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Posted

@rubber_duck Here's some more info on the problem I'm having with the esl created patches that makes no sense.

 

in the following screenshot, I have the ini file from your patch for DonEb14n's Clothes Pack 4, which you indicate was created from an esl-ified master. The lower ini file is from Clothes Pack 6, which I created from the unchanged esp master using your RCPGen tool.  Form ID's are identical as far as format and length.

 

However, Clothes Pack 6 works, but Clothes Pack 4 does not.

I have the same problem with all patches made with esl masters, even though, again, the Form ID formats are identical to the esp master ini's.

 

Quote

About ESL-flagged masters...

Fallout 4 has, unfortunately, a plugin limit. To bypass this, I'm applying ESL-flag to certain plugins; primarily clothing mods.

 

What does this mean, exactly?

To put it simply - it won't work as expected. To successfully apply ESL-flag to ESP plugin, one has to compact FormIDs for ESL. In a nutshell, this process changes values in the plugin. This becomes a serious problem when compacting FormIDs from a mod that's used by the other mod. It will most likely - break.

 

My patches that have been made with ESLified masters won't work properly with RobCo Patcher (a new hard requirement for all the patches here) as it (RobCo Patcher) is looking for FormIDs that don't exist in your game.

 

To fix this, you will (unfortunately) have to change the FormIDs yourself.

 

In regards to the last line in the above quote, apparently I need to change the Form IDs to get it to work.

Which Form ID's do I need to change?

Where do I change this?

 

Looking at the evidence of the INI files in my screenshot, there shouldn't need to be any changes made, as the INI files have identical formats.

 

The screenshot of my FO4Edit shows Clothes Pack 6 - standard 8 digit Form ID's for the clothing pieces, which get truncated to a 6-digit form ID in the INI created by the RCPGen tool.

 

 

I am very confused as to why the patches made from esl masters are not working, when all evidence showing in the corresponding INI matches what is shown in the INI created from an esp master.

 

Help and clarification on this would be greatly appreciated.

 

Thank you

Screenshot (86).png

Screenshot (87).png

Posted
48 minutes ago, IBAGadget said:

@rubber_duck Here's some more info on the problem I'm having with the esl created patches that makes no sense.

 

in the following screenshot, I have the ini file from your patch for DonEb14n's Clothes Pack 4, which you indicate was created from an esl-ified master. The lower ini file is from Clothes Pack 6, which I created from the unchanged esp master using your RCPGen tool.  Form ID's are identical as far as format and length.

 

However, Clothes Pack 6 works, but Clothes Pack 4 does not.

I have the same problem with all patches made with esl masters, even though, again, the Form ID formats are identical to the esp master ini's.

 

 

In regards to the last line in the above quote, apparently I need to change the Form IDs to get it to work.

Which Form ID's do I need to change?

Where do I change this?

 

Looking at the evidence of the INI files in my screenshot, there shouldn't need to be any changes made, as the INI files have identical formats.

 

The screenshot of my FO4Edit shows Clothes Pack 6 - standard 8 digit Form ID's for the clothing pieces, which get truncated to a 6-digit form ID in the INI created by the RCPGen tool.

 

 

I am very confused as to why the patches made from esl masters are not working, when all evidence showing in the corresponding INI matches what is shown in the INI created from an esp master.

 

Help and clarification on this would be greatly appreciated.

 

Thank you

Screenshot (86).png

Screenshot (87).png

 

The format (how many digits there are in one FormID) is correct. It's the value (the number itself) that's wrong.

 

When compacting plugins in order to apply ESL flag to them, these FormIDs get changed. The surely work on my end, but in theory they wouldn't work for others with different load orders.

 

The best solution is to generate your own patch like you did with CP6.

 

I mean, this situation is the primary reason why I developed SAKR/RCP Gen in the first place. At the beginning of my SAKR Repository I included both the patch plugin as well as modified master plugin (the plugin of the outfit/clothing packs). That was very short lived as I didn't want to deal with mod authors complaining that I'm distributing their work (because I'm not - I only redistributed a plugin and not the actual meshes, textures, etc.). On top of that, RobCo Patcher got out and it eliminated the need for old-school plugin patches.

Posted
28 minutes ago, rubber_duck said:

 

The format (how many digits there are in one FormID) is correct. It's the value (the number itself) that's wrong.

