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  1. Sharlikran
    Sharlikran
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    This thread is for discussing the program or to report a reproducible bug. I will no longer tolerate complaints about the use of FO3Edit for things it is not intended for, especially when it's due to user error.

    NOTE: Anti-virus programs cause unwanted delays and issues with TES5Edit. Be sure to disable them if you are experiencing any unusual behavior. Kaspersky antivirus is one that is known to cause issues.

    ModOrganizer:

    None of us use MO so there is no way for us to guide you through any settings changes that would assist you. People not using MO won't be able to troubleshoot FO3Edit in that environment because of the differences when using MO. If you are using Mod Organizer you should read the documentation, look for Youtube Videos. Please direct all MO related questions in the approproate MO forums or refer to STEP Guides.

    GophersVids, GamerPoets and the STEP Guide are good resources for MO.

    When reporting a bug:

    Before you do anything, Can you reproduce the issue? If related to a specific record in a specific plugin can you reproduce the issues with a new plugin created from the CK? Try to reproduce your bug using a recent version of the software, to see whether or not it has already been fixed. Be precise, be clear and explain how to reproduce the problem, step by step, so others can reproduce the bug. Include any special setup steps. Explain in which part of the software the bug occurs. If you were preforming a specific procedure, explain what you are doing when the bug occurs. Explain the actual result of and the expected result for the bug you are reporting. Don't provide your suggested solution. An appropriate solution will be provided within the boundaries of the intended use and goal of the program.

    If you have a legitimate and reproducible bug, you have reviewed the above information, and you can still reproduce it then post a thorough and complete report on our new GitHub. The issue tracker is not a forum. It's for reproducible bug reports only, not possible bugs or questions.

    Questions in regards to editing plugins:

    For mod and plugin troubleshooting use the Fallout 3 Mod Troubleshooting thread. For plugin related questions use the Fallout 3 GECK and Modders or Bethesda's G.E.C.K.(Fallout 3) Thread.
  2. Sharlikran
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    All comments sections are locked until further notice.



    My decision was made after reading the above post and out of respect for the user I have redacted the user name.

    The Quick Cleaning Process cleans better and removes more ITMs. This includes removing Navmesh ITMs which gives mods the best compatibility. Even I have made changes between mods like Helgen Reborn and Elvenwood for original Skyrim (or LE) that required Navmesh changes using older versions. Without the changes the mods did not work together. They caused a CTD if I remember correctly. I'd have to dig through the Elvenwood comments. I have not revisited those mods and cleaned them with 4.0.2. However, now I'm curious how well they would work together just cleaning them and without my additional changes. Over all better handling of Navmeshes effects all mods in a positive way.

    Removing the navmesh can be done but only by unchecking the simple records. When simple records is unchecked that causes the apply filter process to take longer. Cleaning Update.esm as a test I noticed it took about 7 minutes per pass on my 10 year old Quad core LGA775 processor.

    If people would take the time to talk about that in a mature and objective fashion maybe we could have explained it. It would not have changed anything, since once you uncheck that applying the filter takes longer even using manual cleaning. Manual cleaning will not be as thorough without taking additional steps. Which is why it's automated now because users would have to go through more steps to clean mods properly. More steps makes it more difficult and if other guides don't immediately update, then users don't get the full benefit from the cleaning.

    I also noticed today that cleaning with 4.0.1 and 4.0.2 result in slightly different results and a different amount of ITMs. I feel that is most likely due to listening to users on Discord and making adjustments to cleaning as needed to make the process as reliable as possible. Everyone should be using the latest version, restoring backups (or original files through Steam) before cleaning with QAC.

    Users have for weeks if not months been disrespectful toward the update, our team and Elminster's improvements. Which are in violation of Forum and Commenting Guidelines.

    In addition to that the community continues to tell Elminster how they have read guides and watched videos for years and are pretty sure they know how to clean mods. People continue to comment that they read somewhere that someone feels that removing an ITMs isn't a good idea. I fail to see how that can be done when Elminster is the very person that invented the process over a decade ago. The very process that people swear by. The very process that people swore by in the Oblivion days with BOSS and that has carried over into modern modding. Would you tell Einstein, Stephen Hawking, or Richard Feynman they are wrong because you took a class from some other Physics professor?

    Myself, Zilav, and Hlp initially updated much of what xEdit is now. With the most important work done by Zilav and Hlp since I can only do record decoding. The scripting functionality has been essential to many large projects even for Fallout 4. Over 9,000 mods were released for Fallout 4 and some with plugins made with FO4Edit. Others have also helped as can be seen on GitHub.

