Kelmych Posted January 12, 2015 Share Posted January 12, 2015 Yes, I ran it on one plugin at a time. In the last test I ran that plugin was the first one I tested. I tried using your script with both FO3Edit 3.0.32 and the most recent 3.0.33 . Link to comment Share on other sites More sharing options...
fireundubh Posted January 12, 2015 Author Share Posted January 12, 2015 Yes, I ran it on one plugin at a time. In the last test I ran that plugin was the first one I tested. I tried using your script with both FO3Edit 3.0.32 and the most recent 3.0.33 .Go to line 1075 and change false to true. Go to line 1083 and change false to true. Then run the script on that plugin again. Tell me what messages are output then. Link to comment Share on other sites More sharing options...
Kelmych Posted January 12, 2015 Share Posted January 12, 2015 Nothing changed in the tags. The bash tags reported are : {{BASH:Actors.ACBS,Actors.Stats,Delev,Scripts,Stats}}. In FO3Edit I can see changes from the Fallout.esm master in rows in ACBS and Items for NPCs, in leveled list item entries, and in MODL and MODS records under Armor and Armor Addon. I don't see any actor stat changes compared to the master (although intermediate mods do change these). I'm using a version of mator's mtefunctions.pas dated 1/8/2015. Link to comment Share on other sites More sharing options...
fireundubh Posted January 12, 2015 Author Share Posted January 12, 2015 If you change those falses to true, the script will tell you which records are triggering the tag. I need you to either copy and paste the output here or send me the file. Link to comment Share on other sites More sharing options...
Kelmych Posted January 12, 2015 Share Posted January 12, 2015 Here is what was output. Perhaps there is some problem with other scripts I have in FO3Edit? Applying script... ------------------------------------------------------------------------------- Using record structure for Fallout 3 ------------------------------------------------------------------------------- [0] Scripts: BornAgain Outcast v3.esp: Added tags to header: {{BASH:Actors.ACBS,Actors.Stats,Delev,Scripts,Stats}} ------------------------------------------------------------------------------- [Apply Script done] Processed Records: 25, Elapsed Time: 00:00 Link to comment Share on other sites More sharing options...
fireundubh Posted January 12, 2015 Author Share Posted January 12, 2015 "[0] Scripts: " There should be the full path to the element after the colon, but there isn't, which means the SCRI element isn't being assigned. I need the ESP to see what's going on. You don't seem to have the same one that I downloaded from the Nexus. Put the ESP up on MediaFire. Link to comment Share on other sites More sharing options...
Kelmych Posted January 12, 2015 Share Posted January 12, 2015 It's the exact same one one you got from the Nexus with a CRC of 1278B2C3. I don't use Mediafire; here it is on Dropbox. Link to comment Share on other sites More sharing options...
fireundubh Posted January 12, 2015 Author Share Posted January 12, 2015 (edited) It's the exact same one one you got from the Nexus with a CRC of 1278B2C3. I don't use Mediafire; here it is on Dropbox.I'm getting the same result that I was getting. Try this version of the script. Edited January 12, 2015 by fireundubh Link to comment Share on other sites More sharing options...
Kelmych Posted January 12, 2015 Share Posted January 12, 2015 Here's the result: Using record structure for Fallout 3 ------------------------------------------------------------------------------- [0] Scripts: [2] Stats: \ [37] BornAgain Outcast v3.esp \ [3] GRUP Top "ARMO" \ [3] ArmorPowerHelmetOutcast "Outcast T45d Power Helmet" [ARMO:00060C72] \ [14] DATA - Data BornAgain Outcast v3.esp: Added tags to header: {{BASH:Actors.ACBS,Actors.Stats,Delev,Scripts,Stats}} ------------------------------------------------------------------------------- [Apply Script done] Processed Records: 25, Elapsed Time: 00:00 Link to comment Share on other sites More sharing options...
Kelmych Posted January 12, 2015 Share Posted January 12, 2015 Here is what I got when I used a different MO profile with fewer mods active. The profile included the UI mods (including the FWE plugins) , fixes, and Bornagain outcast v3: Using record structure for Fallout 3 ------------------------------------------------------------------------------- [2] Stats: \ [29] BornAgain Outcast v3.esp \ [3] GRUP Top "ARMO" \ [3] ArmorPowerHelmetOutcast "Outcast T45d Power Helmet" [ARMO:00060C72] \ [14] DATA - Data BornAgain Outcast v3.esp: Added tags to header: {{BASH:Actors.ACBS,Actors.Stats,Delev,Stats}} ------------------------------------------------------------------------------- [Apply Script done] Processed Records: 25, Elapsed Time: 00:00 Even through I ran your script on just the single mod in both cases, it looks like the result has some dependency on the rest of the mods that affect the same records. Link to comment Share on other sites More sharing options...
fireundubh Posted January 12, 2015 Author Share Posted January 12, 2015 (edited) Okay, open your entire load order in FNVEdit. Hold Shift when you click OK to skip building references. Then go down through the highlighted ARMO and NPC_ records in that mod, making note of each file that those records override. Then give me a list of those files and their associated mods, so I can go hunt them down and get them into my load order. Edited January 12, 2015 by fireundubh Link to comment Share on other sites More sharing options...
Kelmych Posted January 12, 2015 Share Posted January 12, 2015 esm plugins fromUPDATED Unofficial Fallout 3 Patch FWE - FO3 Wanderers Edition Marts Mutant Mod - RC 62 andParadox Ignition presents Marts Mutant Mod Merged (the esm plugin is here) EVE all the other mods that affect the same records are esp plugins and load after Bornagain Outcast V3.esp Link to comment Share on other sites More sharing options...
fireundubh Posted January 12, 2015 Author Share Posted January 12, 2015 (edited) v1.3.5 is up. The primary change was to the validation logic. The script now checks if the processed record exists first rather than second. Sounds stupidly simple, right? Well, the original script didn't do that, so I guess I carried over a bug. There should be less false positives now. Again, we're still testing, so verify suspicious tags. You can do that by turning on the respective debug logging options and looking at the triggering records. Smoke tests: YUP - Base Game + All DLC.esm: Added tags to header: {{BASH:Actors.ACBS,Actors.DeathItem,C.Climate,C.Light,C.Owner,C.Water,Delev,Destructible,Factions,Graphics,Hair,Invent,Names,Relev,Scripts,SpellStats,Stats,WeaponMods}} FCOMaster.esm: Added tags to header: {{BASH:Actors.ACBS,Actors.AIData,Actors.AIPackages,Actors.Stats,Destructible,Eyes,Factions,NpcFaces}} OldWorldBlues.esm: Added tags to header: {{BASH:Actors.Stats,C.Light,Delev,Graphics,Scripts,Stats}} Edited January 12, 2015 by fireundubh Link to comment Share on other sites More sharing options...
Sharlikran Posted January 12, 2015 Share Posted January 12, 2015 Since the two of you have more mods then me can you guys please test Wrye Flash 30.6 for FO3? Link to comment Share on other sites More sharing options...
zilav Posted January 12, 2015 Share Posted January 12, 2015 My original script was designed to be used only on a single plugin and it's masters loaded in xEdit (you start xEdit and double click on a plugin to load), because when comparing it gets values from the record itself and it's previous override. When only master files for that plugin are loaded, it will get the correct data from the last master which modifies that record. When other plugins are loaded, the result will vary. Link to comment Share on other sites More sharing options...
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