Spaceguest991 Posted April 18, 2023 Posted April 18, 2023 I'm not quite sure I follow. I think what's being said is Rubber_Duck is applying the ESL flag to ESPs mods that didn't have a ESL flag before and because Rubber Duck add the ESL flag it changes the form ids from versions of the mod that didn't have the ESL flag. I guess my question is in the end does it matter to robco patcher and the ini's if the mods was a in the first place ESL or already had a ESL flag? or is the formids unique to each person depending on their mod load order? I was thinking of making a ini to share of CCO craftable versions instead of the replace version and at least one Cheeky Casuals Craftable can be marked as a light mod in vortex which I think means it can have a ESL flag since it no longer takes a plugin slot if it's marked as light.
rubber_duck Posted April 18, 2023 Author Posted April 18, 2023 3 minutes ago, Spaceguest991 said: I'm not quite sure I follow. I think what's being said is Rubber_Duck is applying the ESL flag to ESPs mods that didn't have a ESL flag before and because Rubber Duck add the ESL flag it changes the form ids from versions of the mod that didn't have the ESL flag. I guess my question is in the end does it matter to robco patcher and the ini's if the mods was a in the first place ESL or already had a ESL flag? or is the formids unique to each person depending on their mod load order? I was thinking of making a ini to share of CCO craftable versions instead of the replace version and at least one Cheeky Casuals Craftable can be marked as a light mod in vortex which I think means it can have a ESL flag since it no longer takes a plugin slot if it's marked as light. If you've compacted FormIDs for ESL, then flagged the ESP as ESL - your FormIDs are unique to your load order, and they won't work for others. However, If you just flagged the ESP as ESL without compacting anything, FormIDs will work for everyone. Bottom line: only those ESL-flagged ESPs that have been compacted are the issue as 'compacting' means changing. If you changed FormIDs - it'll surely work on your end. But if you didn't change (compact) anything and just added ESL-flag to plugin's header - it will work for you and others. Hope this helps! 1
Spaceguest991 Posted April 18, 2023 Posted April 18, 2023 20 minutes ago, rubber_duck said: If you've compacted FormIDs for ESL, then flagged the ESP as ESL - your FormIDs are unique to your load order, and they won't work for others. However, If you just flagged the ESP as ESL without compacting anything, FormIDs will work for everyone. Bottom line: only those ESL-flagged ESPs that have been compacted are the issue as 'compacting' means changing. If you changed FormIDs - it'll surely work on your end. But if you didn't change (compact) anything and just added ESL-flag to plugin's header - it will work for you and others. Hope this helps! Alright I think I understand now, My last question is there a way to tell if the FormIDs have been compacted or not when looking at a mod someone else has made? And Thank you for all your help and answering my questions.
vaultbait Posted April 18, 2023 Posted April 18, 2023 1 hour ago, Spaceguest991 said: I'm not quite sure I follow. I think what's being said is Rubber_Duck is applying the ESL flag to ESPs mods that didn't have a ESL flag before and because Rubber Duck add the ESL flag it changes the form ids from versions of the mod that didn't have the ESL flag. Adding an ESL flag is not the underlying problem. If an ESP has form IDs higher than 0x000FFF then it can't safely have an ESL flag added. The problem comes in when those form IDs are changed in the plugin so that it can support being ESL flagged. If a plugin only has form IDs with numbers below 0x001000 then it can safely have an ESL flag added and not cause problems. It's not the ESL flagging that's at issue, it's renumbering form IDs in the plugin. 1 hour ago, Spaceguest991 said: I guess my question is in the end does it matter to robco patcher and the ini's if the mods was a in the first place ESL or already had a ESL flag? or is the formids unique to each person depending on their mod load order? It does not matter, no. If the form IDs in the plugin were below 0x001000 to begin with, then an ESL flag can be added without changing them. All that matters for RobCo Patcher is that the form IDs remain the same between the plugin a config was created for and the plugin it's used with. 1 hour ago, Spaceguest991 said: I was thinking of making a ini to share of CCO craftable versions instead of the replace version and at least one Cheeky Casuals Craftable can be marked as a light mod in vortex which I think means it can have a ESL flag since it no longer takes a plugin slot if it's marked as light. If Vortex is marking it as "can be light" then that means the form IDs don't need renumbering/compacting simply to add an ESL flag, so whether or not you mark those plugins as light will have no impact on RobCo Patcher configs you create. 1
