zilav Posted April 3, 2016 Author Share Posted April 3, 2016 Yeah I was speaking of nightly/dev version. Also Jax submitted a bunch of stuff to fopdoc you haven't added yet. Uploaded. Took some time because we were in the middle of some lodgen stuff update. Dragonblood 1 Link to comment Share on other sites More sharing options...
fireundubh Posted April 3, 2016 Share Posted April 3, 2016 Does LODGen work for Fallout 4? Link to comment Share on other sites More sharing options...
zilav Posted April 3, 2016 Author Share Posted April 3, 2016 Does LODGen work for Fallout 4? Without atlas and using custom (not available) LODGen script. It is in the works, not ready for release yet. Dragonblood 1 Link to comment Share on other sites More sharing options...
fireundubh Posted April 4, 2016 Share Posted April 4, 2016 Thanks. @zilav: I want to log the differences between a master LVLI and an override LVLI, but since the indices are different when the counts are different, I'm not aware of any way to compare masters and overrides at the element level in a script. Is it possible? (Short of storing entries in a TStringList and comparing them that way, that is.) edit: I wrote a script and some functions that compare LVLI and FLSTs master/override pairs using a series of TStringList. Worth it though. Link to comment Share on other sites More sharing options...
alt3rn1ty Posted April 4, 2016 Share Posted April 4, 2016 Zilav I just had a bug report from FO4Edit 3.1.3 - be500bb While running DynDOLOD 1.47 ( fresh esp installed and regenerating LOD with Tamriel Reloaded Trees ( and your billboards for the same ) ) date/time : 2016-04-04, 11:55:02, 588ms computer name : snip user name : snip registered owner : snip operating system : Windows 10 x64 build 10586 system language : English system up time : 8 days 17 hours program up time : 25 minutes 50 seconds processors : 8x Intel® Core i7-5700HQ CPU @ 2.70GHz physical memory : 11735/16299 MB (free/total) free disk space : (C:) 82.49 GB (E:) 43.65 GB display mode : 1360x768, 32 bit process id : $11dc allocated memory : 927.33 MB largest free block : 1.98 GB command line : E:\Steam\steamapps\Common\Skyrim\TES5Edit.exe "-TES5 -edit" executable : TES5Edit.exe exec. date/time : 2016-03-22 11:17 version : 3.1.3.0 compiled with : Delphi XE madExcept version : 4.0.12 callstack crc : $5cc152cf, $682bf199, $4aaded62 exception number : 1 exception class : Exception exception message : Duplicate FormID [00009389] in file [1D] DynDOLOD.esp. main thread ($1dfc): 0078cc42 +00c2 TES5Edit.exe wbImplementation 1840 +10 TwbFile.AddMainRecord 0079df1b +008f TES5Edit.exe wbImplementation 5934 +5 TwbMainRecord.Create 0079db76 +04b2 TES5Edit.exe wbImplementation 5909 +69 TwbMainRecord.Create 007b2f51 +1b3d TES5Edit.exe wbImplementation 10569 +259 TwbGroupRecord.AddIfMissingInternal 007b2c5f +184b TES5Edit.exe wbImplementation 10540 +230 TwbGroupRecord.AddIfMissingInternal 007b86e7 +009f TES5Edit.exe wbImplementation 11680 +25 TwbElement.AddIfMissing 0077df0c +0124 TES5Edit.exe wbImplementation 161 +16 wbCopyElementToFile 0077ded6 +00ee TES5Edit.exe wbImplementation 154 +9 wbCopyElementToFile 00b89095 +0099 TES5Edit.exe wbScriptAdapter 664 +3 _wbCopyElementToFile 00b19752 +009e TES5Edit.exe JvInterpreter GetFun 00b19eab +028b TES5Edit.exe JvInterpreter TJvInterpreterAdapter.GetValue 00b1dc70 +0064 TES5Edit.exe JvInterpreter TJvInterpreterExpression.GetValue 00b1e899 +009d TES5Edit.exe JvInterpreter TJvInterpreterFunction.GetValue 00b22824 +001c TES5Edit.exe JvInterpreter TJvInterpreterUnit.GetValue 00b1d264 +0164 TES5Edit.exe JvInterpreter TJvInterpreterExpression.InternalGetValue 00b1bdd9 +0139 TES5Edit.exe JvInterpreter Expression 00b1c8b0 +005c TES5Edit.exe JvInterpreter TJvInterpreterExpression.Expression1 00b1ce5a +0112 TES5Edit.exe JvInterpreter TJvInterpreterExpression.ReadArgs 00b1d178 +0078 