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Cleaning up with FNVedit after modding

General help and troubleshooting.
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Proximitus
Posts: 27
Joined: Mon Feb 02, 2015 7:28 pm

Cleaning up with FNVedit after modding

Post by Proximitus » Tue Feb 03, 2015 12:05 pm

I converted some FO 3 mods to TTW witht he help of the video Roy Batty uploaded on youtube, and after converting some other mods I noticed I do not only get a dirty edit in the Freeside station worldspace, but also in the Arlington house cell. Even when I create a new .esp it gives me those dirty edits


 


After googling I read that some other people have this issue, so it is known. What I was wondering is, that in the video, Roy opened the geck to open a script and saved it immediately to recompile it. Do I have to do this with every script I alter in the mod or is this a FO3 conversion thing only, does this happen automatically with TTW made mods?



mamelukturbo
Posts: 54
Joined: Sat Jan 24, 2015 10:11 am

You need to recompile the

Post by mamelukturbo » Tue Feb 03, 2015 12:33 pm

You need to recompile the scripts in mod which was originally fo3 after you convert it. Mods made for TTW or NV already have the scripts compiled with NV geck.


At least that's my understanding. The extraneous records which I often find in the converted mods I usually clean with FNVEdit / Apply filter for cleaning / Remove ITMs. Manually checking after that usually only leaves worldspace records from NV to be removed (fnvedit for some reason won't remove ITM which is only WRLD header even though it is identical to master), since it is fo3 mod originally, even after conversion it has no business touching NV WRLD records.


I don't claim to be an expert on the matter - it's what I do and seems to be working for me.


Kill me again or take me as I am, for I shall not change.

Proximitus
Posts: 27
Joined: Mon Feb 02, 2015 7:28 pm

Do you perhaps have converted

Post by Proximitus » Tue Feb 03, 2015 12:44 pm

Do you perhaps have converted the GNR enhanced mod? I tried it using the video and it isn't working! When applying the script, it does that to some of the records, but not to the script itself.. I also don't get the question of saving the changed file, indicating it hasn't been saved at all..


 


Update: Nevermind, I already got it to work via a different method :)



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Puppettron
Gary
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Joined: Sat Nov 23, 2013 10:47 pm

yeah, current version of TTW

Post by Puppettron » Tue Feb 03, 2015 3:12 pm

yeah, current version of TTW drops a dirty edit for the train station and arlington house when you open it in geck.  you can safely remove those from your .esp (unless, of course, you're actually doing something with them)


perms:  either a full fireworks display spelling out "Puppettron Made This" anytime a user accesses my content in-game, or just give me credit somewhere.

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

Just be careful with deleted

Post by RoyBatty » Tue Feb 03, 2015 3:57 pm

Just be careful with deleted/disabled references, make sure you know what you are doing before altering them.


There's other dirty edits too, where an object has only one subrecord altered very slightly, happens with placed world objects and even weapons.


An example would be the X position moved a fraction of a unit, or the animation mult changed a small fraction of an int.


Image

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