User avatar
Michael Korkia
 
Posts: 3498
Joined: Mon Jul 23, 2007 7:58 pm

Post » Tue May 17, 2011 12:31 am

I looked at your errors but didn't download the mod. In fnvedit, one key menu choice is "remove". It is much easier to simply remove the changed object using fnvedit. Carefully moving it back in geck so it is identical to master, and then using "remove identical to master" also works, but it requires more steps. It is kind of a "double negative", but removing the item from your mod in fnvedit allows the original object to "shine through" again; it does not remove it from the game.

It isn't clear from your post if you want Chekov's rock in your current mod. If you don't, then just remove it in fnvedit. Removing all these items should clear the errors without introducing new ones. The only one I am not sure about is the first one in your htm, "form with master file id". If you enter the exact formid "00078441" from the message, into the geck menu choice "edit -> find text", it should at least show you which record is involved. Then you can decide what to do.


LOL, yeah David, it looks like I did things the hard way by placing the objects I accidentally moved back to their original position and having FNVEdit pick them up and remove them. Oh well, I'm just learning so I suppose those kind of things will happen. But, at least I believe I have a pretty clean mod in that respect. And I also learned how to look for the records my mod has changed in the expandable tree/menu or whatever. (Sorry for my terminology)

And yes, there is no need for the container causing errors to be in there. It was there in Fallout 3, but I'm not using it in this mod. So, I'll see what I can come up with tonight when I get home, but I believe I've already tried selecting the record and hitting remove and I think I got some sort of FNVEdit error, But I'll double check it again.

Ultimately, if I could get it “perfect”, I would have all of those cells I point to in the last pic on my page as well as Vance's Sword that FNVEdit says are being “injected into FNV.esm” completely removed from my mod, as there's no need for them to be in there.

As for the masterfile error "00078441", I know exactly what it is. It's the “Vampire's Edge” sword from FO3. I had it on one of my walls as a decoration, and when I did the port for whatever reason it was “injected into FNV.esm”. It's seems very strange to me that ANY other object from FO3 that was not in FNV was simply removed except for this one, so why this one was “injected” is anybody's guess I reckon, lol. But this weapon is not placed or used anywhere in my mod and is not wanted or needed.

Thanks for the help.
User avatar
Rachel Hall
 
Posts: 3396
Joined: Thu Jun 22, 2006 3:41 pm

Post » Tue May 17, 2011 2:53 am

To find and remove accidentally modified stuff from the ESM (aka unclean entries) I prefer the plain simple method that doesn't require any external programs:

- In the File/Data menu select your mod and click on "Details".

- Scroll fullly to the right and enlarge the minimized column next to Offset

- Click on the now visible "FormID" Column once to sort by Formid.

- Everything that is not Type "TES4" , "GRUP"or "NAVI" but has a FormID that stats with 00 is a modified entry from the ESM.

- Select the first of those entries, then hold SHIFT and scroll down to select the last one, then press DEL and the entries will be removed the next time you load the plugin.

- Now check your plugin - if you removed something you actually wanted / needed to change, press DEL on that entry again to remove the deletion-marker. Once you save your plugin, the marked entries will be gone for good.
User avatar
Phoenix Draven
 
Posts: 3443
Joined: Thu Jun 29, 2006 3:50 am

Post » Tue May 17, 2011 4:02 am

To find and remove accidentally modified stuff from the ESM (aka unclean entries) I prefer the plain simple method that doesn't require any external programs:

- In the File/Data menu select your mod and click on "Details".

- Scroll fullly to the right and enlarge the minimized column next to Offset

- Click on the now visible "FormID" Column once to sort by Formid.

- Everything that is not Type "TES4" , "GRUP"or "NAVI" but has a FormID that stats with 00 is a modified entry from the ESM.

- Select the first of those entries, then hold SHIFT and scroll down to select the last one, then press DEL and the entries will be removed the next time you load the plugin.

- Now check your plugin - if you removed something you actually wanted / needed to change, press DEL on that entry again to remove the deletion-marker. Once you save your plugin, the marked entries will be gone for good.


Hello again, JOG! I'll definitely have a look at that as well. You guys are going to be sick of me by the time I get this finished, lol. But this and possibly making a FOMOD and BSA's are all I have left to do, so it's winding down.
User avatar
Scott
 
Posts: 3385
Joined: Fri Nov 30, 2007 2:59 am

Post » Tue May 17, 2011 9:43 am

Well, so far so good it seems. (crosses fingers) Last night I believe I was able to successfully remove all of the offending records carried over from Fallout 3! :celebration: So far it does not appear to have messed anything up as I've been back in the GECK and created and placed a couple of new static forms I'm working on for some finishing touches. And everything seems to be as it should be, and best of all I get NO ERRORS when loading up with the Power Up utility! I'll be doing my final walkthrough and playtesting this weekend just to be sure, but I think I (with you guy's help!) I have it clean.

The only thing I'm still concerned with is at the bottom of the FNVEdit message menu that say's: DATA - Flags ->

See pic here: http://ypdesign.com/fnv/bucks/errors/errors.htm

Anybody know what that could possibly be and if it is anything to be concerned with?

Thanks again!
User avatar
Genevieve
 
Posts: 3424
Joined: Sun Aug 13, 2006 4:22 pm

Post » Tue May 17, 2011 12:40 am

See pic here: http://ypdesign.com/fnv/bucks/errors/errors.htm

Anybody know what that could possibly be and if it is anything to be concerned with?


Don't trust FNVEdit (or any other error-checking tool) blindly. Computers are good for repetitive actions like searching for inconsistencies, but to judge their findings, rely on a higly sophisticated organic pattern recognition system (aka your brain).

FNVEdit tells you where to look:

Go to Worldspace - WastelandNV - and in the right window look for "Data" (close to the bottom) You'll see that not only your esp has that "Unknown:7" flag set, but also FalloutNV.esm. So it's safe to assume, that this is pretty normal, and FNVEdit just doesn't know all Worldspace-Flags that exist in FNV.
User avatar
Saul C
 
Posts: 3405
Joined: Wed Oct 17, 2007 12:41 pm

Post » Tue May 17, 2011 3:55 pm

I get this "unknown flag 7" on every mod I have created and also every mod from other authors that I have loaded. It is also known that certain types of new FNV objects are not recognized by the current version of fnvedit, including weapon mods.
User avatar
A Lo RIkIton'ton
 
Posts: 3404
Joined: Tue Aug 21, 2007 7:22 pm

Post » Tue May 17, 2011 2:53 am

I get this "unknown flag 7" on every mod I have created and also every mod from other authors that I have loaded. It is also known that certain types of new FNV objects are not recognized by the current version of fnvedit, including weapon mods.


OK, excellent! I'll have to remember that for the future if I ever have a lobotomy and decide to do anything like this again. :whistling: Again, thank you guys and you'll definitely get mentioned in my credits & thank you's!
User avatar
luis ortiz
 
Posts: 3355
Joined: Sun Oct 07, 2007 8:21 pm

Post » Tue May 17, 2011 12:38 am

for WRLD records is the GECK's "Needs Water Adjustment" flag, a false alarm.
User avatar
Darren Chandler
 
Posts: 3361
Joined: Mon Jun 25, 2007 9:03 am


Return to Fallout: New Vegas