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TES5Edit Merge Patch Help


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Posted

It's been a while since I last modded and have to re-learn some stuff. I do not remember if I got this message last time.

 

After loading all my plugins in TES5Edit (no errors and no errors in Loot either), I right click>other>create merge (name:TES5Merge). I do get the new merged plugin, but also get this message.

 

"Assertion failure (D:\Projects\TES5Edit\wbImplementation.pas, line 5345)"

 

I'm also using this tutorial.

Spoiler

 

 

The only issue with this is that I can't leave FNIS disabled before the merge because Zazanimations require it as a master, as well as some other mods requiring Zazanimations. So it's part of the merge.

Posted
5 minutes ago, KoolHndLuke said:

Try making a patch while running your TESVEdit as admin and see if that works. I've never run into that problem myself.

You can't do that if you run it through Mod Organizer.

Posted

So wait a bit. I don't think i really understand what you are doing with the Merged patch. Merged and Bashed are to work almost exclusively as patchers, so you should leave your mods activated and create the merged patch, as well as the bashed patch. Once making the merged patch, you should delete it's leveled lists and leave them only in bashed patch.

I really don't have the time to watch the full video right now, sorry. But i made merged and bashed patches for Skyrim and FO4 for a long time.

What i can't understand is why you would disable FNIS? After making a patch, you won't disable any plugins unless you are making a bashed patch and it shows mods to be merged without problems by itself.

About running as admin, yes, you can and should run everything as admin. Just go to all of your exes, MO included, and leave them to run as admin. Of course you will run them inside Mod Organizer, but their exes should all have that option enabled. (in properties, compatibility... rough translation from portuguese actually, it may have another name in english).

Posted
23 minutes ago, NightroModzz said:

You can't do that if you run it through Mod Organizer.

I run it with admin just fine through MO. The exe has to have admin itself.

Posted

Well, I already got everything set up aside from DYNDOLOD, so will test it tomorrow as is.

 

I've ran TES5Edit with the bashed patch as well, and even check the TES5Merge patch for errors. There were none.

 

I tried running the exe as admin, but had no mods. The only thing I can think of is to run MO as admin as I have done before. There is no right click option within MO to do so.

 

However, I am curious about the failure process. It might stop creating the merged patch at some point, so am curious on what size your TES5Merged patches are. Mine is 210 kb.

 

2 hours ago, Di3sIrae said:

Once making the merged patch, you should delete it's leveled lists and leave them only in bashed patch.

I did delete leveled lists. This is an issue before making that step.

 

2 hours ago, Di3sIrae said:

What i can't understand is why you would disable FNIS? After making a patch, you won't disable any plugins unless you are making a bashed patch and it shows mods to be merged without problems by itself.

Think of it as Installing (instead of disabling) FNIS after the TES5Edit merged and Bashed patches are made according to the video, but can't do so because Zaz requires it as a master. Although, I didn't this install order last time I modded Skyrim.

 

2 hours ago, Di3sIrae said:

About running as admin, yes, you can and should run everything as admin. Just go to all of your exes, MO included, and leave them to run as admin. Of course you will run them inside Mod Organizer, but their exes should all have that option enabled. (in properties, compatibility... rough translation from portuguese actually, it may have another name in english).

You mean something like right clicking the .exe and changing the settings within the properties so it auto runs as adim everytime it is launched? Could not find that option but will try again later.

Posted

If you're in your x86 folder, you should be running all programs piggybacked [FNIS, TESVE, NIFTOOLS, WHATEVER] onto MO in admin mode, and yes by right clicking on them and specifying run as admin. MO should ALSO be running in admin mode.

Posted
17 hours ago, NightroModzz said:

However, I am curious about the failure process. It might stop creating the merged patch at some point, so am curious on what size your TES5Merged patches are. Mine is 210 kb.

Mine is 106 and i do have tons of mods lol
Though i couldn't find anything related to your problem. If it creates the patch and it do have size and data... it is probably fine? I can't say :(

And i see. Well, you can and should install FNIS before the other mods. FNIS esp is not a patch. The Generate Fnis For User does not create an esp and that's why i was confused. It only creates meshes and xml files and must be done after everything, yes, but only the FNIS patches, not FNIS installation. So you are absolutely fine to install FNIS and all other mods before making any patches :)

And it is in portuguese, sorry, but as far as i know all windows are the same, so it should be the option marked in my print. Run as admin. You must do this to literally everything (sometimes, even Java exes) so everything works as intended. My guess is that some windows versions have limitations in Program Files. I never had problems, but some people report the game not working in Program Files.
So, to not generate more confusion about it: Find ALL executables of the programs related to the game, tes5edit, Mod organizer, skse, wrye bash and all these programs, and save their properties to run as admin. But only this, you won't run them as admin, just set them to run as admin, just as 27X told. And then open MO and execute any program you want from Mod Organizer (because running anything outside of MO won't read the mods installed as MO uses virtual files and the Data from the game have only vanilla files).

 

 

rararra.jpg

Posted

Nope. Set MO and all tools to run as admin, but still got this, "Assertion failure (D:\Projects\TES5Edit\wbImplementation.pas, line 5345)''

 

The merge patch is now 333 kb, but removed a mod and added one with a few patches.

 

EDIT:

 

Only thing I can think of is it is because of me merging some patch mods in merge plugins, or it's a LoversLab mod.

 

WryBash does say it does not recognize this mod (Apocalypse-Ultimate.esp), but no problems creating a Bashed patch.

EDIT2: Checked for errors in TES5Edit and nothing. However, according to the posts on the mod page (a little confused), should I rename the .esp?

EDIT3: Nope, wasn't the issue... with TES5Edit anyways.

Posted

Had another issue and may have been the cause of the assertion failure.

 

Once I launched Skyrim, the main menu had no text or music. Basically, it was frozen. This issue is fixed once I disable Expanded Towns And Cities EL Version. I did have it loaded correctly with Immersive Citizens AI.esp (lite) according to the mod page.

 

Mods that may conflict. In this MO left pane load order.

 

Veydoebom - grasses

SFO - No Grass

Fantasy Forest Overhaul

JKs Cities - Lite (read that they work fine together)

Claralux (has a patch)

Expanded Towns And Cities LE

Enhanced Lights And FX (interiors only)

Warzones

Warzones - Assault

 

Not gonna try and make ETAC work, but would be grateful for any replacement suggestions.

 

I will test it to see if it fixes the TES5Merge assertion failure later, but was also suggested that I use Mator Smash instead.

 

EDIT: Nope, not the cause of the assertion failure.

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