Halstrom Posted February 1, 2014 Author Posted February 1, 2014 I'm modding for Fallout 3, so i think NX_IsInList is out of question, right? Yeap unfortunately, don't know if FOSE may have a similar command or not.
nyaalich Posted February 1, 2014 Posted February 1, 2014 I'm modding for Fallout 3, so i think NX_IsInList is out of question, right? Â I'm assuming that you mean for FO3 and not FO3 stuff but the end result is for TTW (since TTW is FO3 in the NV game, you've got nvse and NX functions if Sexout is a prereq).Â
cuceta Posted February 1, 2014 Posted February 1, 2014 No, just pure Fallout 3 Â Tales of two wastelands never worked well in my pc, so i gave up. Â
Guest luthienanarion Posted February 1, 2014 Posted February 1, 2014 The vanilla IsInList function does not work when called on base forms. In order to return a positive result, you must call it on a reference whose base form is in the form list your provide as an argument. It works as if a call to GetBaseObject is called internally. You'll have to use ListGetFormIndex or NX_IsInList if you are working with base forms as returned by GetEquippedObject and the like.
cuceta Posted February 2, 2014 Posted February 2, 2014 From what i could understand, even if you use <insert ref name here>.IsInList <insert listform ref here>, it will (at least should) do exactly what you mentioned, check for its base form (same thing as <insert ref name here>.GetBaseObject) Â According with the documentation: "Checks if the calling reference's base object is contained in the specified formlist" Â Unless: - Dragging a object into a formlist via Geck isn't actually adding its base form (i don't know, but thats what i did) - The IsInList doesn't work as it should be - ???
DoctaSax Posted February 2, 2014 Posted February 2, 2014 The trouble is that the ref var you call it on is not an actual reference but a base form (retrieved by getequippedobject). Just because you parked it in a ref variable doesn't make it a reference.
RitualClarity Posted February 2, 2014 Posted February 2, 2014 You have to create a shortcut and launch it from that so that the shortcut goes to [Your Computer's Directory]\FalloutNV\nvse_loader.exe" -editor approximately. For example, because I've got the Steam version and I've got it installed on my D drive, mine is "D:\Steam\steamapps\common\fallout new vegas\nvse_loader.exe" -editor  "D:\Games\Steam\SteamApps\common\Fallout New Vegas\nvse_loader.exe" -editor Thanks.. I feel like a big bone head. After even reading the first post I remembered that it was the "Shortcut" that needed to be edited. I was trying to edit the actual .exe.  For future users. right click on the nvse_loader.exe you find in the "Fallout New Vegas" folder. You should see the "Data" folder along with "FalloutNV.exe" Click on the "nvse_loader.ese" and select "Create Shortcut". Then go to the newly created shortcut. (small arrow in the bottom left of the icon with the same name as the original .exe used.) Right click on that. Look for the field that says "Target". Click on that field. Press the "End" key on your keyboard or use arrow to get to the very end of the "Target" field. At this point you should be seeing loader.exe" use the space key one time. then -editor added. Don't use a space after the dash "-" or you will get an error.  The end results should look like Steam\SteamApps\common\Fallout New Vegas\nvse_loader.exe" -editor If you are using a valid game this is the ending of the path you should have. There might be other characters in front of Steam. These are the rest of the path depending on where you installed your Steam program. In my case it is C:\  That should help those that are really new..
ChianasGeek Posted February 2, 2014 Posted February 2, 2014 Umm... nvse_loader.exe shouldn't be in the 'Data' folder, but the main install folder, same place as FalloutNV.exe is. I'm sure you meant that but were too busy making everything else crystal clear and accurate, though
nyaalich Posted February 2, 2014 Posted February 2, 2014 Sorry nyaalic, ninja'd you  You totally motherfucking did, so I deleted my extraneous comment, so now the thread can have this other unhelpful one instead.  Good show of documentation, ritualclarity. A+: Would correct and Like again.  EDIT: All said in good humor if it wasn't clear.
ChianasGeek Posted February 2, 2014 Posted February 2, 2014 I saw... Â /me hangs head in sorrow, shame, misery...
nyaalich Posted February 2, 2014 Posted February 2, 2014 I saw...  /me hangs head in sorrow, shame, misery...  It's okay. Your Post-Fu is better......for now. *shakes fist and vows to avenge the death of...wait...what?*
RitualClarity Posted February 2, 2014 Posted February 2, 2014 Umm... nvse_loader.exe shouldn't be in the 'Data' folder, but the main install folder, same place as FalloutNV.exe is. I'm sure you meant that but were too busy making everything else crystal clear and accurate, though Corrected that issue and a few other issues that were missed... Issues that could confused others.... It should be more clear now.
Swyke Posted February 2, 2014 Posted February 2, 2014 I made an annoying little mistake.  As I am cutting the 'Mojave Schoolgirls' into smaler pieces I can handle I was deleting a lot of content with FNVedit. The main mod shall work without Pregnancy as master and so ... I deleted the entry for 'PregV3' with FVNEdit, too. But I was just deleting the file name, so right now FVNEdit denies, to loat the mod-file again:  'An error accured ... check the message log and correct the error'  [00:02] Background Loader: [sexoutMojaveSchoolgirls.esp] Adding master ""[00:02] Background Loader: [] Loading file[00:02] Background Loader: Fatal: <EOSError: System Error. Code: 3.  Well, yes ... I know, I just deleted the name of the file, and not the entry.  GECK doesn't load this file, too.  In TESsnip (FOMM) I can add a master file, but I can't delete the destroyed entry, too.  Any clue how I can repair the file, so I don't have to do the whole cleaning and deleting again?  Thank you!
nyaalich Posted February 2, 2014 Posted February 2, 2014 @Swyke:Â I have no idea how to help, but I'm curious how you deleted the dependency.