rubber_duck Posted April 18, 2023 Author Posted April 18, 2023 1 hour ago, Spaceguest991 said: Alright I think I understand now, My last question is there a way to tell if the FormIDs have been compacted or not when looking at a mod someone else has made? And Thank you for all your help and answering my questions. Sadly, I can't help you here. I bet @vaultbait knows a lot more on the topic, she's one of the most reliable sources out there (if not the most reliable!). I generally check the newly added plugins immediately in xEdit upon installing a mod. There's a script in xEdit 'Find ESP plugins which could be turned into ESL', something like that. If you run it, it will scan all your loaded plugins (in xEdit) and report which plugins need to be compacted first and which ones don't. Alternatively, you can just right-click the plugin in xEdit and select 'Compact FormIDs for ESL' immediately (without running the script). If the plugin needs to be compacted, you'll get a warning; and if you accept the plugin will be compacted. If the plugin doesn't need to be compacted, you'll get a simple message box telling you 'Nothing to do.' - and the plugin can be flagged as ESL immediately. Hope this helps! 1 hour ago, Spaceguest991 said: And Thank you for all your help and answering my questions. Not a problem, mate! 1
vaultbait Posted April 18, 2023 Posted April 18, 2023 2 hours ago, Spaceguest991 said: is there a way to tell if the FormIDs have been compacted or not when looking at a mod someone else has made? The concept of "compacted" IDs in this case is really only relevant when you're talking about alterations to a distributed plugin. If the mod distributes a plugin, that's its plugin. Any relevant "compaction" is being done by someone else who downloaded that plugin and adjusted it. To take your CCO craftable example, if GrafPanzer "compacted" the IDs in his plugins and then shipped those as part of Craftable CCO, you really don't care. What matters is that the IDs in the plugin from which you create your RobCo Patcher config has the same IDs as what everyone else who downloads Craftable CCO gets. Where you run into problems is if you download Craftable CCO, discover that it has some form IDs outside the ESL compatible range, take it on yourself to renumber those with a tool like FO4Edit or FO4CK, and then create your RobCo Patcher config based on the resulting plugin that has the renumbered IDs, since those IDs no longer match the IDs in the Craftable CCO plugin everyone else is downloading. 1
Spaceguest991 Posted April 19, 2023 Posted April 19, 2023 9 hours ago, vaultbait said: The concept of "compacted" IDs in this case is really only relevant when you're talking about alterations to a distributed plugin. If the mod distributes a plugin, that's its plugin. Any relevant "compaction" is being done by someone else who downloaded that plugin and adjusted it. To take your CCO craftable example, if GrafPanzer "compacted" the IDs in his plugins and then shipped those as part of Craftable CCO, you really don't care. What matters is that the IDs in the plugin from which you create your RobCo Patcher config has the same IDs as what everyone else who downloads Craftable CCO gets. Where you run into problems is if you download Craftable CCO, discover that it has some form IDs outside the ESL compatible range, take it on yourself to renumber those with a tool like FO4Edit or FO4CK, and then create your RobCo Patcher config based on the resulting plugin that has the renumbered IDs, since those IDs no longer match the IDs in the Craftable CCO plugin everyone else is downloading. Thank you Vaultbait! sorry being a dum dum but between you and rubber duck I think that's all my confusion cleared up. I am now wondering how to compact FormIDs, Is it as simple as opening xedit right clicking on the mod and hitting compact formIDs for ESL and turn on the ESL flag? I was going to try it on DeserterX's Nurse's Cap https://www.nexusmods.com/fallout4/mods/20902 as example.
vaultbait Posted April 19, 2023 Posted April 19, 2023 5 hours ago, Spaceguest991 said: I am now wondering how to compact FormIDs, Is it as simple as opening xedit right clicking on the mod and hitting compact formIDs for ESL and turn on the ESL flag? I was going to try it on DeserterX's Nurse's Cap https://www.nexusmods.com/fallout4/mods/20902 as example. Yes, just be aware that if the form IDs of any ARMO records change when you do that, you probably won't want to publish RobCo Patcher configs based on the resulting plugin since nobody else will be able to use them directly.
