I'm currently in the process of customizing some of the mods from the F&L guide to better fit my own personal preferences. I make simple changes through FNVEdit such as modifying item weights, adding items to NPCs, balancing different weapon stats etc. Nothing too complex. But one of my main objectives is to introduce more of the calibers from the CaliberX plugin into the game. I have had moderate success in the past, but recently I've been encountering errors and possibly reached an impasse.
I wanted to change the ammunition used by the Automatic Rifle and Police Pistol from Dead Money so that they use 30.06 and .38 Special, which is more realistic. Because this requires CaliberX, I decided to make all the necessary ammunition & leveled list edits to my YUP-WMX-PN-PNEO.Patch.esp plugin as that had already overwritten some entries from DM, and it also included other weapons from the base game and DLC that I wanted to mod. I like to keep things as simple as possible!
When I finished replacing all the original ammunition in the containers and on NPCs I saved and started up FNV. I loaded a save and everything worked fine. But when I went back to FNVEdit later on I had found that all the entries I'd edited had turned into 'unresolved errors', including the ammo list, all the ammunition I had replaced and even entries relating to WMX weapon mods and their world models had errors. I was totally phased. I'd added CaliberX as a master and although I hadn't actually activated the 30.06 Springfield via script, I don't see how switching the Police Pistol's ammo list to .38 Special would create an error, or how all the ammunition in the containers had been replaced with errors.
The only thing that crossed my mind was that I made a small change to DeadMoney.esp and when I saved it went into the overwrite folder. I started the game without realising but when I closed FNV I saw the error log and moved the plugin back into the FNV data folder. Could this somehow have messed up the references? And should I be adding new calibers in with the GECK instead of FNVEdit? Any advice would make me a happy puppy!
I will keep messing around to see if I can resolve this myself. Thank God for backups!
*Paw print*
--- --- --- ---
Edit: I've just noticed something about the .38 Special ammo; in the base game AND in CaliberX, .38 Special is added to the .357 Magnum FormID List. I notice that CaliberX does the same thing BUT it also has a list with JUST .38 special in it ... gosh this is confusing, but it also helps. I'll keep sniffing for more clues. Woof!
Question
ToughPuppy
I'll try to make this quick!
I'm currently in the process of customizing some of the mods from the F&L guide to better fit my own personal preferences. I make simple changes through FNVEdit such as modifying item weights, adding items to NPCs, balancing different weapon stats etc. Nothing too complex. But one of my main objectives is to introduce more of the calibers from the CaliberX plugin into the game. I have had moderate success in the past, but recently I've been encountering errors and possibly reached an impasse.
I wanted to change the ammunition used by the Automatic Rifle and Police Pistol from Dead Money so that they use 30.06 and .38 Special, which is more realistic. Because this requires CaliberX, I decided to make all the necessary ammunition & leveled list edits to my YUP-WMX-PN-PNEO.Patch.esp plugin as that had already overwritten some entries from DM, and it also included other weapons from the base game and DLC that I wanted to mod. I like to keep things as simple as possible!
When I finished replacing all the original ammunition in the containers and on NPCs I saved and started up FNV. I loaded a save and everything worked fine. But when I went back to FNVEdit later on I had found that all the entries I'd edited had turned into 'unresolved errors', including the ammo list, all the ammunition I had replaced and even entries relating to WMX weapon mods and their world models had errors. I was totally phased. I'd added CaliberX as a master and although I hadn't actually activated the 30.06 Springfield via script, I don't see how switching the Police Pistol's ammo list to .38 Special would create an error, or how all the ammunition in the containers had been replaced with errors.
The only thing that crossed my mind was that I made a small change to DeadMoney.esp and when I saved it went into the overwrite folder. I started the game without realising but when I closed FNV I saw the error log and moved the plugin back into the FNV data folder. Could this somehow have messed up the references? And should I be adding new calibers in with the GECK instead of FNVEdit? Any advice would make me a happy puppy!
I will keep messing around to see if I can resolve this myself. Thank God for backups!
*Paw print*
--- --- --- ---
Edit: I've just noticed something about the .38 Special ammo; in the base game AND in CaliberX, .38 Special is added to the .357 Magnum FormID List. I notice that CaliberX does the same thing BUT it also has a list with JUST .38 special in it ... gosh this is confusing, but it also helps. I'll keep sniffing for more clues. Woof!
Edited by ToughPuppy1 answer to this question
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