TES5Edit.exe JvInterpreter TJvInterpreterExpression.InternalGetValue 00b1bdd9 +0139 TES5Edit.exe JvInterpreter Expression 00b1c8b0 +005c TES5Edit.exe JvInterpreter TJvInterpreterExpression.Expression1 00b1f426 +0386 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InternalSetValue 00b1f720 +00a8 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretIdentifier 00b1ea3d +00e5 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretStatement 00b1f80d +00b1 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretBegin 00b1ea84 +012c TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretStatement 00b1f8cc +0054 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretIf 00b1ea8d +0135 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretStatement 00b1f80d +00b1 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretBegin 00b1e6d6 +0052 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InFunction 00b22c1b +00c3 TES5Edit.exe JvInterpreter TJvInterpreterUnit.ExecFunction 00b22966 +015e TES5Edit.exe JvInterpreter TJvInterpreterUnit.GetValue 00b1d264 +0164 TES5Edit.exe JvInterpreter TJvInterpreterExpression.InternalGetValue 00b1bdd9 +0139 TES5Edit.exe JvInterpreter Expression 00b1c8b0 +005c TES5Edit.exe JvInterpreter TJvInterpreterExpression.Expression1 00b1f426 +0386 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InternalSetValue 00b1f720 +00a8 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretIdentifier 00b1ea3d +00e5 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretStatement 00b1f80d +00b1 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretBegin 00b1ea84 +012c TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretStatement 00b1f8cc +0054 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretIf 00b1ea8d +0135 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretStatement 00b1f903 +008b TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretIf 00b1ea8d +0135 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretStatement 00b1f80d +00b1 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretBegin 00b1e6d6 +0052 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InFunction 00b22c1b +00c3 TES5Edit.exe JvInterpreter TJvInterpreterUnit.ExecFunction 00b22966 +015e TES5Edit.exe JvInterpreter TJvInterpreterUnit.GetValue 00b1d264 +0164 TES5Edit.exe JvInterpreter TJvInterpreterExpression.InternalGetValue 00b1f6d5 +005d TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretIdentifier 00b1ea3d +00e5 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretStatement 00b1f80d +00b1 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretBegin 00b1e6d6 +0052 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InFunction 00b22c1b +00c3 TES5Edit.exe JvInterpreter TJvInterpreterUnit.ExecFunction 00b22966 +015e TES5Edit.exe JvInterpreter TJvInterpreterUnit.GetValue 00b1d264 +0164 TES5Edit.exe JvInterpreter TJvInterpreterExpression.InternalGetValue 00b1bdd9 +0139 TES5Edit.exe JvInterpreter Expression 00b1c8b0 +005c TES5Edit.exe JvInterpreter TJvInterpreterExpression.Expression1 00b1f426 +0386 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InternalSetValue 00b1f720 +00a8 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretIdentifier 00b1ea3d +00e5 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretStatement 00b1f80d +00b1 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretBegin 00b1ea84 +012c TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretStatement 00b1fdfb +01b3 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretFor 00b1eaa8 +0150 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretStatement 00b1f80d +00b1 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretBegin 00b1ea84 +012c TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretStatement 00b1f8cc +0054 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretIf 00b1ea8d +0135 