I've been using this mod for over 3 years and it has never once triggered. (Although, to be fair, the only supported mod in my load order is the Unofficial Patch) Has it ever triggered for anyone? Has it ever done anyone any good? I'm curious to know. Or to put it another way: "Is this bug still a thing?"
You may simply be logical when adding mods and keeping your load order clean. It's a matter of cleaning up every mod you download, merge plugins when you know what you're doing, mark mods as ESL when you know for sure it won't do harm, and repeatedly reset cells to change up injected gear.
I have 237 Active plugins, 162 Light plugins, 496 mods in total. I never used this mod, nor have I felt I needed it. It is great for people, I am sure.
(I ignore the rule of "DoN't ReMoVe mOdS MiDgAmE" and "MuSt sTaRt A nEw GaMe")
FYI Since I can't private report or contact you in DM I'll just put this here, it's really lame but I'm OCD lol.
Help I Got the Warning!
At this time there is no way to fix it, and unlikely won't be -
"Unlikely won't be is" a double negative and its meaning translately into "it is unlikely that there will not be a solution in the future i.e. it is likely there will be a solution in the future." LOL
It should be "and likely won't be" or better yet just "At this time there is no way to fix it."
Or best, "There is no way to fix it, reload your last save." This sets expectations and gives clear instruction.
From my understanding, any mod that's not on the Description page list probably means that you'd have to add whatever mods you're using that isn't listed to your Canary Save File Monitor. Meaning, if you have a lot of mods that the Description page doesn't cover, you've got a lot of work ahead of you
No, if a mod doesn't have Canary support, it just means it won't report to the Canary mod when it has a loss of data. You can still use the mod, it's just if that particular mod loses data and your save file becomes compromised you won't know it until a mod that is covered by Canary suffers a loss as well. It's mostly just going to be scripted mods that would need it or benefit from it anyway, so it's not like every single mod you have would need it.
I think that's what he's saying. There's no point in using the mod if most of the mods he uses isn't supported. Corrupt data most likely would not be reported most of the time considering the culprit could be the other 95 percent of the mods that DOESN'T have Canary support...
At first I thought a mod having Canary support was what enabled this bug to happen, but now I realize Canary is the name of the monitor mod and not the bug and suddenly this becomes 30x as scary >:
I've not had any problems so far afaik, am not using too many mods (I think the only two that could be affected by this would be Tales of The Commonwealth and WRAR), but Im also hearing some have had trouble with vanilla DLC as well, is it confirmed to happen to vanilla builds as well? :x
So any status for the mod and was the pattern already found?
I heard people say that this occurs in vanilla (no mods at all) saves. If it is the case (and enough vanilla-only saves, no DLC or DLC) then that may be something that Bethesda can check as if that may be the case, then any mod will be written off as a trigger at least.
Not an expert of FO4 scripting but something tells me that it occurs at a "save-load level" i.e. when saving or loading as it may be related to a crash after loading save thing (which prompts me to load two saves for each time).
I could be wrong for all the above so take my theory with a grain of salt.
I've been able to recover every single save game that this happens too regardless of what mods I've removed or what data gets corrupted or lost, it's just a matter of tenacity, stubborness and the pure, gritty raw talent of never quitting. It's my only gift.
https://drive.google.com/file/d/1FDF4ozBbxQY6pa_9ULHUoEHFyvdHV_lj/view?usp=drive_link I play on the Russian version. Before that I used an unofficial patch and a Russian version of it, but rolled back because the translations were 50/50. but after rolling back from the unofficial patch I had no problems. I use mods. wasteland 512 Textures reloaded v2.2 - package 1 full dialogue interface - all languages - nmm installer beta 12 remove interior fog - all dlc great fps boost insigncant object remover achievements v 1--0-5 lights don't cast shadows faster workshop 1.1 f4se
Trying to make this work but the Creation Kit throws the error "<unknown>(0,0): Unable to find flags file: Institute_Papyrus_Flags.flg". How can I solve this?
