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FNVEDIT merge ignoring Project Nevada FLISTS and LVLD's

General mod discussion and requests.
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anstand
Posts: 223
Joined: Tue Feb 11, 2014 10:41 am

FNVEDIT merge ignoring Project Nevada FLISTS and LVLD's

Post by anstand » Thu Sep 10, 2015 9:05 am

Does somebody know why FNVEDIT is completely ignoring PN's form and leveled lists when creating a merged patch?


It's really annoying to manually insert the PN's entries into my merge every time I create a new merge patch.


 


 


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Drewkey
Posts: 45
Joined: Mon Aug 12, 2013 9:57 am

Personally I always go

Post by Drewkey » Thu Sep 10, 2015 11:59 am

Personally I always go through and edit the merged patch to pick up stuff like this.... means I'm loathed to change things once I get them set up as it takes at least a couple of hours but it does mean you pick up a lot of insight as to what is going on beneath the hood in your game.


Bash does a better job of merging lists than xedit, perhaps a bashed patch after the merged patch would get you a better result


 



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RoyBatty
Gary
Posts: 7742
Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Picture 1, FNVEdit should

Post by RoyBatty » Thu Sep 10, 2015 12:40 pm

Picture 1, FNVEdit should pick that up.


Picture 2, your merge patch is wrong, PN TTW removes or changes those entries for a reason. The chinese officers sword was a restoration in New Vegas, it's not needed because it exists in Fallout 3. In Fact, that weapon should have it's record marked deleted. Did you "clean" the patch? Don't do that.


Picture 3, again FNVEdit should pick that up.


Image

Gribbleshnibit8
Posts: 481
Joined: Sun Nov 04, 2012 2:06 am

Picture 1) IIRC, PN TTW has

Post by Gribbleshnibit8 » Thu Sep 10, 2015 4:12 pm

Picture 1) IIRC, PN TTW has master of PN Equipment, and removes the PN weapon from the list, therefore FNVEdit says, "This was done for a reason in the patch, don't copy that file.


Picture 2) What Roy said, the PN weapon should not be on the merge list, if FNVEdit did that, it's wrong, if that's after you changed it, you're defeating the purpose of the TTW patch.


Picture 3) Yeah that's straight up wrong.


 


Pro tip. If you have a mod like PN that has some special cases with extra patches, I find it helpful to create an intermediate patch that goes between PN and the merge, that sets things up the way I want them to be. When FNVEdit generates the merged patch, it sees that the patch has changed things back, and will pull those changes in (if it even needs to). This has the benefit of 1) making FNVEdit behave in a way that makes more sense 2) reducing the time you spend rebuilding your merged patch because you actually just built a mini merged patch for only the PN (or some other mod's) conflicts.



anstand
Posts: 223
Joined: Tue Feb 11, 2014 10:41 am

Thanks for the help guys! Did

Post by anstand » Thu Sep 10, 2015 9:55 pm

Thanks for the help guys! Did some stupid  things here and there. Hopefully fixed now.



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zilav
Gary
Posts: 225
Joined: Tue Apr 09, 2013 4:03 pm

Form Lists FLST records were

Post by zilav » Tue Sep 15, 2015 6:34 am

Form Lists FLST records were made unsorted by default in one of the versions by request since some scripted mods depend on the index of entries in them. FNVEdit merges only sorted arrays, you can try to switch it back on in Options. Then it should merge form lists but have a possibility to break some plugins depending on indexes.



Gribbleshnibit8
Posts: 481
Joined: Sun Nov 04, 2012 2:06 am

On regards to what zilav said

Post by Gribbleshnibit8 » Tue Sep 15, 2015 2:34 pm

On regards to what zilav said, PN uses a LOT of ordered lists, sorting them can break pretty much everything if you don't know to go back and fix them.

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RoyBatty
Gary
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Joined: Sun Apr 27, 2014 10:26 am
Location: Vault 108

Flashlight NVSE and I believe

Post by RoyBatty » Tue Sep 15, 2015 5:37 pm

Flashlight NVSE, More Perks and I believe CotW does too.


Image

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