Spaceguest991 Posted April 19, 2023 Posted April 19, 2023 36 minutes ago, vaultbait said: Yes, just be aware that if the form IDs of any ARMO records change when you do that, you probably won't want to publish RobCo Patcher configs based on the resulting plugin since nobody else will be able to use them directly. Yup! Hence way I'm using a hat as the test bed since at least for the time being no keywords for headwear. It's just a nice little nurse cap that I did wish wasn't using up a plugin limit since it is only one hat. (A really nice little hat through for Curie)
Spaceguest991 Posted April 19, 2023 Posted April 19, 2023 Alrighty if anybody whats a ini for a out of the box without any zaps being touched GrafPanzer Classy Chassis Outfits Craftable versions keywords here they are. Though I would highly recommend going through the outfits with Bodyslide and adjust the outfits zaps to your tastes and using Rubber_Duck's SAKR/RCP Gen to make your own keywords to better suit your own versions of the outfits. Also don't think anything is stopping you from having both the replacer version and craftable versions so you can lewd and then EXTRA lewd outfits. SAKR - Classy Chassis Outfits - Cheeky Casuals Craftable.ini SAKR - Classy Chassis Outfits - Foxy Factions Craftable.ini SAKR - Classy Chassis Outfits - Saucy Settlers Craftable.ini SAKR - Classy Chassis Outfits - Vulgar Villains Craftable.ini 3
vaultbait Posted April 19, 2023 Posted April 19, 2023 6 hours ago, Spaceguest991 said: Also don't think anything is stopping you from having both the replacer version and craftable versions so you can lewd and then EXTRA lewd outfits. Yeah, one is for the vanilla game form IDs (because replacer) and the other is new mod-added form IDs, so there should be no overlap/conflict between them anyway. 1
angrykiwi Posted April 20, 2023 Posted April 20, 2023 Question about replacing form IDs on ESL patch versions, do i have to look for the correct ones through FO4eddit in an armor tab and then paste that value? Or i am doing something incorrectly? (Also not sure how can i check if the tags have been applied)
rubber_duck Posted April 20, 2023 Author Posted April 20, 2023 21 minutes ago, angrykiwi said: Question about replacing form IDs on ESL patch versions, do i have to look for the correct ones through FO4eddit in an armor tab and then paste that value? Or i am doing something incorrectly? (Also not sure how can i check if the tags have been applied) Correct. Load the plugin in xEdit and expand 'Armor' section. Copy the FormID of an item and paste it to corresponding line in INI file. Comments in INIs start with '//' and are there for this specific reason. As for checking for already applied keywords, you can use this txt file as a reference. All the SAKR keywords are written here: SAKR_KWDs_All.txt Hope this helps! 1
vaultbait Posted April 20, 2023 Posted April 20, 2023 38 minutes ago, angrykiwi said: Question about replacing form IDs on ESL patch versions, do i have to look for the correct ones through FO4eddit in an armor tab and then paste that value? Or i am doing something incorrectly? If you've renumbered forms in a plugin, or if the RobCo Patcher config was created for a plugin with different form IDs than the version of the mod you downloaded, opening your plugin in FO4Edit and browsing the Armor items in it is probably the fastest way, yes. I've found it's easiest to highlight and copy the ID from the info line at the top of the window when the entry is selected. Other ways would be to check the IDs with the Creation Kit or in game with the help command in the console. 38 minutes ago, angrykiwi said: (Also not sure how can i check if the tags have been applied) My preferred way is to make sure debug logging is tuned on for RobCo Patcher and then check its log after starting the game, since it will record a list of every keyword it applied to every form. You could probably use the haskeyword console command in game too, though I haven't tried that route. 1
deathmorph Posted April 28, 2023 Posted April 28, 2023 @Spaceguest991 Do I have to add something else for the ini posted above? My actress is still shown as naked with this.
vaultbait Posted April 28, 2023 Posted April 28, 2023 6 hours ago, deathmorph said: @Spaceguest991 Do I have to add something else for the ini posted above? My actress is still shown as naked with this. If you're talking about the ones for the CCO collections, be aware those are for the craftable versions not the replacer ones. 1
RandomBrit2421 Posted April 28, 2023 Posted April 28, 2023 (edited) sorry if this has already been answered or if this is obvious but, im trying to make a patch for ice storms clothes however when i load the CSV into the SKAR/RCPGen tool a ton of the listed items look something like [IceStormsClothes.esp:001FE2] "" or other wise dont have a name that seems anything like anything i can match with something in body slide to preveiw. shouold i just take my best guess at whats what or have i fucked something up. screen shot of the tool withe CSV from icestorms clothes to show what i mean EDIT: yeah i fucked that up something massive. i forgot to limit the selection to just armour catagoriezed items and ran it on the whole mod. still a few blank entries but im guessing i just leave those blank? Edited April 28, 2023 by RandomBrit2421 i fucked up
rubber_duck Posted April 28, 2023 Author Posted April 28, 2023 12 minutes ago, RandomBrit2421 said: sorry if this has already been answered or if this is obvious but, im trying to make a patch for ice storms clothes however when i load the CSV into the SKAR/RCPGen tool a ton of the listed items look something like [IceStormsClothes.esp:001FE2] "" or other wise dont have a name that seems anything like anything i can match with something in body slide to preveiw. shouold i just take my best guess at whats what or have i fucked something up. screen shot of the tool withe CSV from icestorms clothes to show what i mean EDIT: yeah i fucked that up something massive. i forgot to limit the selection to just armour catagoriezed items and ran it on the whole mod. still a few blank entries but im guessing i just leave those blank? Yeah, I'd leave out the blanks empty as well. As far as I can tell, the program works properly. It shows information in the following way: [Plugin:FormID] "Item Name". You're not getting a name because you exported a record without one. The program reads it '""' because its name is just that - null/none. I didn't mention this anywhere, but it's nice to know that you can actually export only the selected items. For IcestormsClothes.esp, you'd do the following: 1. Load the plugin in xEdit 2. Expand 'Armor' 3. Click on 'Name' - this way all the items in the plugin will get sorted alphabetically 4. Click on first Item under 'Armor' 5. Hold Shift on your keyboard and click on the last item under 'Armor' 6. All the items in 'Armor' are now selected and you can export them OR you can hold down CTRL key and click certain (unnamed) items. This will unselect those items and they won't be exported. 7. Export and you're done. I hope this helps! Definitely check my guide (link on the SAKR/RCP Gen description page!) for detailed instructions. If you need any more support, feel free to post here! Good luck with patching IceStorm's Clothes!