    I updated the cleaning section to include much of the information that people needed although I felt there should have already been resources available. The biggest difficulty being how to add the parameter when there are quotes around the file name. Gamerpoets has the most thorough cleaning video which you can see by clicking the Videos button in 4.0.2. However, I will update my video as well to show more about the new information from section 5.3.
  3. tardischan
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    Im loving the new additions to xedit. very nice!
    1. ElminsterAU
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      You are welcome. Glad to hear you like all the work that has gone into v4.
    2. Sharlikran
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      Thank you . For the most part Fallout NV and Fallout 3 users are more respectful of our team.
  4. sandman5
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    Sharlikran, the link you showed me does not let me have control of which master i want to delete, just clean them. procedure i require is not possible in the latest version, but as i cant PM you with the details, ill just say that the latest version is fine for 99% of what i do. but not everything.
    1. Sharlikran
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      The section of the docs in the PM, section 9 not section 5 lets you do the very thing you were asking for. Could you please join discord instead? It literally does exactly what you wanted. I would prefer to talk there please. Especially since it does do what you wanted but you are saying it doesn't so I'd like to see what you type live rather then checking the forums every day.

      Section 5 has clean masters and what I pointed you to is entirely different.
    2. Sharlikran
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      Someone just logged onto discord and was able to get this to work just fine. I am happy to review what you are doing on discord to make sure it's working for you.
  5. sqigg
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    I haven't used this in a while and I have installed the latest update. I have an esp that has a master attached to it in the header for a hair mod. I am trying to remove that one and attach a different one that contains the same records. As best I recall, you just had to R-clk the master in the view window to remove the master and again to add one. I am not getting the option to do this. What is the proper way with the latest release ?
    1. Sharlikran
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      Spoiler:  
      Show

      For now please read the online docs. I would appreciate it if you would read the appendix which is section 9.
    2. sqigg
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      Thanks for the reply
    3. ElminsterAU
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      In your particular case, editing the header directly to change the filename of the master is the correct thing to do. The what's new document tells you what you need to do if you want to do this. You find it when searching for "Master Files".

      BTW, you should NOT remove the existing MAST sub record and then add new one. You should just edit the filename in the existing MAST sub record.
  6. donniedudedamnit
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    FO3 Edit is an absolute must have for anybody using a large amount of mods mainly for the Merge Patch feature which merges all the places where different mods combined together dont mix good and cause a bunch of BS to happen for example some of the people in Megaton where all piled up behind Doc Churches Building staring at the wall and Jericho was completely missing when i used the Megaton Walkway mod that adds a bridge to make it less of a hassle to get around from building to building in Megaton. But after i used the merge patch it was fixed. Ive been using mods in fallout games for quite some time now even starting with the very first original Fallout and i can honestly say i got quite a bit of experience with FO3,NV, and just a small bit in FO4 and just a tip with using FO3Edit absolutely make sure the Merge Patch is at the very bottom no matter what anyone says. The very bottom is an absolute must have. If its not at the bottom then everything bellow the merge patch is completely pointless in even having the merge patch to begin with. I have to say the 1# by far best mod sorting tool out to use right now that works the best and at the same time the simplest is Loot. Some people recommended Boss but the first 30 seconds of it i uninstalled it because i was too lazy to figure out wtf all the random BS it was trying to get me to configure. I found out Loot is actually the Newer updated program of Boss. If any body out there is still using Nexus Mod Manager, Boss , Fallout Mod manager or anything else other than loot then i feel bad for you. FO3Edit goes hand and hand with it. I sort with loot then make merge patch to place at the bottom of the load order then the games good to go. And one random tip to save some struggle for people. Disable all quick saves and auto saves and never save manually. Use CASM mod to save and make it keep 30 save files. I make it save every minute. Once a save gets corrupt it sucks really bad when your halfway or at the end of the game and have to restart.
    1. Hanker109
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      Hi there, you are absolutely right, this utility is really a must and it should be known that there is much more to it than just creating Merge Patches. I have successfully merged several mods in to one and thus lowering the amount of .esps and .esms which then makes the game more stable and efficient. I also also delve in it to make adjustments from inputs. As you may know the Merge Patch does not bring everything needed to be present in the game, is powerful like you say but sometimes it needs a little help with manual adjustments. I use Loot, Fose, One Tweak, Casm, xEdit, 4gb-Patch, Fallout Stutter Remover, DarNfied UI, and Updated Unofficial Fallout 3 Patch. You must surely know all this game enhancements but I just mentioned them in case you haven't. Finally, I think you will be thrilled by what you can find out and the things you can do with FO3Edit (xEdit). I'm honest by saying that I'm on diapers in regards to this utility and that I'm spending more time with it than playing the game. that I just have learns 2 percent of this program. Regards, Hanker109
  7. User_3056250
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    an error occurred while loading modules. editing is disabled check the message log and correct the error at 2 dlcs comes this little PointLookout.sem, ThePitt.esm
    1. Sharlikran
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      Fallout 3 uses file dates. xEdit does not alter or update file dates prior to running because it is not a mod manager. You have to sort your mods first. Make sure you have 4.0. If that doesn't help then you need to sort your mods with LOOT.
  8. Sharlikran
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    @PaulKerseyVigilante, Editing the main game's master is not only not allowed but is a community wide standard. Also you do not edit the DLC in any way. Doing so and releasing a mod with altered DLC will not function as intended and it is explicitly against Bethesda rules to provide altered DLC or the main game's ESM. The only thing that should be done is to clean the DLC.

