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Posted

I have an issue with FNVEdit.

When running it on my current game it give me an error.

 

[00:04] Background Loader: Fatal: <Exception: "Project Nevada - All DLC.esp" requires master "Project Nevada - Rebalance Complete.esp" to be loaded before it.>
[00:11] Background Loader: finished

However this part of the load order that is being affected.

 

Project Nevada - Cyberware Additions.esp
Project Nevada - Rebalance Complete.esp
Project Nevada - All DLC.esp
Project Nevada Items.esp
The Mod Configuration Menu.esp

Total active plugins: 81
Total plugins: 81
 

As you can see "Rebalance Complete. esp" is loaded before the "All DLC.esp"

The game currently works. Don't' know if there are issue related to this.

I am at a loss. If I disable the mod FNVEdit works just fine again.

Posted

I know this isn's a serious technical answer but well I had a problem like that once, with another mod running on FO3. For the law of the big numbers, I though that I couldn't be so unlucky to have issues from a single esp when I was using a big number of other mods, so I simply unchecked that esp giving me the error and I cleaned the other ones. Hoping that you don't need to make specific modifies on the rebalance module of course.

Posted

Both the game & FNVEdit can load things in a different way than what your load order looks like, if a mod requires it. My money's on Project Nevada Items.esp - if only for the fact I don't have that one in my LO. Try disabling that one, see what gives.

Posted

I know this isn's a serious technical answer but well I had a problem like that once, with another mod running on FO3. For the law of the big numbers, I though that I couldn't be so unlucky to have issues from a single esp when I was using a big number of other mods, so I simply unchecked that esp giving me the error and I cleaned the other ones. Hoping that you don't need to make specific modifies on the rebalance module of course.

I haven't modified any of the mods. I don't want to get into tweaking PN anytime soon. If that is what you are stating. I would really like to have the entire suite of PN mods running and could understand if another mod interfered with it but it's own esp causing issues? That I can't stand.

 

Both the game & FNVEdit can load things in a different way than what your load order looks like, if a mod requires it. My money's on Project Nevada Items.esp - if only for the fact I don't have that one in my LO. Try disabling that one, see what gives.

Didn't change anything. I not only disabled the mod I deactivated it. It still gives the error. If I disable the all DLC esp all is good. I got that same issue with NVBII with the Open freeside.esp. When I loaded Inheritance it would give me that some issue stating that the esp was in the wrong location when in fact it was in the correct location. Later I used the one from the Inheritance and it cleared the problem. Makes me think something is wrong with the naming or structure of the esp mentioned which the FNVedit is complaining about. This is the first error that I have had using FNVedit that it would go ahead and complete the loading process.

Posted

I always run PN but I never noticed it before now. I just opened my TESVEdit to control and it isn't saying that, my Rebalance and my All DLC (I run both) are correctly loaded without warnings like that. The only module I don't run is Equipment. sorry I don't know where the issue comes from.

Posted

I can get it to work with the older version which I might have to do until this can be fixed. The newer version has HUD additions that allow changes to be made easier. However I would also loose the addition to the DLCs that PN provides as well.

 

I"ll download the pack again just in case there was some issues with the download. If that isn't the case I just don't know what I can do to get this to work. The game works and normally I wouldn't care except I want to start using FNVedit more and get comfortable with records and such there. Bashed this, bashed that change things that I want to. Sort of a easing into GECK where I can do more.

 

EDIT:

Had to go to the older version at least I can run with my weapon drawn now. Before I couldn't run and chew bubblegum apparently at the same time ;) .

 

This isn't over I am sure there is something to do with the structure of the esp in mention. PN developers love to convert esps to esm's and and all sorts of mayhem. :(  As I stated it does seem to work in game just FNVedit don't like the file.

 

I just realized A.J. that you are using the TESedit I am using FNVedit 3.0.31 from Nexus. that is the one that I have been advised to use because it is newer. I just ran into two other mods that are giving errors, make that three other mods that are given errors that work in game. One gives a general error.

 

Could some of the Sexout modders and users give advice on if I should change the edit to the TES one? If so what do I do.

Posted

You might want to check the mastering Ritualclarity, sounds to me like one of the esp's has been attached to the wrong master, had that happen to me a couple of times, And I run all the PN stuff with no problems, All-DLC, Items, etc.

Posted

Which version of FNVEdit ? Since 3.0.31 there is a change in the loading order of esp marked as esm (at least for skyrim). Has any of those two set like that ?

Also, provide the content of the messages tab (after removing your personal information) it should contain clues.