 

When compacting plugins in order to apply ESL flag to them, these FormIDs get changed. The surely work on my end, but in theory they wouldn't work for others with different load orders.

Forgive my ignorance, I'm not very experienced at this sort of thing.

 

If I'm reading this right, then the critical part of the Form ID is the first two digits, which indicates the Load Order of that esp. The INI drops these first two digits when it's created, leaving the remaining 6 digits, which are going to be the same for every user of that mod, whether it is compacted or not. (when I compared the Form IDs in the CP4 INI to the Form IDs I get for that mod in FO4Edit, the last 6 digits are identical for every clothing piece)

 

Now, if the first two digits indicating load order are the critical part of it, then the self-created INI would cease to function if my load order changed. This has not happened with the INI file I created for CP6.

 

Or am I misunderstanding the Value?

 

If the simplest solution is to create my own patch for any of the mods that are ESL in your repository, that kind of defeats the purpose of those patches, as they become useless to anyone but the original creator of that patch.

 

Is there a simpler solution?

Is there something I can manually change in the INI to tell it "hey, look here. This is the mod you want to modify"

Would it be as simple as adding SAKR as a master to those esp's in FO4Edit? (this is something I have done, when SAKR first came out)

Would it be as simple as adding the esl flag to my esp's?

Posted
38 minutes ago, IBAGadget said:

If I'm reading this right, then the critical part of the Form ID is the first two digits, which indicates the Load Order of that esp. The INI drops these first two digits when it's created, leaving the remaining 6 digits, which are going to be the same for every user of that mod, whether it is compacted or not. (when I compared the Form IDs in the CP4 INI to the Form IDs I get for that mod in FO4Edit, the last 6 digits are identical for every clothing piece)

 

The first two hex digits are the plugin ID (not quite the same as the load order since it gets preserved in saves, but close enough for the sake of discussion). These will be different for every user, and quite often even different for the same user from one save to the next, but RobCo Patcher looks them up at runtime based on the plugin filename you provide in entries in the INI files, so that variability is fine. If these first two digits are FE though, then that tells the game that the next three hex digits are also part of the plugin index. This is essentially what ESL flagging does.

 

The remaining six hex digits are the form ID for an entry within a plugin, or for an ESL-flagged plugin, the last three hex digits are the form ID (because the first five are the extended plugin index in that case). As you can see, there are significantly fewer hex digits for identifying a record inside an ESL-flagged plugin. If the plugin's form IDs already fit into those last three digits (values 000 through FFF) then it can be flagged ESL with no changes needed to those form IDs. If form IDs in the plugin use more than the last three digits, then they need to be renumbered into the last three digits before that plugin can be flagged ESL. This renumbering is often referred to as "compacting" and, as should hopefully be obvious, means that some software has to make arbitrary decisions on what the new IDs for the renumbered records will be.

 

If two users compact the same plugin with the same version of the same software and the same options, then it's likely the resulting form IDs will be identical. On the other hand, if they use different software, different versions of the same software, or different options to that software's compacting/renumbering feature, then they may each end up with plugins that use different form IDs for the same records. This is where problems arise.

Posted

@vaultbait

 

thank you very much. Now I understand.

 

And looking closely at the Form ID's for CP4 in FO4Edit, I now see that some of them are different from what is in the corresponding INI

 

Simplest fix would be to enter the last 6 digits of the FO4Edit Form ID into the INI, replacing the Form IDs that are there?

Much faster and easier than trying to re-build the entire INI in the RCPGen tool.

 

 

Looks like I have a few days work ahead of me, given how many of the patches are not going to work with my esp's

The worst part is that the list in the INI is not in the same order as the list in FO4Edit. Lots of back and forth

Posted
31 minutes ago, IBAGadget said:

Looks like I have a few days work ahead of me, given how many of the patches are not going to work with my esp's

The worst part is that the list in the INI is not in the same order as the list in FO4Edit. Lots of back and forth

 

Click on EditorID and it should be sorted how it is in the ini.

Posted
23 minutes ago, rubber_duck said:

 

Click on EditorID and it should be sorted how it is in the ini.

It is indeed. Thank you. 

 

With that info, it took me about 6-7 minutes to change the INI for Clothes Pack 4

 

Now on to doing all the rest of the ESL formatted INI files.

