icetbr Posted February 4, 2016 Posted February 4, 2016 (edited) I've read a bit about this. I believe the bash tags are correct, and so is the order. Could I have done something wrong or is this the kind of thing that sometimes happens? And how to fix this other then creating a manual patch? Relevant plugins orderUnofficial Fallout 3 Patch.esmFO3 Wanderers Edition - Main File.esm - should have prevailed in bashUUF3P - FWE Patch.esp - should have prevailed in bashBlackened FWE + MMM + EVE + Project Beauty.esp - should have prevailed in bash I did not include TWPC Wasteland Patch Collection.esp for the generation of the bash patch. The attached image shows FO3Edit error, there is plenty like this. Unofficial Fallout 3 Patch is taking precedence over the others for bash All plugins # This file was automatically generated by Mod Organizer.Fallout3.esmAnchorage.esmThePitt.esmStreetLights.esmBrokenSteel.esmPointLookout.esmZeta.esmUnofficial Fallout 3 Patch.esmMart's Mutant Mod.esmQuantum looting device.esmArefuExpandedByAzar.esmProject Beauty.esmEVE.esmMothership Crew.esmAWorldOfPainFO3.esmaHUD.esmAdvanced Recon Tech.esmCALIBR.esmCRAFT.esmFO3 Wanderers Edition - Main File.esmDetect Traps.esmEnhanced Weather - Rain and Snow.esmGeorgetownExpansion.esmRH_IRONSIGHTS.esmVault 101 Revisited.esmXepha's Dynamic Weather.esmxCALIBR.esmFO3 Wanderers Edition - Alternate Travel.espWastelandGuards01.esmiHUD.esmInventory Access.esmtubrrCompound.esmGNR Enhanced.esprmQuantity.espFortIndependenceRedesigned.espArlingtonRestoration.espRealistic Interior Lighting.esptubRRCompound.espRivet City Realignment.espDIFF.espTemple of the Union Overhaul.espThe Mantis Imperative - Jello.espHeirApparent.espFO3 Wanderers Edition - DLC Broken Steel.esplexx_brahmin-variant-Fo3.espLaurens_Bathroom_poetry_V1.espPLweightadjust.espNotSoFast.espThe Mantis Imperative - Mantis.espFO3 Wanderers Edition - Main File.espFO3 Wanderers Edition - DLC Anchorage.espFO3 Wanderers Edition - DLC Mothership Zeta.espFO3 Wanderers Edition - DLC The Pitt.espUUF3P - FWE Patch.espWeaponModKits.espRH_WMK_Bridge.espWeaponModKits - FWE Master Release.espBlackened FWE + MMM + EVE + Project Beauty.espMoreMapMarkers.espBBBackpacks-v1-1.espCALIBRv14 Ammunition Schematics for FWE-WMK-CRAFT-V1_3-18639.espPPA - FWE Tougher NPC Power Armour.espWeaponModKits - BrokenSteel.espWeaponModKits - OperationAnchorage.espWeaponModKits - ThePitt.espWeaponModKits - Zeta.espWeaponModKits - PointLookout.espDIFF WMK.espBlackened RH + FWE + EVE.espBornAgain Outcast v3.espFO3 Wanderers Edition - DLC Point Lookout.espChems and Meds Re-Textures Pack.espPowered Power Armor.espPPA - FWE.espmajormodder's Junk Food to Barbeque Crisps.espPPA - FWE 2.espUniqueWeaponsRetextured.espAdvanced Recon Range Finder.espUniqueWeaponsRetextured_FWE.espBaileysCrossingMetro.espK9BreedsMoreDogs.espBetter RC Church.espDragonskin Tactical Outfit.espDragonskinBonusPack.espDragonskin_for_FWE_2014.espAdvanced Recon Gear.espAdvanced Recon Tech FWE.espIMPACT.espAdvanced Recon Tech.espFO3 Wanderers Edition - More Gore.espdD - Enhanced Blood Main.espRH_FWE_Bridge.espschematics2.espDree Perks.espBrahmin Dairy Products.espParadise Lost - Unique Texture and Icon.espZeta Turret Drone Karma Fix - MMM Merged.espAutoGates.espBornagain Zeta Combat Armor Texture Patch.espZeta Turret Drone Karma Fix.espbzFatigues.espbzJocks.espStimpak Counter.espDarNifiedUIF3.espIntoTheDeepWoods.espMTCBigTownRobotFix.espDIM TYPE3clothesRETAIL.espDynamicCrosshair.espXepha's Dynamic Weather - Dynamic Sneak Bonus.espXepha's Dynamic Weather - Green Tint Remover.espXepha's