Posted

Yes I use TESVEdit for them all, since I found it was working, probably then this is why I don't have your warning, I though it was the same :D

 

And, as a reference, I use PN ver. 2.5.

 

By the way, about running with a weapon drawn. Do you mean running while you sprint? If it's so, there's a special perk on PN that allows to do that.

Posted

@jaam

Thanks for the assist. I did put both pieces of info in the OP. One from the FNVedit and the other from the Load order. For future reference was that enough info? If not how far back do I go. I have quite a few mods now and it can take quite a bit of space and most of that is just other mods working correctly. Or is there something else that I can give? I didn't know I had personal info in the report that can be copied. I just highlighted the area that I though was important and copied it here, same for the load order since everything else was working correctly and there was no record of conflicting mods here or on Nexus.

 

@A.J. I also use the PN ver 2.5. No other will do. :P

Yes the perk is called Charge if memory serves me correctly. I like that perk. I was always like "really, I can run and chew gum at the same time?" It made no sense at all. I am just not sure of using TES version. Most info I have for FNV is using this version (0.13.21) I am getting used to the programs so having a stable reliable source even if not bleeding edge is more of a benifit right now. Perhaps in the future after I start using GECK and Wyre Bash etc I can start to try the other options. Thanks.

 

I gave some "Likes" out to all those that took the time and effort to try to help me

 

Posted

Nope issues again. It seams to Iworks when loaded in this order PN, Extras Options 1.1 and DLC support. 

I just can't seem to run the Options 1.2 version without having issues with it.

Posted

 

I gave some "Likes" out to all those that took the time and effort to try to help me

 

... And I liked it! ;)

 

Forgive me, I don't really know what's the difference between my TESVEdit and your NVEdit, so don't take too much care to this answer. I started to use this one when I've read "it's the same, just rename it and it will understand in which game you want to use it", you know, just like when it makes a masterupdate or a masterrestore if you rename it, and says "there's no masterupdate in skyrim" if you try that... it seems such a smart program. But well I just wanted to tell that if you are looking for a merged patch you could take a look to this one, I always did it without warnings with this TESVEdit, on a PN 2.5 + All DLC and Extra Options.

Posted

@A.J.

I know Ive read the same thing about the editors. I believe it is the extra files give that help it understand the game that is more important than the program itself. That makes sense as well. That being said I believe it is as Slammer64 stated some master reference. That is cool. I will twittle on this one for a while. Each time I encountered some issues I usually learn and can later fix them. Changing hairs in a game mod someone made because I didn't like the choice that they made. Fixing purple eyes because a mod creator forgot that he or she used Lings and didn't mention it in the requirements. (Why if there is only one NPC in the entire mod that is using those eyes. ?)

 

I will play with the current version of edit I have for the time being. I will play around with merging and cleaning mods as well. First I need to be sure that the current load order and installation order I used is proper and functional. This would be so much easier if I had my second machine up and running as I had intended. (It would be my developer machine, learning machine, you get the point.) Then I can have my cake and eat it to. When I am reasonable confident I understand most of the tools that are commonly used I would then consider upgrading to the newer version.

 

Again thanks for the help.

Posted

I saw, but you need the full messages, (or at least the last 4 or 5 mods loaded (and your loadorder)).

By the way are you loading your full load order or a selection of it in FNVEdit.

 

NB The source code for FNVEdit and TES5Edit is identical. In fact you can run

 

TES5Edit.exe -FNV

 

to start FNVEdit.:)

 

Posted

 

I saw, but you need the full messages, (or at least the last 4 or 5 mods loaded (and your loadorder)).

Will keep that in mind. I thought it was only necessary for the current error.

 

By the way are you loading your full load order or a selection of it in FNVEdit.

Yes the full load order.

 

NB The source code for FNVEdit and TES5Edit is identical. In fact you can run

 

TES5Edit.exe -FNV

 

to start FNVEdit. :)

Cool, I guess I need to create a shortcut for this TES5Edit.exe -FNV. or can I just add -FNV to the end of the program. Also I still need the

FalloutNV.Hardcoded.keep.this.with.the.exe.and.otherwise.ignore.it.I.really.mean.it

for FNV to function. With the above I can do the same with the FO3 just add -FO3 to the end.

 

I currently gave up on the issue. I will address it later when I get a little better with FNVedit and modding. I have been fooling around with this install for over a week. All work and no play makes this Alien a boring alien. :D

 

I still want all the info possible for FNVedit. I have changed some records, simple changes like eyes on one mod and hair on Sunny. Nothing major no copy paste and such. Next is to merge a few mods together. One is "Spice of Life" which is advised to be merged by the author. I would also merge a few beauty mods together like lings and such to make a more cohesive easier to manage mod. Then I can use the GECK to add or remove things I want like armors and such. (no quest items etc. )

I am getting better with the beauty mods. This is getting quite off the topic but.