 

Then copy/paste all of those re-done files into the unpacked master and re-archive for future use, just in case (I'm currently changing the INI files in my game folder for immediate use.)

  • 2 weeks later...
Posted

Hey there, I have your Tool installed and now can run it successfully ?.

 

Here's just an idea from me:

Finding the assigned keywords in an already created ini file is quite tedious.

It would be a little bit easier to "read" an INI file, if the names or meanings were also listed in an existing or additional comment line.

 

Something that could look like this (or similar) :

 

// "Vault-Tec Slavesuit" - Assigned: (000816)skirtMini, (000818)skirtTagTight, ........
filterByArmors=TheKite_VTS.esp|0000216E:keywordsToAdd=SkimpyArmorKeywordResource.esm|00000816,SkimpyArmorKeywordResource.esm|00000818,SkimpyArmorKeywordResource.esm|00000819,SkimpyArmorKeywordResource.esm|0000081A,SkimpyArmorKeywordResource.esm|00000820,SkimpyArmorKeywordResource.esm|00000821,SkimpyArmorKeywordResource.esm|00000822,SkimpyArmorKeywordResource.esm|000026B4

 

It is because I expected the "Vault tec slave" suit would deliver an "exposed state", but it didn't

 

Regarding this i have another question, maybe you know the reason.

 

In the ini file I've changed the line for this armor to be a comment and start the game again from an existing unmodded save.

//filterByArmors=TheKite_VTS.esp|0000216E:keywordsToAdd=Ski .........

Nevertheless the "Vault-Tec Slavesuit" shows a skimpy rating but not yet 'exposed'

 

Do you know where the Robco patcher stores the information for the patched armors ?

 

Regards

 

 

 

 

Posted
27 minutes ago, Kanlaon said:

Hey there, I have your Tool installed and now can run it successfully ?.

 

Here's just an idea from me:

Finding the assigned keywords in an already created ini file is quite tedious.

It would be a little bit easier to "read" an INI file, if the names or meanings were also listed in an existing or additional comment line.

 

Something that could look like this (or similar) :

 

// "Vault-Tec Slavesuit" - Assigned: (000816)skirtMini, (000818)skirtTagTight, ........
filterByArmors=TheKite_VTS.esp|0000216E:keywordsToAdd=SkimpyArmorKeywordResource.esm|00000816,SkimpyArmorKeywordResource.esm|00000818,SkimpyArmorKeywordResource.esm|00000819,SkimpyArmorKeywordResource.esm|0000081A,SkimpyArmorKeywordResource.esm|00000820,SkimpyArmorKeywordResource.esm|00000821,SkimpyArmorKeywordResource.esm|00000822,SkimpyArmorKeywordResource.esm|000026B4

 

Working on it! I plan on releasing the update before the end of year!

 

28 minutes ago, Kanlaon said:

Regarding this i have another question, maybe you know the reason.

 

In the ini file I've changed the line for this armor to be a comment and start the game again from an existing unmodded save.

//filterByArmors=TheKite_VTS.esp|0000216E:keywordsToAdd=Ski .........

Nevertheless the "Vault-Tec Slavesuit" shows a skimpy rating but not yet 'exposed'

 

Do you know where the Robco patcher stores the information for the patched armors ?

 

Regards

 

I'm not aware of that... However, you can try to fix this by modifying RobCo's INI (not SAKR patch but RobCo config itself - RobCo_Patcher.ini). There should be this at the bottom of the INI file:

 

[Features]
iEnableReCalculateStatsWithSaveLoad=0
iEnableREFRNewInstanceData=0

 

Initially, both these values are 1. I'm always changing them to 0 (disabling them) as I run a lot of other mods that get messed up. Maybe that's causing the issue for you, but I don't know for sure.

 

Hope it helps!

  • 1 month later...
Posted

Hello, thanks for making this tool, really helpful and fun to use.

 

I couldn't help but notice that in NGamma's SAKR patches the ini's name ends up with _SAK like (Jinga Closet 2_SAK.ini) and in your image tutorial you mentioned to match the plugin name exactly, is that another way to name the ini file or is it something else?

 

I'm just asking to not get confused cause i am using the tool a lot and want to get things done the correct way.

