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Posted (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 order

Unofficial Fallout 3 Patch.esm

FO3 Wanderers Edition - Main File.esm - should have prevailed in bash

UUF3P - FWE Patch.esp - should have prevailed in bash

Blackened 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.esm
Anchorage.esm
ThePitt.esm
StreetLights.esm
BrokenSteel.esm
PointLookout.esm
Zeta.esm
Unofficial Fallout 3 Patch.esm
Mart's Mutant Mod.esm
Quantum looting device.esm
ArefuExpandedByAzar.esm
Project Beauty.esm
EVE.esm
Mothership Crew.esm
AWorldOfPainFO3.esm
aHUD.esm
Advanced Recon Tech.esm
CALIBR.esm
CRAFT.esm
FO3 Wanderers Edition - Main File.esm
Detect Traps.esm
Enhanced Weather - Rain and Snow.esm
GeorgetownExpansion.esm
RH_IRONSIGHTS.esm
Vault 101 Revisited.esm
Xepha's Dynamic Weather.esm
xCALIBR.esm
FO3 Wanderers Edition - Alternate Travel.esp
WastelandGuards01.esm
iHUD.esm
Inventory Access.esm
tubrrCompound.esm
GNR Enhanced.esp
rmQuantity.esp
FortIndependenceRedesigned.esp
ArlingtonRestoration.esp
Realistic Interior Lighting.esp
tubRRCompound.esp
Rivet City Realignment.esp
DIFF.esp
Temple of the Union Overhaul.esp
The Mantis Imperative - Jello.esp
HeirApparent.esp
FO3 Wanderers Edition - DLC Broken Steel.esp
lexx_brahmin-variant-Fo3.esp
Laurens_Bathroom_poetry_V1.esp
PLweightadjust.esp
NotSoFast.esp
The Mantis Imperative - Mantis.esp
FO3 Wanderers Edition - Main File.esp
FO3 Wanderers Edition - DLC Anchorage.esp
FO3 Wanderers Edition - DLC Mothership Zeta.esp
FO3 Wanderers Edition - DLC The Pitt.esp
UUF3P - FWE Patch.esp
WeaponModKits.esp
RH_WMK_Bridge.esp
WeaponModKits - FWE Master Release.esp
Blackened FWE + MMM + EVE + Project Beauty.esp
MoreMapMarkers.esp
BBBackpacks-v1-1.esp
CALIBRv14 Ammunition Schematics for FWE-WMK-CRAFT-V1_3-18639.esp
PPA - FWE Tougher NPC Power Armour.esp
WeaponModKits - BrokenSteel.esp
WeaponModKits - OperationAnchorage.esp
WeaponModKits - ThePitt.esp
WeaponModKits - Zeta.esp
WeaponModKits - PointLookout.esp
DIFF WMK.esp
Blackened RH + FWE + EVE.esp
BornAgain Outcast v3.esp
FO3 Wanderers Edition - DLC Point Lookout.esp
Chems and Meds Re-Textures Pack.esp
Powered Power Armor.esp
PPA - FWE.esp
majormodder's Junk Food to Barbeque Crisps.esp
PPA - FWE 2.esp
UniqueWeaponsRetextured.esp
Advanced Recon Range Finder.esp
UniqueWeaponsRetextured_FWE.esp
BaileysCrossingMetro.esp
K9BreedsMoreDogs.esp
Better RC Church.esp
Dragonskin Tactical Outfit.esp
DragonskinBonusPack.esp
Dragonskin_for_FWE_2014.esp
Advanced Recon Gear.esp
Advanced Recon Tech FWE.esp
IMPACT.esp
Advanced Recon Tech.esp
FO3 Wanderers Edition - More Gore.esp
dD - Enhanced Blood Main.esp
RH_FWE_Bridge.esp
schematics2.esp
Dree Perks.esp
Brahmin Dairy Products.esp
Paradise Lost - Unique Texture and Icon.esp
Zeta Turret Drone Karma Fix - MMM Merged.esp
AutoGates.esp
Bornagain Zeta Combat Armor Texture Patch.esp
Zeta Turret Drone Karma Fix.esp
bzFatigues.esp
bzJocks.esp
Stimpak Counter.esp
DarNifiedUIF3.esp
IntoTheDeepWoods.esp
MTCBigTownRobotFix.esp
DIM TYPE3clothesRETAIL.esp
DynamicCrosshair.esp
Xepha's Dynamic Weather - Dynamic Sneak Bonus.esp
Xepha's Dynamic Weather - Green Tint Remover.esp
Xepha's Dynamic Weather - Rain.esp
Xepha's Dynamic Weather - Sandstorms + Armor Damage (FOSE).esp
Existence 2.0.esp
ArefuExpandedByAzar-Radio.esp