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretStatement 00b1f80d +00b1 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretBegin 00b1e6d6 +0052 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InFunction 00b22c1b +00c3 TES5Edit.exe JvInterpreter TJvInterpreterUnit.ExecFunction 00b22966 +015e TES5Edit.exe JvInterpreter TJvInterpreterUnit.GetValue 00b1d264 +0164 TES5Edit.exe JvInterpreter TJvInterpreterExpression.InternalGetValue 00b1f6d5 +005d TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretIdentifier 00b1ea3d +00e5 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretStatement 00b1f80d +00b1 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretBegin 00b1ea84 +012c TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretStatement 00b1f8cc +0054 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretIf 00b1ea8d +0135 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretStatement 00b1f80d +00b1 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretBegin 00b1e6d6 +0052 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InFunction 00b22c1b +00c3 TES5Edit.exe JvInterpreter TJvInterpreterUnit.ExecFunction 00b22966 +015e TES5Edit.exe JvInterpreter TJvInterpreterUnit.GetValue 00b1d264 +0164 TES5Edit.exe JvInterpreter TJvInterpreterExpression.InternalGetValue 00b1bdd9 +0139 TES5Edit.exe JvInterpreter Expression 00b1c3cb +072b TES5Edit.exe JvInterpreter Expression 00b1c8b0 +005c TES5Edit.exe JvInterpreter TJvInterpreterExpression.Expression1 00b1c989 +0039 TES5Edit.exe JvInterpreter TJvInterpreterExpression.Expression2 00b1f8a2 +002a TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretIf 00b1ea8d +0135 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretStatement 00b1f80d +00b1 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretBegin 00b1ea84 +012c TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretStatement 00b1fdfb +01b3 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretFor 00b1eaa8 +0150 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretStatement 00b1f80d +00b1 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretBegin 00b1ea84 +012c TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretStatement 00b1f903 +008b TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretIf 00b1ea8d +0135 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretStatement 00b1f80d +00b1 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InterpretBegin 00b1e6d6 +0052 TES5Edit.exe JvInterpreter TJvInterpreterFunction.InFunction 00b22c1b +00c3 TES5Edit.exe JvInterpreter TJvInterpreterUnit.ExecFunction 00b22ec9 +0145 TES5Edit.exe JvInterpreter TJvInterpreterUnit.CallFunctionEx 00b22d4a +0062 TES5Edit.exe JvInterpreter TJvInterpreterUnit.CallFunction 00bd2eba +0226 TES5Edit.exe frmViewMain 7041 +43 TfrmMain.ApplyScript 00bd38f2 +015e TES5Edit.exe frmViewMain 7142 +15 TfrmMain.mniNavApplyScriptClick 0052825b +00a7 TES5Edit.exe Menus TMenuItem.Click 00529757 +0013 TES5Edit.exe Menus TMenu.DispatchCommand 0052a936 +0082 TES5Edit.exe Menus TPopupList.WndProc 0052a885 +001d TES5Edit.exe Menus TPopupList.MainWndProc 004c71cc +0014 TES5Edit.exe Classes StdWndProc 76eb62fb +000b user32.dll DispatchMessageW 005b44f7 +00f3 TES5Edit.exe Forms TApplication.ProcessMessage 005b453a +000a TES5Edit.exe Forms TApplication.HandleMessage 005b4865 +00c9 TES5Edit.exe Forms TApplication.Run 00c08268 +0068 TES5Edit.exe TES5Edit 86 +8 initialization 747b38f2 +0022 KERNEL32.DLL BaseThreadInitThunk thread $11d8 (TWorkerThread): 75f7e1cb +8b KERNELBASE.dll WaitForSingleObjectEx 75f7e12d +0d KERNELBASE.dll WaitForSingleObject 005d45ad +19 TES5Edit.exe VirtualTrees 6308 +3 TWorkerThread.Execute 00474e47 +2b TES5Edit.exe madExcept HookedTThreadExecute 004c4506 +42 TES5Edit.exe Classes ThreadProc 00407588 +28 TES5Edit.exe System 1044 +0 ThreadWrapper 00474d29 +0d TES5Edit.exe madExcept CallThreadProcSafe 00474d93 +37 TES5Edit.exe madExcept ThreadExceptFrame 747b38f2 +22 KERNEL32.DLL BaseThreadInitThunk >> created by main thread ($1dfc) at: 005d4495 +19 TES5Edit.exe VirtualTrees 6251 +1 TWorkerThread.Create thread $1d70: 747b38f2 +22 KERNEL32.DLL BaseThreadInitThunk thread $1240: 747b38f2 +22 KERNEL32.DLL BaseThreadInitThunk Edit : Apparently this could be Bashed Patch related .. Just testing reverting to a previous install of Bash which does not include the new experimental Skyrim patchers ... will edit again in a few minutes .. Edit 2 : Aah scratch that, just had another run after re-installing the old faithful version of Wrye Bash standalone, redid the bashed patch, then went through the regeneration of DynDOLOD files and esp = No problems. Just noticed you have a new version of xEdit up on FO4 nexus too .. installing Link to comment Share on other sites More sharing options...
zilav Posted April 4, 2016 Author Share Posted April 4, 2016 @zilav: I want to log the differences between a master LVLI and an override LVLI, but since the indices are different when the counts are different, I'm not aware of any way to compare masters and overrides at the element level in a script. Is it possible? (Short of storing entries in a TStringList and comparing them that way, that is.) This is complicated right now since alignment code is not accessible from scripts. Comparing lists by sortkey won't be reliable if they contain duplicate entries, Bethesda uses that trick a lot since Skyrim to increase the spawn odds for some entries, this is not an error. Just noticed you have a new version of xEdit up on FO4 nexus too .. installing Yes bashed patch has wrong swapped values for blocks and subblocks, needs to be fixed there. I don't even know how the game is still able to access those records under wrong groups. Dragonblood 1 Link to comment Share on other sites More sharing options...
Sharlikran Posted April 4, 2016 Share Posted April 4, 2016 Yes bashed patch has wrong swapped values for blocks and subblocks, needs to be fixed there. I don't even know how the game is still able to access those records under wrong groups. Can you test with 307.09 from the Nexus? I posted testing I would need in my AFK Wrye Flash thread. That version will work with Oblivion or Skyrim not just Fallout 4. Link to comment Share on other sites More sharing options...
zilav Posted April 4, 2016 Author Share Posted April 4, 2016 Can you test with 307.09 from the Nexus? I posted testing I would need in my AFK Wrye Flash thread. That version will work with Oblivion or Skyrim not just Fallout 4. I don't have any plugins with records in cells ending in bashed patch, probably alt3rnity can test it. Link to comment Share on other sites More sharing options...
Sharlikran Posted April 4, 2016 Share Posted April 4, 2016 I don't have any plugins with records in cells ending in bashed patch, probably alt3rnity can test it.When you made that report you didn't have any cells in the Bash Patch for Skyrim? Your original report was with TES4Edit. Do you still have the same Oblivion install? Link to comment Share on other sites More sharing options...
zilav Posted April 4, 2016 Author Share Posted April 4, 2016 When you made that report you didn't have any cells in the Bash Patch for Skyrim? Your original report was with TES4Edit. Do you still have the same Oblivion install? That report was not from me, I just passed it Dragonblood 1 Link to comment Share on other sites More sharing options...
Roy Batty Posted April 5, 2016 Share Posted April 5, 2016 I had a look at that fopdoc thing, it was submitted about 9 months ago on WrinklyNinja's. I remember when he was doing this stuff and we had a discussion about navmesh things, I'm not sure where it disappeared to. I let him know about it and he said he'd look into it. Link to comment Share on other sites More sharing options...