Edit: I've found the .flg file and put it in the Papyrus Compiler folder in the Fallout 4 folder (not Data), its a guess that this is the correct location. If anybody knows where this file should be put please let me know!
So I'm trying to make Canary work for a mod I use of which I know is script heavy. But as I'm not accustomed to using the Creation Kit I'm not sure what I'm doing. The message above looks to me as if the .flg file isn't there, but I've tried the same in a vanilla FO4 setup (loaded outside MO2) and I got the same message. So now I have no clue what to do and it seems that it should work as the mod author in his video manages to compile his demo script without a problem. :(
164 comments
(Although, to be fair, the only supported mod in my load order is the Unofficial Patch)
Has it ever triggered for anyone?
Has it ever done anyone any good?
I'm curious to know.
Or to put it another way: "Is this bug still a thing?"
I've had this mod in my load order for YEARS and I've NEVER seen such a warning.
Has such a warning ever been triggered for anyone else?
I have 237 Active plugins, 162 Light plugins, 496 mods in total. I never used this mod, nor have I felt I needed it. It is great for people, I am sure.
(I ignore the rule of "DoN't ReMoVe mOdS MiDgAmE" and "MuSt sTaRt A nEw GaMe")
it's :c
its :]
youuerre" welcoem.
I can safely run this mod with its Ba2 file unpacked?
Thanks
Maybe I'm German ;-)
FYI Since I can't private report or contact you in DM I'll just put this here, it's really lame but I'm OCD lol.
Help I Got the Warning!
At this time there is no way to fix it, and unlikely won't be -
"Unlikely won't be is" a double negative and its meaning translately into "it is unlikely that there will not be a solution in the future i.e. it is likely there will be a solution in the future." LOL
It should be "and likely won't be" or better yet just "At this time there is no way to fix it."
Or best, "There is no way to fix it, reload your last save." This sets expectations and gives clear instruction.
Thanks again!
I have hundreds of them. This needs automatic mod registering if it were to be feasible.
I think that's what he's saying. There's no point in using the mod if most of the mods he uses isn't supported. Corrupt data most likely would not be reported most of the time considering the culprit could be the other 95 percent of the mods that DOESN'T have Canary support...
I've not had any problems so far afaik, am not using too many mods (I think the only two that could be affected by this would be Tales of The Commonwealth and WRAR), but Im also hearing some have had trouble with vanilla DLC as well, is it confirmed to happen to vanilla builds as well? :x
I heard people say that this occurs in vanilla (no mods at all) saves. If it is the case (and enough vanilla-only saves, no DLC or DLC) then that may be something that Bethesda can check as if that may be the case, then any mod will be written off as a trigger at least.
Not an expert of FO4 scripting but something tells me that it occurs at a "save-load level" i.e. when saving or loading as it may be related to a crash after loading save thing (which prompts me to load two saves for each time).
I could be wrong for all the above so take my theory with a grain of salt.
I play on the Russian version. Before that I used an unofficial patch and a Russian version of it, but rolled back because the translations were 50/50. but after rolling back from the unofficial patch I had no problems.
I use mods.
wasteland 512 Textures reloaded v2.2 - package 1
full dialogue interface - all languages - nmm installer beta 12
remove interior fog - all dlc
great fps boost
insigncant object remover
achievements v 1--0-5
lights don't cast shadows
faster workshop 1.1
f4se
How can I solve this?
Edit:
I've found the .flg file and put it in the Papyrus Compiler folder in the Fallout 4 folder (not Data), its a guess that this is the correct location.
If anybody knows where this file should be put please let me know!
So I'm trying to make Canary work for a mod I use of which I know is script heavy.
But as I'm not accustomed to using the Creation Kit I'm not sure what I'm doing.
The message above looks to me as if the .flg file isn't there, but I've tried the same in a vanilla FO4 setup (loaded outside MO2) and I got the same message.
So now I have no clue what to do and it seems that it should work as the mod author in his video manages to compile his demo script without a problem. :(