RandomBrit2421 Posted April 28, 2023 Posted April 28, 2023 21 minutes ago, rubber_duck said: I hope this helps! Definitely check my guide (link on the SAKR/RCP Gen description page!) for detailed instructions. If you need any more support, feel free to post here! Good luck with patching IceStorm's Clothes! it certainly has! thank you for the speedy response, i had meant to post that under the guide. i was planning on making my own patches for all my mods, but holy hell that took a while. so at least for Vtaw wardrobe 8 and clothes pack 5, i think ill just stick to the repo. i dont know if you take offerings to the repo, but if you do, i humbly offer unto thee IceStormsClothes.ini, Grim_Boosette.ini, Grim_Bowsette.ini, and Grim_BowsetteBodysuit.ini and even if you dont take offerings maybe the search algorithm will bring someone who can use them here id set up a repo of my own but then someone might expect me to know what im doing or be able to help them, which would be wrong. i also havent figured out how to make a post on lovers lab so I cant. IceStormsClothes.ini Grim_Boosette.ini Grim_Bowsette.ini Grim_BowsetteBodysuit.ini 1
Spaceguest991 Posted April 28, 2023 Posted April 28, 2023 16 hours ago, deathmorph said: @Spaceguest991 Do I have to add something else for the ini posted above? My actress is still shown as naked with this. Like Vaultbait said the ones I made for CCO was for the craftable versions of mods. If the ini is the right place Fallout 4>Data>F4SE>Plugins>RobCo_Patcher>Armor and you the have Skimpy Armor Keyword Resource and Robco patcher mods. Only thing other thing I can think if of none of the above is the trouble is for me at least RobCo Ptacher didn't install right for me using vortex and I had to install it manually. But if you're still having trouble you'll probably best off asking Vaultbait and Rubber_Duck for help since I don't have much in the understanding of the inner workings of mods 1
Robert T Posted April 30, 2023 Posted April 30, 2023 (edited) Do these ini files work out of the box if I install it correctly in the Robopatcher directory? Like for vtaw esps? Edited April 30, 2023 by Robert T
rubber_duck Posted May 1, 2023 Author Posted May 1, 2023 2 hours ago, Robert T said: Do these ini files work out of the box if I install it correctly in the Robopatcher directory? Like for vtaw esps? You mean my repo? Yeah, it's basically plug 'n' play. Although... You might need to change FormIDs if you want to use a patch for ESL item.
Robert T Posted May 1, 2023 Posted May 1, 2023 2 hours ago, rubber_duck said: You mean my repo? Yeah, it's basically plug 'n' play. Although... You might need to change FormIDs if you want to use a patch for ESL item. Thanks, I was wondering because the VTAW clothing sets are ESPs, but I noticed that the individual clothing pieces aren't being recognized in game. It's showing up as 100 nudity even when wearing a lot of pieces from say the vtaw wd6 mod
Robert T Posted May 1, 2023 Posted May 1, 2023 To clarify, pieces with an icon like WD7 leggings arent being counted However pieces with an icon like this vest is being counted
rubber_duck Posted May 1, 2023 Author Posted May 1, 2023 10 hours ago, Robert T said: To clarify, pieces with an icon like WD7 leggings arent being counted However pieces with an icon like this vest is being counted Weird... The INI for WD7 is the same and it works on my end. Try taking WD7 leggings off, then waiting about 5 seconds (real life), equip WD7 leggings again and wait another 5 seconds. It works on my end and it should for yours as the plugin isn't compacted.
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