Xepha's Dynamic Weather - Weather Machine (Start Game Added).esp
Xepha's Dynamic Weather - Weather Machine (Vendor Added).esp
Enhanced Weather - Weather Sounds in Interiors.esp
xCALIBRammo_FWE.esp
rmSaveManager.esp
Fo3HirezdFlamer.esp
Fo3HirezdLincolnRepeater.esp
Project Beauty- Broken Steel.esp
Project Beauty- Point Lookout.esp
Conelrad 640-1240.esp
7_HolsterForHandGunsV1_1.esp
Flashlight-LOS-nonFOSE.esp
Flashlight-LOS.esp
Flashlight-Performance-nonFOSE.esp
Flashlight-Performance.esp
FO3 Wanderers Edition - Optional Restore Tracers.esp
FWEAlienWorkBenchFix.esp
WeaponModKits - FWE Talon Loot Crash Fix.esp
GlowingGhouls-MMM.esp
Hi-Res Weapons & Ammo Textures - The Pitt.esp
PLFewerItems.esp
JIP Companions Command & Control.esp
JIP Realistic Weapon Overheating.esp
JIP Selective-Fire.esp
FeralGhoulTest.esp
krzymar-MoonSize_120%.esp
megalight.esp
Merc Adventurer Armor - eng.esp
FO3NeckChains.esp
Confessor Cromwell has a Break_EV.esp
PPA - Broken Steel.esp
PPA - Mothership Zeta.esp
PPA - Operation Anchorage.esp
PPA - The Pitt.esp
RagdollOverhaulFo3.esp
YearlingBooks.esp
The Mantis Imperative - Nasty Zeta No Scaling.esp
Tribal_DX.esp
T3_leather armors.esp
RubblePilesFix.esp
UrgeWashingtonBoS.esp
WMK Uniques for FWE_EVE Addon.esp
PlasmaRifleAwesomefiedWMK.esp
Hi-Res Weapons & Ammo Textures.esp
Fo3HirezdMinigun.esp
WinterizedT51bDX.esp
UniqueWeaponsRetexturedPITT.esp
UniqueWeaponsRetexturedPITT_FWE.esp
Flora Overhaul.esp
K9Breeds.esp
K9BreedsPatchDLCPitt.esp
Xepha's Dynamic Weather - Main + DLC Merged.esp
DALCO Inventory Sorter - Fallout 3 & All DLCs.esp
DALCO Inventory Sorter - FWE (Main File).esp
DALCO Inventory Sorter - Unofficial Fallout 3 Patch.esp
DALCO Inventory Sorter - CALIBR.esp
DALCO Inventory Sorter - Weapon Mod Kits (Base).esp
DALCO Inventory Sorter - WMK - FWE Master Release.esp
DALCO Inventory Sorter - AWOP.esp
DALCO Inventory Sorter - Dynamic Crosshair.esp
DALCO Inventory Sorter - WMK - FWE (DLC Anchorage).esp
DALCO Inventory Sorter - EVE.esp
DALCO Inventory Sorter - FWE (Alternate Travel).esp
DALCO Inventory Sorter - WMK - FWE (DLC BrS).esp
DALCO Inventory Sorter - FWE (Broken Steel).esp
DALCO Inventory Sorter - FWE (Operation Anchorage).esp
DALCO Inventory Sorter - FWE (Point Lookout).esp
DALCO Inventory Sorter - FWE (The Pitt).esp
DALCO Inventory Sorter - Mart's Mutant Mod (Main).esp
DALCO Inventory Sorter - WMK - FWE (DLC PointLookout).esp
DALCO Inventory Sorter - WMK - FWE (DLC ThePitt).esp
DALCO Inventory Sorter - WMK - FWE (DLC Zeta).esp
DALCO Inventory Sorter - FWE (Mothership Zeta).esp
Bashed Patch, 0.esp
bashFixes.esp
TWPC Wasteland Patch Collection.esp
FO3LODGen.esp

 

 

post-8298-0-96438400-1454549610_thumb.jpg

Edited by icetbr
Posted

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.

Posted

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.

post-8298-0-00607700-1454553812_thumb.png

Posted

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.

Posted

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.

Posted (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 by icetbr
Posted

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.

Posted

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.

Posted

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)

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