 

Cheers!

Posted
2 hours ago, Kaptosh said:

Hello, thanks for making this tool, really helpful and fun to use.

 

I couldn't help but notice that in NGamma's SAKR patches the ini's name ends up with _SAK like (Jinga Closet 2_SAK.ini) and in your image tutorial you mentioned to match the plugin name exactly, is that another way to name the ini file or is it something else?

 

I'm just asking to not get confused cause i am using the tool a lot and want to get things done the correct way.

 

Cheers!

 

It's merely convention so you can keep your files organized in such a way that you know what they're for and which one is which. RobCo Patcher doesn't actually care what the files are named at all.

  • 1 month later...
Posted

Absolutely awesome tool. Is there anyway you'd be willing to add the ability to add/remote armor slot assignments as well? Would be really helpful to be able to kill 2 birds with one stone.

Posted

very useful tool. I was wondering if it would be possible to let users to add/remove keywords from the program so it could be used for skyrim since robco(skypatcher) exists for it now, or if that isn't really feasible.

 

Regardless, this program has made my FO4 modding much easier and I cannot thank you enough for it.

  • 2 months later...
Posted (edited)

I'm having a problem when trying to get the .CSV into the program. Nothing shows up to select...

 

Editing to add, I'm using MO2

 

Edited by fakeboi79
Posted
21 hours ago, fakeboi79 said:

I'm having a problem when trying to get the .CSV into the program. Nothing shows up to select...

 

Editing to add, I'm using MO2

 

 

How are you loading CSV into the tool - are you dragging and dropping the CSV into it or are you using the Load CSV button?

 

The application doesn't support drag'n'drop yet, so you should use the load button. If you're using the button and still don't see the records, most likely you messed something up with exporting data to CSV.

 

I'm sorry but you'll have to provide more details than that.

Posted (edited)
On 4/8/2024 at 12:57 PM, rubber_duck said:

 

How are you loading CSV into the tool - are you dragging and dropping the CSV into it or are you using the Load CSV button?

 

The application doesn't support drag'n'drop yet, so you should use the load button. If you're using the button and still don't see the records, most likely you messed something up with exporting data to CSV.

Sorry, should've said that I tried both, but did realize almost immediately that dragging does not work.

 

I have moved the file around by two methods to test if it was something I was doing wrong, both by dragging the file to another location in file explorer, as well as straight saving to a new location, and neither worked.

 

I know the files were present in every location I tried, as I would leave the explorer open to make sure.

 

If you need anything, please let me know, and thank you for your help.

Best!

 

Edit below

 

May be a dumb question, but I don't believe in such a thing so;

Would not having Excel on my PC cause the problem? I see in the save screen that it says "Excel (.csv)." I doubt it, but I write code for industrial machines, not games... lol

Edited by fakeboi79
Posted
19 hours ago, fakeboi79 said:

Sorry, should've said that I tried both, but did realize almost immediately that dragging does not work.

 

I have moved the file around by two methods to test if it was something I was doing wrong, both by dragging the file to another location in file explorer, as well as straight saving to a new location, and neither worked.

 

I know the files were present in every location I tried, as I would leave the explorer open to make sure.

 

If you need anything, please let me know, and thank you for your help.

Best!

 

Edit below

 

May be a dumb question, but I don't believe in such a thing so;

Would not having Excel on my PC cause the problem? I see in the save screen that it says "Excel (.csv)." I doubt it, but I write code for industrial machines, not games... lol

 

I honestly have no idea why it doesn't work for you - the application's been out in its current version for a year and nobody reported the issue you're experiencing. You are doing something wrong.

 

Could you open the generated CSV file, copy and paste its contents to Pastebin and share a link? I want to how your CSV looks.

 

On that note, are you sure you exported Armor records and not ArmorAddon?

Posted
4 hours ago, rubber_duck said:

Could you open the generated CSV file, copy and paste its contents to Pastebin and share a link? I want to how your CSV looks.

 

Sure, here's that

 

https://pastebin.com/bCibkUR8

 

4 hours ago, rubber_duck said:

On that note, are you sure you exported Armor records and not ArmorAddon?

 

Triple checked every time I attempted, and yep.

 

 

Thanks for your help, and sorry for my noobishness!

