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Cleaning mods?

General mod discussion and requests.
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frootzcat
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Cleaning mods?

Post by frootzcat » Sun Nov 24, 2013 4:54 pm

Heyo everyone~


I was wondering about cleaning mods for TTW by using the FNVedit's Remove "Identical to Master" option... Mostly due to unexplained crashes when exiting into new OVERWORLD cells. I'm not sure what mod I've got is doing it (working on that, I'll find it with perseverance) but while going through them I have seen FNVedit bring up the fact some converted mods do have identical to master records.


Is it at all advisable to remove these records or no? Also, Undelete and Remove References... safe or not?


Thanks for any input.


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frootzcat
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Nope, the 'nuke' button on

Post by frootzcat » Sun Nov 24, 2013 6:42 pm

Nope, the 'nuke' button on any program like this is always a horrible idea.


Having used the TESedit version and actually reading the manuals I do have some idea of what I'm poking at, but thank you for the info! Just wanted to make sure it wouldn't completely explode my game to clean a few things up.


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zilav
Gary
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The problem is lack of user

Post by zilav » Sun Nov 24, 2013 8:04 pm

The problem is lack of user reports about problems after cleaning. There were few, and all of them have been fixed already.


So if you encounter anything strange with cleaning, you know what to do. Not cleaning and telling others to avoid it too is a dead end unfortunately and leads nowhere.



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zilav
Gary
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It is fixed in FNVEdit 3.0.31

Post by zilav » Mon Nov 25, 2013 8:31 am

It is fixed in FNVEdit 3.0.31. I'm assuming FO3 files and mods are cleaned after moving to TTW in New Vegas, not before.


Situation with AI packages and removal of PLD2 subrecord is the perfect example. This was not a bug in original older versions, quite the opposite - Elminster removed it on purpose (true bug is when something unexpected happens) probably because he didn't know it's meaning and noone reported him not to do it. I'm trying to avoid such cases now and asking to report any problems.



JaxFirehart
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That's because clean masters

Post by JaxFirehart » Mon Nov 25, 2013 3:02 pm

That's because clean masters assumes that the masters are already properly sorted. If they are not, it gets stuff wrong. So if your load order has the stash packs at the bottom of the list, but the plugin's master list has them somewhere in the middle, you will run into issues.



frootzcat
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I see now, looking through

Post by frootzcat » Fri Jul 25, 2014 6:03 pm

I see now, looking through everything. Most importantly I learned how to clean useless masters out with FNVedit. Thanks for the information, everyone.


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