Swyke Posted February 2, 2014 Posted February 2, 2014 Well, it is just tooooo easy:  Open your file in NVEdit. Go to 'File Header' ---> master files ---> master file ---> MAST - filename ---> delete the name of the master file ---> save your edited file  ---> Well done! Your file is trash, because FNV, GECK and NVEdit try to load a master-file called '' instead of 'FalloutNV.esm' for example.  Â
nyaalich Posted February 2, 2014 Posted February 2, 2014 Is it possible that you've still got some pregnancy stuff in your scripts? Not that that helps you restore anything. : /
jaam Posted February 2, 2014 Posted February 2, 2014 You should be able to fill in the empty string using the snip that is part of FOMM. Â Next time, only use the Sort masters/Clean masters commands, never touch the master files record Â
nyaalich Posted February 2, 2014 Posted February 2, 2014 @jaam: As opposed to going into File Header and just removing the unnecessary masters? I've been doing that without problems. I don't want to have problems.Â
Swyke Posted February 2, 2014 Posted February 2, 2014 You should be able to fill in the empty string using the snip that is part of FOMM.  Next time, only use the Sort masters/Clean masters commands, never touch the master files record  Yes Sir! It's a hard way ... learning by doing. And it's so easy to make mistakes  Now it seems, that I have rescued the file by doing this:  I have to mention, that I had readded the dependency on Pregnancy with TESsnip in FOMM. So my Master Files looked like that: FalloutNV.esm Sexout.esm SexoutCommonResources [here is nothing] SexoutPregnancyV3  So I could not enter the missing string in the fourth entry, because I had a fifth. Ooops ...  So I deleted the 'Name' entrys (DATA and MAST) of the unneeded Master Files in TESsnip, too. But you can not realy delete them, they get edited to: ____  But I could open this file in NVEdit again. Checking the errors in NVEdit gave me the errors, that there are some ____ ____ ____ entrys. But it seems, that I can't repair the file here.  Now I opend the file in GECK and it worked.  Saved again in GECK and reopend in NVEdit. Now the ___ ____ ____ - errors are gone, too.   Thank you all for your help and patience.  I will never touch the master files records again ... ... but will find another stupid mistake I can make, for sure
ChianasGeek Posted February 2, 2014 Posted February 2, 2014 @nyaalich  Yeah, don't do it that way - you may not have problems if you really don't have anything in the plugin referring to that now missing master, but it's just best to do it the way jaam says
nyaalich Posted February 2, 2014 Posted February 2, 2014 Awesome. My problem is opening up mods in addition to the ones that I'm working on in the GECK, and the GECK goes "Oh, one of the esps you're looking at has an esm? Hell yeah I'll add that to yours too!" When I try to delete the master from the list in the GECK, it always goes screwy on me, and I can't always get to the buttons on the error message to accept/close.  EDIT: To clarify, opening other mods to see how they do things without changing their records.
jaam Posted February 2, 2014 Posted February 2, 2014 @jaam: As opposed to going into File Header and just removing the unnecessary masters? I've been doing that without problems. I don't want to have problems.  Never do that. When you remove a master, all references from plugins after the deleted one must be recalculated. Not doing that can definitivly lead to a useless plugin.  "Clean Masters" will do it for you if it is safe.  Also, always save and close right after removing a plugin. You may encounter a few display issues otherwise.  Â
RitualClarity Posted February 2, 2014 Posted February 2, 2014 I was running into a serious problem with the PU again. I read and re-read the instructions here on the OP and couldn't get it to work. I added bAllowMultipleMasterLoads=1 to the geckcustom.ini with no effect. Â Add the following to your geckcustom.ini bAllowMultipleMasterLoads=1 I did this but it wouldn't work. With me being new to the GECK I thought I was adding masters wrong to the GECK and that was the reason. The actual reason after ruling that out was the instructions were confusing me. Â The "Add the following to your geckcustom.ini" meant to me to open the file and add that to the bottom of the file. This isn't the case. I needed to open the file and use the search function or scroll down until I find bAllowMultipleMasterLoads=0 and change it to bAllowMultipleMasterLoads=1Â No added entry needed in the geckcustom.ini. Â I would suggest the following change / addition to the OP. Â In order to be able to edit multiple masters you need to: Open the documents folder where your game files are saved Find the file named "geckcustom.ini" Open it in notepad Use the "Find" feature or scroll down until you find "bAllowMultipleMasterLoads=0" (without the ") Change the value of =0 to =1 (to activate multiple master loads) Click Close and Yes to save. Open the GECK using the shortcut you made earlier with the nvse_loader.exe Test If all works and you are able to load more than one master you are good to go. Â Â
cuceta Posted February 2, 2014 Posted February 2, 2014 That's correct, the bAllowMultipleMasterLoads directive can always be found the .ini. All you need to do is find it and change 0 to 1
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