Posted
15 hours ago, fakeboi79 said:

 

Sure, here's that

 

https://pastebin.com/bCibkUR8

 

 

Triple checked every time I attempted, and yep.

 

 

Thanks for your help, and sorry for my noobishness!

 

Don't know what's causing your issue, the file can be opened just like any other CSV - you exported it properly.

1) Run the SAKR/RCPGen:

 

image.png.0fe6de164a4114a2c13515309c061b51.png

 

2) Click 'Load CSV...' button. A new tiny window will open. Find your CSV file and open it.

 

image.png.3ebc0eb2e2edc208bb934fc71bde5d3c.png

 

3) Your CSV file is now loaded and SAKR/RCPGen is ready to operate:

 

image.png.1b1be5c82bb0f158ea34a06b146629cd.png

 

The only possible explanation is that one of the requirements isn't satisfied - that being .NET 6. Did you install it properly?

 

Other than that, I find it very hard to believe that the application misbehaves. Perhaps you could share a screenshots of what you're doing? That could help me identify what's wrong.

Posted
8 hours ago, rubber_duck said:

The only possible explanation is that one of the requirements isn't satisfied - that being .NET 6. Did you install it properly?

Nuked everything, reinstalled .NET 6, and your software, and recorded the result. I'll attach that now, to make sure it isn't anything I'm doing.

 

Same result as before. Programs don't just... misbehave, so I am probably doing something wrong...

 

 

 

Posted (edited)
15 hours ago, fakeboi79 said:

Nuked everything, reinstalled .NET 6, and your software, and recorded the result. I'll attach that now, to make sure it isn't anything I'm doing.

 

Same result as before. Programs don't just... misbehave, so I am probably doing something wrong...

 

 

 

 

Ahh, I see your problem!

 

Okay, before that, it seems that you don't have file extensions enabled in your Windows (Explorer). It's up to you, but I'd seriously recommend turning that option on, that way you'll be able to see the type of each individual file on your system. Not a requirement by any means, just something I recommend to everybody!

 

As for the issue - you did everything right, but there was one tiny mistake. You exported the correct data from the plugin, but once the xEdit script finishes it asks you for output directory (where you want to save the exported CSV file). You specified the directory and went to give the new file a custom name - that's where you made a mistake.

 

By renaming the file, you deleted the old (default) name and replaced it with your own but without .csv at the end of it. I strongly believe that's the issue - try exporting a file again without deleting .csv at the end while renaming it.

 

image.png.01a3efbbf2642c268d5154ee84a7ee3e.png

 

 

Alternatively, and if you enabled the option to show file extensions in your OS, you can simply rename the file and add '.csv' at the end of it. That way you don't need to export data again.

 

Do what I recommended, and please report back. I sincerely hope this helps!

Edited by rubber_duck
Added picture for reference
Posted
6 hours ago, rubber_duck said:

By renaming the file, you deleted the old (default) name and replaced it with your own but without .csv at the end of it. I strongly believe that's the issue - try exporting a file again without deleting .csv at the end while renaming it.

 

Happy to say this was it! Thank you so much for bearing with my brick-level mental capabilities, lol.

 

Best to you and yours!

Posted
1 hour ago, fakeboi79 said:

 

Happy to say this was it! Thank you so much for bearing with my brick-level mental capabilities, lol.

 

Best to you and yours!

 

Anytime, comrade!

 

Oh, and sorry for delayed replies; it's obvious we're from different parts of the World. Nonetheless, enjoy the application and let me know what you think!

All the best!

~ R. D.

Posted

Any plans on addressing the ESL issue with the tool itself? It could operate more like Bodyslide where people distribute intermediary SAKR profiles that store the file name, FormId, EditorId, and keywords, then have the tool accept two exported lists (one from the end user and one from the tagger) then reconciles them based on the file name with no-extension and EditorIDs. So people would distribute their intermediaries, instead of the Robco files, then the tool on the end user side generates all the necessary Robco files.

 

Could even have the FO4 script output standardized file names, or have the generator just pay attention to the contents, and have it batch process the entire directory of intermediary files matching everything by itself.

Posted (edited)

Bug: The "To write:" pane's scroll bar is nonfunctional. EDIT: Sometimes, haven't tracked down when it works and when it doesn't.

Edited by xtremeGoose

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