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FNVEdit script error

General help and troubleshooting.
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Gilibran
Posts: 12
Joined: Sat Dec 08, 2012 2:00 pm

FNVEdit script error

Post by Gilibran » Fri Oct 18, 2013 3:13 pm

I have been searching the forum and trying all morning but i'm running into a problem trying to convert a companion mod for TTW. I cannot find anything about this particular error message.


This is the companion:


http://fallout3.nexusmods.com/mods/15758//?


I have made sure i'm using all the latest versions and they are installed correctly as far as i am aware. Everythng goes like the video tutorial shows untill i run the conversion script. It starts the script but then i get a error, see attachment one for the error and attachment 2 for the bugreport.


What could be causing this?


I am using FOMM to create a fomod and then activate it. Then open it in NVEdit to start converting it step by step as shown in the video tutorial.


Hope someone can help me out


Many thanks in advance


 


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JaxFirehart
Posts: 3003
Joined: Wed Sep 12, 2012 12:33 am

you need to update your

Post by JaxFirehart » Fri Oct 18, 2013 3:32 pm

you need to update your FNVEdit


 



Gilibran
Posts: 12
Joined: Sat Dec 08, 2012 2:00 pm

Wow that's fast, thank you. I

Post by Gilibran » Fri Oct 18, 2013 3:44 pm

Wow that's fast, thank you. I dunno how but downloaded NVEdit last week, i was so sure i got the latest version.


going for it again 


Tyvm again



Gilibran
Posts: 12
Joined: Sat Dec 08, 2012 2:00 pm

Ughh, ok it works now however

Post by Gilibran » Fri Oct 18, 2013 4:19 pm

Ughh, ok it works now however there's something with the mod. According to the author:


===============

Bugs/Issues:

===============



Not a bug, but just worth mentioning : the esp has the ESM flag set by the masterupdate, this is needed to "snap" her body skin colour to her head skin colour. So don't worry when you see "WARNING: This plugin has the file extension .esp, but its file header marks it as an esm!" in the FOMM.


This means when i load it into the GECK i cannot set it as the active file? What would happen if i run recompile all scripts anyway? I'm guessing it would recompile all scripts in all the ESM's selected, would that screw up TTW? Or do i simply have to select this one only and then do the recompile script, and not select all the other esm's like the tutorial says?


I'm trying to get this but i think i perhaps might have chosen the wrong mod for a first try lol :-)


 



dawe1313
Posts: 162
Joined: Fri Mar 22, 2013 4:39 am

try deleting the entire

Post by dawe1313 » Fri Oct 18, 2013 4:24 pm

try deleting the entire folder you have FNVEdit extracted to, and re-extract from scratch.


you might also want to double-check your version. the [url=http://newvegas.nexusmods.com/mods/34703]latest version[/url] is 3.0.31 as of 5 Oct 13.


also, take a look at the [url=http://newvegas.nexusmods.com/mods/38413]FNVEdit Training Manual[/url]. lots of useful tips and tricks in there



Gilibran
Posts: 12
Joined: Sat Dec 08, 2012 2:00 pm

Thanks Dawe1313, but thanks

Post by Gilibran » Fri Oct 18, 2013 5:35 pm

Thanks Dawe1313, but thanks to Jax i rechecked the version. I had my folders mixed up and copied the wrong version into what i named the latest version lol The FNVEdit part went perfect after getting the right version and the script ran without a flaw.


The issue i now have is with the mod itself and the last steps you need to do in the GECK.



dawe1313
Posts: 162
Joined: Fri Mar 22, 2013 4:39 am

thought it might be something

Post by dawe1313 » Fri Oct 18, 2013 5:42 pm

thought it might be something like that. that's why i suggested the whole "delete everything and start from scratch" thing smiley


one of the most important things is opening the converted mod up in the NVGeck, making some minor change (like recompiling one of the scripts), then saving. this updates the plug-in from the FO3 version to the FNV version



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

Never ever ever ever ever

Post by Gribbleshnibit8 » Fri Oct 18, 2013 10:36 pm

Never ever ever ever ever ever ever ever ever EVER use the Recmopile All Scripts button. EVER! NEVER!


I cannot stress enough how much you need to just forget about the existence of that button. In order to save all scripts (and this is what makes it suck) you must open each and every one individually and save them again.


The GECK Powerup will allow you to edit master files. You can find it on nexus. You want the Fork version.



Gilibran
Posts: 12
Joined: Sat Dec 08, 2012 2:00 pm

Thanks Gribble, I'll search

Post by Gilibran » Sat Oct 19, 2013 10:55 am

Thanks Gribble, I'll search for the fork version and give it a shot.


Should'nt the recompile all be edited out of the TTW conversion video then, because from 8:50 it tells you to select the scripts and recompile all in the GECK!???



TJ
Posts: 2181
Joined: Mon Sep 17, 2012 1:06 pm

All you have to do is uncheck

Post by TJ » Wed Oct 23, 2013 5:33 pm

All you have to do is uncheck the esm flag in xEdit, load in geck, open and save all the scripts in that mod only one at a time, save and close geck, open mod in xEdit and recheck the esm flag.

My project Dash is on Kickstarter!



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