 

That was my second from last try. Too pretty. Not realistic. Cute as a button. Needed to add more realistic skin and such.

Now for my current one. I am quite satisfied with her. I don't want plastic big boobed fake girls. I really want normal girls that can be pretty but not fake.

 

And a girl that can strut her stuff when needed.

 

 

Way after the above is done continue maybe resizing armors that cause a few clipping issues that I like. Personal use for the most part. While learning more about poses and screen captures. I think I started liking doing that, don't know if others like what I capture but don't matter. It will be all this little alien likes and that is enough for me. A little Alien Photographer. LOL.

Posted

before I forget, the shortcut should read

TES5Edit.exe -FNV -Edit

(You don't want to run in view mode :) )

 

Make sure all the "hardcoded" you need are in the same directory as TES5Edit.exe

And yes, it works with FO3 and TES4.

 

As for the issue, try double-clicking the problematic esp, to see if the error persists.

 

EDIT: typo

Posted

 

before I forget, the shortcut should read

TES5Edit.exe -FNV -Edit

(You don't want to run in view lode :) )

Will do.

 

Make sure all the "hardcoded" you need are in the same directory as TES5Edit.exe

And yes, it works with FO3 and TES4.

Will remember and thanks. I just need the "hard coded" for each respective game in the same directory. Then I can load TES5Edit.exe

 

As for the issue, try double-clicking the problematic esp, to see if the error persists.

I clicked the esp in the manager on and off to be sure it took. During this process I did realize that I was using both FOMM and FNVedit at the same time and that the files that I had moved weren't really moved (in FNVedit eyes) until I shut down the FOMM. A noobie mistake but none the less I did realize that and would shut down FOMM when reordering the esps.

The issue also occurred with Bounties / Inheritance from SomeGuy. Somehow it didn't like the one from Bounties but liked the one from Inheritance. Makes me think there is some issue with the actual master that the FNVedit is looking for. The game runs fine. Since I wasn't using the newest TES version those issues might have been fixed.

Posted

It appears that there is an issue with the FNVedit not liking the PN extras mod and in some other cases as well. Thanks to Slammer64, A.J and jaam I have come to this conclusion. Later when I have had some time to actually enjoy the game I will move forward and use the most current version of TESedit with the instructions given by jaam on this post. Then it should work much better.

 

Posted

Well, there are certain esp's FNVEdit doesn't like, I remember for the longest time I had a problem with WMX-EVE.esp, due to certain edits the mod makers put in for non-NVSE users. I'd say if it isn't impacting the game, run with it.

Posted

It could be very much the esp marked as an esm instead of making it a pure esm. It is an interesting subject. If needed I would "run with it" anyway so long as the game worked of course. I just wanted to be sure I wasn't doing something boneheaded and screwing something up being a new edit user.

Posted

Well, there are two Project Nevada esp's marked as esm's, mod authors did that so others could base their mods for PN off them, they are: Project Nevada - Rebalance.esp and Project Nevada - Cyberware.esp. Hope this helps. 

Posted

Yea that helps a bit. I'll no doubt get to the bottom of it sometime.. LOL. At least it works and I can play the game and i know more than before about edit.

The "rebalanced" esp is the one that FNVedit  don't like. It is likely the conversion process somehow screwed up something that edit don't like. Maybe I might try to upgrade my edit to the newest one and see if it likes that one. Just I would then have to reactivate all the HuD mods again...

  • 3 months later...
Guest carywinton
Posted

Ah but the "Boneheaded" mistakes are all part of the process, heck if I didn't have to "rebuild" on a nearly monthly basis, I probably would not have learned a thing. I have that same issue with an EZ Companion mod in FNVEdit just this week, it kept insisting to load "this" after "that" and after setting the load order in FOMM, closing FOMM, opening FOMM, setting load order again, unchecking offending mod, rechecking offending mod, process, it finally decided "Oh gee I guess it really was loading this after that!", go figure.  :P

Opening the offending mod in either TESsnip or FNVEdit and reviewing the "MAST" for the Masters required by the *.esp or *.esm is a very good suggestion, this can reveal issues as well.

If "Highlighting" is turned on when reviewing your load order in FOMM, it will show when an *esp has a "File Header" set as an *.esm, the *.esp file will be in "Bold" like all the *.esm's are and FOMM will automatically place it right below all the *.esm's.

I hope some of this helps, but you probably knew all this already, being an Alien with all that cool high tech. :cool:

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