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FNVEdit and MasterUpdate

General help and troubleshooting.
Tanis41493
Posts: 21
Joined: Sun Sep 03, 2017 8:09 pm

FNVEdit and MasterUpdate

Post by Tanis41493 » Thu Sep 07, 2017 11:11 am

Hello everybody, I hope you're having a good day!


So I've been having an issue for a while now where I can't use the MasterUpdate function of FNVEdit (or any of its variants, for that matter). I've followed the instructions to a T, but nothing happens. Everything goes absolutely fine until it gets the the renaming of the .exe. I'll change the name to MasterUpdate and the icon doesn't change. Now in the past that's always how I knew it worked, but I figured screw it, maybe it just doesn't have an icon change anymore. But whenever I boot it up, it's still FNVEdit. I've been (begrudgingly) dealing with not playing with a merged patch for a bit, but when I saw Roy's merge of FO3/NV Redesigned and the caveat of requiring a merged patch, I decided to stop being lazy and ask for help.


Edit: Worth noting, I've been having this issue long before and my current TTW installation, on a few different installations of supported games.


 


Thanks in advance everyone!


Tanis A.


 


Oh, also, I have that issue with the power armor helmets making voices sound staticky, and I've read about it on quite a few of the forum posts here. There was somebody who made a program that was supposed to make it super easy to fix the BSAs (I think it was BSAs), but for the life of me I can't find it anymore. Anybody know what I'm talking about?



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jlf65
Posts: 1535
Joined: Wed Aug 10, 2016 9:10 pm

Why bother? Just install

Post by jlf65 » Thu Sep 07, 2017 3:32 pm

Why bother? Just install FNVEdit, and FO3Edit, and TES5Edit, etc into their own directories. It works perfectly and you can have an icon for each on the desktop. You're instantly into the editor set for a particular game. Switching "modes" sounds like a problem waiting to happen.


 



Tanis41493
Posts: 21
Joined: Sun Sep 03, 2017 8:09 pm

While that may be true, the

Post by Tanis41493 » Thu Sep 07, 2017 6:58 pm

While that may be true, the point is that I don't know how to do any of that.



Mystical Panda
Posts: 750
Joined: Wed Mar 30, 2016 2:02 pm

Not sure if this might be the

Post by Mystical Panda » Thu Sep 07, 2017 8:03 pm

Not sure if this might be the problem, but sometimes the icons won't change unless you 'reset' windows icon db cache. I'd had that problem with an executable here (Windows 7). I changed the icon before building it, but the old one persisted; at least until I rebooted (or windows decided to change it a day later).



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jlf65
Posts: 1535
Joined: Wed Aug 10, 2016 9:10 pm

xEdit doesn't have an

Post by jlf65 » Thu Sep 07, 2017 8:56 pm

xEdit doesn't have an installer, it's just an archive. Make a directory somewhere called something like "tools", then make subdirectories in it like "TES5Edit", "FNVEdit", and "FO3Edit". Decompress each version of xEdit into the corresponding subdirectoy you just made. Then go into each subdirectory and make a shortcut for the executable. You're done.


You get each version of xEdit specifically set for a specific game from that game's nexus site. Go to FO3 Nexus to get xEdit for FO3. Go to Skyrim Nexus to get xEdit for Skyrim. Etc. They may all be the same executable inside, but the arc from a specific nexus site is set for that game as the default. Then simply unarc into its own subdirectory as described above and you don't have to worry about changing anything - just USE IT.


 



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

Never ever ever use Master

Post by RoyBatty » Fri Sep 08, 2017 12:13 am

Never ever ever use Master Update, this was for a problem with Fallout 3 before the final patch was released and was fixed way back in 2009. Mastering many mods will straight break them so don't do it, forget anything about ever using this feature of xEdit.


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Tanis41493
Posts: 21
Joined: Sun Sep 03, 2017 8:09 pm

Alright, then do I even

Post by Tanis41493 » Fri Sep 08, 2017 12:40 am

Alright, then do I even bother making merged patches anymore? Thanks for the straightforward answer, btw.



GrantSP
Posts: 123
Joined: Sun Jan 08, 2017 11:13 pm

You don't need to use

Post by GrantSP » Fri Sep 08, 2017 12:59 am

You don't need to use MasterUpdate to make merged patches.



Tanis41493
Posts: 21
Joined: Sun Sep 03, 2017 8:09 pm

Ahh shit, really? Honestly,

Post by Tanis41493 » Fri Sep 08, 2017 1:06 am

Ahh shit, really? Honestly, the last time I used it the instructions were to use MasterUpdate, so I always just assumed that was the process. So do I do the same thing, but without the MasterUpdate part? So load all my files in FNVEdit, let them load, right click -> Other -> Create Merged Patch? Sorry if these are dumb questions, but thanks for the answers regardless.



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

Yep, that's how it's done.

Post by RoyBatty » Fri Sep 08, 2017 7:13 am

Yep, that's how it's done.


TTW 3.0 will be bash compliant too so people can make tags and use that in addition.


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