Dynamic Weather - Rain.espXepha's Dynamic Weather - Sandstorms + Armor Damage (FOSE).espExistence 2.0.espArefuExpandedByAzar-Radio.espXepha's Dynamic Weather - Weather Machine (Start Game Added).espXepha's Dynamic Weather - Weather Machine (Vendor Added).espEnhanced Weather - Weather Sounds in Interiors.espxCALIBRammo_FWE.esprmSaveManager.espFo3HirezdFlamer.espFo3HirezdLincolnRepeater.espProject Beauty- Broken Steel.espProject Beauty- Point Lookout.espConelrad 640-1240.esp7_HolsterForHandGunsV1_1.espFlashlight-LOS-nonFOSE.espFlashlight-LOS.espFlashlight-Performance-nonFOSE.espFlashlight-Performance.espFO3 Wanderers Edition - Optional Restore Tracers.espFWEAlienWorkBenchFix.espWeaponModKits - FWE Talon Loot Crash Fix.espGlowingGhouls-MMM.espHi-Res Weapons & Ammo Textures - The Pitt.espPLFewerItems.espJIP Companions Command & Control.espJIP Realistic Weapon Overheating.espJIP Selective-Fire.espFeralGhoulTest.espkrzymar-MoonSize_120%.espmegalight.espMerc Adventurer Armor - eng.espFO3NeckChains.espConfessor Cromwell has a Break_EV.espPPA - Broken Steel.espPPA - Mothership Zeta.espPPA - Operation Anchorage.espPPA - The Pitt.espRagdollOverhaulFo3.espYearlingBooks.espThe Mantis Imperative - Nasty Zeta No Scaling.espTribal_DX.espT3_leather armors.espRubblePilesFix.espUrgeWashingtonBoS.espWMK Uniques for FWE_EVE Addon.espPlasmaRifleAwesomefiedWMK.espHi-Res Weapons & Ammo Textures.espFo3HirezdMinigun.espWinterizedT51bDX.espUniqueWeaponsRetexturedPITT.espUniqueWeaponsRetexturedPITT_FWE.espFlora Overhaul.espK9Breeds.espK9BreedsPatchDLCPitt.espXepha's Dynamic Weather - Main + DLC Merged.espDALCO Inventory Sorter - Fallout 3 & All DLCs.espDALCO Inventory Sorter - FWE (Main File).espDALCO Inventory Sorter - Unofficial Fallout 3 Patch.espDALCO Inventory Sorter - CALIBR.espDALCO Inventory Sorter - Weapon Mod Kits (Base).espDALCO Inventory Sorter - WMK - FWE Master Release.espDALCO Inventory Sorter - AWOP.espDALCO Inventory Sorter - Dynamic Crosshair.espDALCO Inventory Sorter - WMK - FWE (DLC Anchorage).espDALCO Inventory Sorter - EVE.espDALCO Inventory Sorter - FWE (Alternate Travel).espDALCO Inventory Sorter - WMK - FWE (DLC BrS).espDALCO Inventory Sorter - FWE (Broken Steel).espDALCO Inventory Sorter - FWE (Operation Anchorage).espDALCO Inventory Sorter - FWE (Point Lookout).espDALCO Inventory Sorter - FWE (The Pitt).espDALCO Inventory Sorter - Mart's Mutant Mod (Main).espDALCO Inventory Sorter - WMK - FWE (DLC PointLookout).espDALCO Inventory Sorter - WMK - FWE (DLC ThePitt).espDALCO Inventory Sorter - WMK - FWE (DLC Zeta).espDALCO Inventory Sorter - FWE (Mothership Zeta).espBashed Patch, 0.espbashFixes.espTWPC Wasteland Patch Collection.espFO3LODGen.esp Edited February 4, 2016 by icetbr
Kelmych Posted February 4, 2016 Posted February 4, 2016 I don't understand the FO3Edit display. When I look at Beer in FO3Edit I see columns for Fallout3.esm, Unofficial Fallout 3 Patch.esm, FO3 Wanderers Edition - Main File.esm, FO3 Wanderers Edition - Main File.esp, UUF3P - FWE Patch.esp, and Blackened FWE + MMM + EVE + Project Beauty.esp. Where are these plugins in your FO3Edit? Did you disable these plugins or is there a problem with your Mod Organizer and/or FO3Edit? By the way, I see no Bashed Patch entry for this in my game, which is not surprising since the differences are in Effects and there are no bash tags for Effects. If Wrye Flash is run when only the plugins you show are active then it's possible the bashed patch might have an entry for Beer because of the bashed patch rules for handling a record when only one plugin changes values.