    If you download the current version and click the help button, you can look up making a manual patch. Using copy as override into a new file is how you would alter how the game functions such as more damage the a weapon. That guide is a work in progress and is an exact copy of the Training manuals that have been around for about a decade now. Please refer to the PDF for offline viewing or the online version of the training manual.
  9. Silentrious
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    Having a problem with FO3Edit. Fallout3.esm not top of the master/plugin selection. So when i want to clean these files, a window shows up and says
    "An error occured while loading modules. Editing is disabled. Check the message log and correct the error."
    I looked the log and see
    "[00:02] Background Loader: Fatal: <Exception: "PointLookout.esm" requires master "Fallout3.esm" to be loaded before it.>"
    Any thoughts? I wanna play a new playthrough but i'm stuck at here.
    Here a link for the images;
    https://imgur.com/a/t89I5vK
    1. zilav
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      Try the latest build from the top sticky post.
    2. sandman5
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      if you are using fomm, this is an easy fix, let fomm bring up the load list and move fo3 master to the top. close out and fo3edit will now see fo3 master on the top of the list. if you are using the FO3 vanilla mod loader, get one of the mod managers. i like fomm, but there are others out there.
    3. Sharlikran
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      What he did isn't needed. With the new version, which you can download and see as well, the main esm will always be first now. Other then that people just need to remember that when installing mods the mod manager keeps the file date from the archive or fomm. So you need to sort with boss or loot.

      And when I say the latest version I dont mean 3.2.1 from the downloads section. I mean the download in the sticky post.
  10. Silentrious
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    Finally i fix the problem, no need for the help now.
    How to i fix it?
    I just opened the NMM, click the plugins tab and dragged the fallout3.esm to top. Well it was already on the top, i just dragged below and top. Thats it.
    If someone else experienced this problem, they can look over here.
    1. Sharlikran
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      After looking at your screen shot I notice you do not have the current version, you have an older version 3.2.1. We are on 3.2.59 (as of this post) and your screen shot is not of that version.

      We have been telling people to get the new version because mod managers are not setting file dates properly in all cases. The big issue for me is I use wrye flash and I will sort with loot or redate the plugin with wrye flash. When I do that the date is set to 2018.

      Once I install any file with an older date it will then be placed higher then the main game's esm.

      Which this goes back to what we have been saying for years. XEdit is not a mod manager and we look at the file dates for games like fo3. Prior to using xedit you need to have sorted your mods with loot or your mod manager.
  11. Silentrious
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    In response to post #63241481.


    Spoiler:  
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    Try the latest build from the top sticky post.
     


    Well that didn't work.
    Edit: Also using latest build.
  12. Sharlikran
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    Testing Needed! Link moved back to GitHub. xedit-3.3.11 Beta

    Don't forget you can rename the EXE to make it work with other games, just read the README.txt provided with the download!

    Feel free to comment on load order but it's pretty much set in stone. How it shows conflict resolution is how it will be unless something is actually broken.

    Now with about 40 Themes, ESL FE Support, High Res DPI Support, and performance improvements. This should allow you to load the normal [00]xxxxxx to [FD]xxxxxx for ESP files.. However, all ESL files should load at FE.
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