EssArrBee Posted January 26, 2017 Posted January 26, 2017 This is why I use one install of xEdit and then have MO launch it using the arguments. You only have to worry about one copy of the app at a time. There is a highly neglected Fallout guide I started a while ago and never really finished that has some instructions for really advanced setups like that. https://wiki.step-project.com/Guide:Fallout#Setting_Up_Mod_Organizer
EUihwz Posted February 6, 2017 Posted February 6, 2017 (edited) Hi there, ran into the same problem last week. Check out [1], the latest update to mteFunctions.pas. Restoring the old index calculation resolved this error for me. [1] mteFunctions.pas Update Edited February 6, 2017 by EUihwz
Edgar Posted March 26, 2017 Posted March 26, 2017 I managed to fix this issue by taking the mteFunctions.pas (83kb) from my Skyrim copy of TES5Edit and overwriting (after backing up a copy) the FNVEdit mteFunctions.pas (78kb). https://mega.nz/#!bwAEnIBT!ePot9g1ZCS3EAe_kHe0FxEr8FykjQBuxMxiqxOwPbU0 Thank you kindly friend. This saved me having to redo hours of generating bash tags. Much obliged.
Satur9 Posted May 10, 2017 Posted May 10, 2017 Just hit this bug and remembered this had come up in the F&L support topic. Thanks for posting the fix, Siantis.
CactusCoyote Posted May 28, 2017 Posted May 28, 2017 say thanks for posting the script i could nnot for the life of me get it to download
Ash19256 Posted August 30, 2017 Posted August 30, 2017 Unfortunately, I've tried all of the fixes here, including re-downloading the GenerateBashTags.pas and mteFunctions.pas, and nothing seems to correct this error. I'm at my wits end trying to fix this, I would greatly appreciate assistance.
Mrjackpots Posted July 6, 2018 Posted July 6, 2018 Hey guys can someone please help me. So you have to run this script on every single plugin to finish the guide? Like all 130~ of them? One at a time? I'll do it I'm just making sure I'm not missing a step to make this more automated
Greg Posted July 6, 2018 Posted July 6, 2018 Yes, you have to run it on every plugin one at a time. It's tedious and time consuming, but you do have to run the script on one mod at a time.
Mrjackpots Posted July 6, 2018 Posted July 6, 2018 Gotcha thanks. What exactly does this do, and what happens if someone doesn't do this?
Greg Posted July 7, 2018 Posted July 7, 2018 The script determines which bash tags are appropriate and adds these tags to the header of the mod. Later when you create the bashed base, Wrye Flash uses these tags in the header to determine which mods should "win" the conflict in the bashed patch. The result in a nutshell is that the bashed patch resolves a lot more conflicts more intelligently than it would without these tags.
Recommended Posts
Create an account or sign in to comment
You need to be a member in order to leave a comment
Create an account
Sign up for a new account in our community. It's easy!
Register a new accountSign in
Already have an account? Sign in here.
Sign In Now