GBRPlus Posted April 7, 2016 Share Posted April 7, 2016 Hello everybody Is it possible to filter all resources (nif-dds) for esp ? Need to filter all garbage from game(Oblivion), but Tes4files miss a lot of files... Maybe some kind of script can do this better? Link to comment Share on other sites More sharing options...
Kesta Posted April 7, 2016 Share Posted April 7, 2016 Hello everybody Is it possible to filter all resources (nif-dds) for esp ? Need to filter all garbage from game(Oblivion), but Tes4files miss a lot of files... Maybe some kind of script can do this better? Right click on your plugin -> apply script -> asset manager -> select either "list referenced assets" or even "copy referenced assets", should be what you're looking for. You can specify the type of ressource you want to look for. Just keep in mind that if a plugin use a file from its master, it will also be referenced (for instance, if a mod introduce a new weapon using a vanilla .nif model, this .nif will also be associated with this mod by the asset manager). Link to comment Share on other sites More sharing options...
zilav Posted April 7, 2016 Author Share Posted April 7, 2016 Right click on your plugin -> apply script -> asset manager -> select either "list referenced assets" or even "copy referenced assets", should be what you're looking for. You can specify the type of ressource you want to look for. Just keep in mind that if a plugin use a file from its master, it will also be referenced (for instance, if a mod introduce a new weapon using a vanilla .nif model, this .nif will also be associated with this mod by the asset manager). It doesn't support parsing of Oblivion meshes (yet), so textures referenced from within meshes won't be copied. Dragonblood 1 Link to comment Share on other sites More sharing options...
GBRPlus Posted April 9, 2016 Share Posted April 9, 2016 It doesn't support parsing of Oblivion meshes (yet), so textures referenced from within meshes won't be copied. It write- sorry script supoport Skyrim and Fallout... So I need olderone? Link to comment Share on other sites More sharing options...
zilav Posted April 9, 2016 Author Share Posted April 9, 2016 It write- sorry script supoport Skyrim and Fallout... So I need olderone? Actually I skipped adding Oblivion support until meshes are parseable, no reason to copy meshes without textures. Dragonblood 1 Link to comment Share on other sites More sharing options...
GBRPlus Posted April 9, 2016 Share Posted April 9, 2016 Actually I skipped adding Oblivion support until meshes are parseable, no reason to copy meshes without textures. I will scan them from nif, its no problem. Need this script for garbage filtering Link to comment Share on other sites More sharing options...
Sharlikran Posted April 11, 2016 Share Posted April 11, 2016 Zilav I found Skyrim - Add keywords.pas which is exactly what I need but I'll have to change it for the records in Fallout 4 that I want to add the Keywords to. Would that script also work for adding AVIF if I slightly altered it? Link to comment Share on other sites More sharing options...
zilav Posted April 11, 2016 Author Share Posted April 11, 2016 Zilav I found Skyrim - Add keywords.pas which is exactly what I need but I'll have to change it for the records in Fallout 4 that I want to add the Keywords to. Would that script also work for adding AVIF if I slightly altered it? That's one of the oldest script you found, it even adds and sets keyword count manually Since actor values are forms in Fallout 4, I don't see why it wouldn't work. Dragonblood 1 Link to comment Share on other sites More sharing options...
Old Nick Posted April 12, 2016 Share Posted April 12, 2016 So I was having a look through the new Wasteland Workshop DLC in FO4Edit, looking for any conflicts with my load order and I noticed it makes changes to the Workshop Parent quest which makes sense I thought, given the nature of the DLC. However, whole swathes of sub-records appear to have been deleted, the quest name, the DNAM - General section (with the quest flags and priority in it), the stages, the aliases, all are just gone... So, is this a bug with the DLC (it would be kind of a massive bug, no?), or has the quest's structure been altered somehow that xEdit can no longer read? Some screen-shots: Name and Stages etc. , Aliases Link to comment Share on other sites More sharing options...