icetbr Posted February 4, 2016 Author Posted February 4, 2016 I ran it on the bash file (only one marked in FO3Edit, all the others are marked on Mod Organizer), it should have shown all the columns you mentioned right? When I created the bashed patch all of them were marked and properly ordered. And even with only those mods shown, shouldn't FWE prevailed over UF3P? If this indeed is a problem on my end (I've been trying a few things here, nothing much though) is there a procedure to identify it? I mean, visually everything is fine. Proper order, proper bash tags, all activated. Anyway, just wanted to know if I did something obvious to cause this. I will be trying to understand better what is happening here through logs, docs and stuff.
Kelmych Posted February 4, 2016 Posted February 4, 2016 A better example is WaterPurified, FormID 000151A3. Here FWE changes the effects of water, and these changes are shown in all 4 of the plugins you mention which load after Unofficial Fallout 3 Patch.esm. However, the changes are in Effects records and, as noted in some recent posts in this forum, the FWE changes present in these 4 different plugins are not included in the bashed patch. A manual patch that loads after the bashed patch is needed to fix this. It's a limitation of the bashed patch process, not a user error.
icetbr Posted February 4, 2016 Author Posted February 4, 2016 OK, based on what you said, disabled my DALCO plugins, because they rename ALL items. That makes all the objects that wouldn't be included in the bash to be included. Thanks for the help.
Kelmych Posted February 4, 2016 Posted February 4, 2016 Did you try loading the DALCO patches early in the load order and using the Names bash tag to see whether Wrye Flash picks up the revised names?
icetbr Posted February 5, 2016 Author Posted February 5, 2016 (edited) It does (using LOOT order), but there is too many missing that way. I was hoping for a quick solution, but no luck. As one example, I have Combat Knife (00004326), that according to FO3Edit (when bashed patch selected) it is "overwritten" by FWE into Combat Knife. But DALCO FWE is ordered after it, when I run FO3Edit on it's esp it shows that Combat Knife (00004326) should have been renamed. I don´t get it why it lost the name battle. EDIT: I'm playing with disabling the names tag on all plugins when generating the patch EDIT 2: Well, it seems that the reason for that is that I let wrye flash to merge some mods, then when I see the FO3Edit of bash I don't get the full picture. Tomorrow will not merge them and continue my tests. Edited February 5, 2016 by icetbr
Kelmych Posted February 5, 2016 Posted February 5, 2016 You should get the full picture if you load all the plugins into FO3Edit. I was surprised with the screenshot picture you posted since you had eliminated mods. The only time I eliminate any mods when loading FO3Edit is when I'm cleaning a mod or using the Merge script with a few mods. There are a few mods that are merged into the bashed patch and deactivated by Wrye Flash, but if you want to see them in FO3Edit activate them before running it.
icetbr Posted February 5, 2016 Author Posted February 5, 2016 Ok, you may have a point there. I was disabling them all in FO3Edit without even thinking about it! Because when I load one plugin FO3Edit shows "all mods that one affects", I assumed that was all I needed. If that is the case, just a noob mistake for not learning enought about the program.
Kelmych Posted February 5, 2016 Posted February 5, 2016 What xEdit means with this statement is that it includes all mods that are "masters" for the plugin you checked; these are the plugins that are the originators for any object modified by the plugin you checked. It doesn't include any mods that also change the same records. If you want to see all the mods that affect the same records you would need to use some of the conflict filtering that is described in this reference for xEdit (it happens to be an FNVEdit manual but is also relevant to all of xEdit)
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