FNVEdit: Two Very Noob Issues It Would Seem...

Post » Sat Feb 19, 2011 7:02 am

Greetings!

I created this thread on the Nexus Forum but didn't get any responses:

OK, so I'm using NVSE (v1.0 beta 6), FOMM (v0.13.21), BOSS (v1.64) and FNVEdit (v3.0.16). FONV install path: C-Drive\Steam Applications\SteamApps\Common\Fallout New Vegas (not in Programs Folder). FNVEdit installed in FONV Directory.

As I've continued to install more and more mods, I thought I'd better learn FNVEdit, so downloaded the Training Manual http://www.newvegasnexus.com/downloads/file.php?id=38413. I've read the first four chapters (which mainly pertain to mod users) over and over again, and two things I can't seem to get to work:

Issue #1: "Master Update Mode" (MUM) and "Master Restore Mode" (MRM). I followed the directions precisely, copying/pasting the launcher twice and renaming each to create "FNVMasterUpdate.exe" and "FNVMasterRestore.exe" with all three located in the FalloutNV Directory (pg# 20 of the manual). I launch "FNVMasterUpdate.exe", get the usual "Master/plugin Selection" window with all my mods listed (with checkboxes ticked), click "OK", then get a "Skip these records" window ("Landscape", etc), click "OK" again, and instead of getting an application interface window called: "FNVMasterUpdate 3.0.16 (2010-12-31) EXPERIMENTAL", I get one entitled "FNVView....EXPERIMENTAL". As it runs, I watch in the right-hand "Messages" window for confirmation that the (mod) files have been saved (with date and time in one minute intervals) and the -=All Done=- message (Training Manual, pg 21), but I don't get that. Instead, I get the usual messages as if I had just launched the regular version of FNVEdit (not MUM version).

A. What am I doing wrong?
B. Once I do get it working correctly, is it best practice to "MUM'ify" all my mods (for playing the game obviously), or just certain ones?
C. Should I MUM'ify my mods before running BOSS/sorting load order/conflict detection and resolution, or after, or does it even matter?

Issue #2: Creating an automatic "Merged Patch". With the load order optimal (and FOMM closed) I launch FNVEdit, click "OK" to all ticked mods, then "Apply Filter" (Training Manual, pg 38), then "Create Merged Patch", name it (pg 40), and.... nothing. As it processes, the "Messages" tab in the right-hand window shows "Adding master....." to all my listed mods. Once it's finished running, my Merged Patch appears in the left window, beneath all the mods that show conflicts (and in FOMM if I exit FNVEdit). By all accounts of the Manual, when I look at the right-hand window and click the "View" tab, I should see my merged patch displayed in the right-most column. It's just not there (Pg # 42). I've tried clicking on all the conflicted records, I've tried closing FNVEdit and relaunching, restarting, everything I can think of. Now if I create a "Manual Patch Plugin", it shows up in the right-hand "View" field just fine.

E. What am I missing here?
F. Is it correct that if you're dealing with Manual Patch Plugins, you need to create a new one for every conflicted record you want to fix (which could potentially mean you have several you're working in)?
G. Is it correct that with an Automatic Merged Patch, you're just working with one user-created plugin only to fix all the conflicted records you're wanting to fix?

Sorry for such a long read, wanted to be as thorough as possible. Grateful for any helpful suggestions/solutions. Thanks! :)
User avatar
tannis
 
Posts: 3446
Joined: Sat Dec 09, 2006 11:21 pm

Post » Sat Feb 19, 2011 5:10 am

Do you have FNVedit and FNVMasterUpdate and the other one in your Data forlder?

Do you also have a file with a really long name called "FalloutNV.Hardcoded.keep.this.with.the.exe.and.otherwise.ignore.it.I.really.mean.it.dat" in your data folder also?
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Rob Davidson
 
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Joined: Thu Aug 02, 2007 2:52 am

Post » Fri Feb 18, 2011 11:07 pm

Do you have FNVedit and FNVMasterUpdate and the other one in your Data forlder?

Thanks for the response! Nope. As I said, it's in the Fallout New Vegas Directory as instructed by the FNVEdit Training Manual: ".....you will need to extract the FNVEdit files into the right place in order for it to function. That place is the Fallout: New Vegas\ directory, where the FalloutNV.exe program is installed. Do not install into the Fallout: New Vegas\Data directory or the program will not function correctly....."

Is this incorrect?? Should it (and the really long funny named one.dat") be located in the Data Folder??

Do you also have a file with a really long name called "FalloutNV.Hardcoded.keep.this.with.the.exe.and.otherwise.ignore.it.I.really.mean.it.dat" in your data folder also?

I'm 99% sure it's in there with FNVEdit.exe. (it's name made me lol). Will double check when I get home tonight.
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vanuza
 
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Joined: Fri Sep 22, 2006 11:14 pm

Post » Sat Feb 19, 2011 1:20 pm

Do you also have a file with a really long name called "FalloutNV.Hardcoded.keep.this.with.the.exe.and.otherwise.ignore.it.I.really.mean.it.dat" in your data folder also?

Yep it's in there, though again, not in the Data Folder but in the Directory.

I've pm'd Elminster and if I get a response I'll post back and share his explanation(s)/solution(s)...
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Rachell Katherine
 
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