Sharlikran Posted April 12, 2016 Share Posted April 12, 2016 The records aren't decoded enough to do much of anything. Most people are making Weapon mods, Armor Mods, I have a list of records that appear unchanged but I assure you they are unimportant to modders. Things like Quest, Dialogue, INFO will all need to be updated. Not to beat a dead horse but we have been saying that since launch. There is no official CK yet. EDIT: Also I think Zilav mentioned that some kind of record that was present in Oblivion that was not in Skyrim has returned to FO4 and Elminster never fully supported it. Since that is there FO4Edit might not fully support it until Elminster has time to look at it. He rarely works on xEdit so that could be months after any official release of the CK. Zilav may correct me I could be a bit off but I'll change my post if so. Although I think that's the jist of things at this point. EDIT2: Well if I'm wrong sorry but still seems like there needs to be more decoding done. I know CTDA has not been updated for example and so on. Also some records are disabled. Each one with the double ''//' is turned off and doesn't load. Not all of them are unused records left over from Skyrim. //wbAddGroupOrder(MICN); //wbAddGroupOrder(EYES); //wbAddGroupOrder(SKIL); //wbAddGroupOrder(SCPT);{>>> Unused in Skyrim, but contained in Skyrim.esm <<<} //wbAddGroupOrder(SCRL); //wbAddGroupOrder(SLGM); //wbAddGroupOrder(REFR); //wbAddGroupOrder(ACHR); //wbAddGroupOrder(PMIS); //wbAddGroupOrder(PARW); //wbAddGroupOrder(PGRE); //wbAddGroupOrder(PBEA); //wbAddGroupOrder(PFLA); //wbAddGroupOrder(PCON); //wbAddGroupOrder(PBAR); //wbAddGroupOrder(PHZD); //wbAddGroupOrder(LAND); //wbAddGroupOrder(NAVM); //wbAddGroupOrder(TLOD); //wbAddGroupOrder(DIAL); //wbAddGroupOrder(INFO); //wbAddGroupOrder(TOFT); //wbAddGroupOrder(RGDL);{>>> Unused in Skyrim, but contained in Skyrim.esm <<<} //wbAddGroupOrder(WOOP); //wbAddGroupOrder(SHOU); //wbAddGroupOrder(DUAL); Link to comment Share on other sites More sharing options...
fireundubh Posted April 12, 2016 Share Posted April 12, 2016 So, is this a bug with the DLC (it would be kind of a massive bug, no?), or has the quest's structure been altered somehow that xEdit can no longer read? Not a bug, and not a problem with xEdit. The DLCs make significant changes to various records in order to make other things possible. Automatron overhauls Codsworth, for example, to integrate Codsworth and the robot workshop features. (COMCodsworth [QUST:000BBD94]) Link to comment Share on other sites More sharing options...
Old Nick Posted April 12, 2016 Share Posted April 12, 2016 Not a bug, and not a problem with xEdit. The DLCs make significant changes to various records in order to make other things possible. Automatron overhauls Codsworth, for example, to integrate Codsworth and the robot workshop features. (COMCodsworth [QUST:000BBD94]) Thanks for that, just had a look at the COMCodsworth, and it's exactly the same kind of thing (looking as though whole chunks of the quest have just been removed), I also noticed both quests have a flag I've never seen before in the record header – Unknown:14. So I guess all the quest's data is still there just not in a form xEdit can display yet? Link to comment Share on other sites More sharing options...
Arthmoor Posted April 12, 2016 Share Posted April 12, 2016 Have you updated your copy of xEdit recently? Link to comment Share on other sites More sharing options...
Sharlikran Posted April 12, 2016 Share Posted April 12, 2016 We don't have versioning and stuff for the Alpha so be sure to use the EXE from FO4Edit 3.1.3 - 19733ee on the Nexus. Link to comment Share on other sites More sharing options...
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