Just FYI this mod reports this issue in Wrye bash 312.1. It's fine in wryer bash 309.1 but I'm letting people know
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mod_files.py 212 load_plugin: Error in GunNut5.esp Traceback (most recent call last): File "bash\brec\record_structs.py", line 555, in loadData File "bash\brec\advanced_elements.py", line 291, in load_mel File "bash\brec\advanced_elements.py", line 245, in _apply_mapping File "bash\brec\advanced_elements.py", line 208, in _distribute_load File "bash\brec\advanced_elements.py", line 987, in load_mel File "bash\brec\basic_elements.py", line 446, in load_mel File "bash\brec\advanced_elements.py", line 925, in load_mel File "bash\brec\basic_elements.py", line 699, in load_mel File "bash\brec\mod_io.py", line 370, in unpack struct.error: unpack requires a buffer of 6 bytes
The above exception was the direct cause of the following exception:
Traceback (most recent call last): File "bash\mod_files.py", line 190, in load_plugin File "bash\brec\record_groups.py", line 652, in __init__ File "bash\brec\record_groups.py", line 251, in __init__ File "bash\brec\record_groups.py", line 172, in __init__ File "bash\brec\record_groups.py", line 47, in __init__ File "bash\brec\record_groups.py", line 262, in _load_rec_group File "bash\brec\record_groups.py", line 78, in _group_element File "bash\brec\record_structs.py", line 523, in __init__ File "bash\brec\record_structs.py", line 329, in __init__ File "bash\brec\record_structs.py", line 569, in loadData bash.exception.ModError: GunNut5.esp: error('unpack requires a buffer of 6 bytes')
I am pretty disappointed. Not with the mod, but the fact that it's basically forgotten, and I don't know any mods besides your Combat Rifle Plus that uses it. It's a shame how overlooked this is. I hope whatever mod you make next gets the attention it deserves
Can anyone post the perk code for this, My character is around level 40 right now and I don't want to have to level for the next few hours to unlock it
@lemonaidekid Not curious. The ID of the perk isn't 02000812, 06000812 or 18000812. It's XX000812, with the XX's replaced by the load order of the plugin. That's how the engine Bethesda uses works. So if this plugin is loaded immediately after Fallout4.esm, the load order would become 01, and the ID would be 01000812. If this plugin is loaded as the 18th in your list, it becomes 11000812 (because load order numbers go from 0 to f.) If you want to find out the mod's load order, open a mod organizer (e.g. NMM) and you should see the load order listed next to the plugin. It's been like this since Morrowind, but it's something you can easily overlook if you're new to mods for bethesda games.
Sorry for the rant, I just figured I'd clarify since I remember struggling with this myself when I first started using mods.
In the editor the perk ID is 01000812, but looking up in my game is 02000812, so it is likely that the second number can change based on some factors I am not fully aware of, but the last three digits should be the same.
It is possible to use the "help" console command to find the ID for any perk. To find this perk use: help "gun nut" 4 The fifth item that is found should be this perk.
the first two numbers change according to what number the plugin is in your load order atleast that was the case in skyrim ,but fallout's a bethesda game too so that's probably the same
The only reason to get this mod is if you have another mod that requires it, and this one needs to be loaded before the one requiring this.
By itself it does nothing more than add an extra perk level. I have made a mod using the extra perk rank, and it would technically be okay if I kept the perk data in each of the mods I make, but if someone else made a mod with a different ID for the 5th rank of gun nut, then if used together it would mess up the gun nut perk, and all of the modifications requiring the 5th rank would stop working in at least one of the mods.
24 comments
mod_files.py 212 load_plugin: Error in GunNut5.esp
Traceback (most recent call last):
File "bash\brec\record_structs.py", line 555, in loadData
File "bash\brec\advanced_elements.py", line 291, in load_mel
File "bash\brec\advanced_elements.py", line 245, in _apply_mapping
File "bash\brec\advanced_elements.py", line 208, in _distribute_load
File "bash\brec\advanced_elements.py", line 987, in load_mel
File "bash\brec\basic_elements.py", line 446, in load_mel
File "bash\brec\advanced_elements.py", line 925, in load_mel
File "bash\brec\basic_elements.py", line 699, in load_mel
File "bash\brec\mod_io.py", line 370, in unpack
struct.error: unpack requires a buffer of 6 bytes
The above exception was the direct cause of the following exception:
Traceback (most recent call last):
File "bash\mod_files.py", line 190, in load_plugin
File "bash\brec\record_groups.py", line 652, in __init__
File "bash\brec\record_groups.py", line 251, in __init__
File "bash\brec\record_groups.py", line 172, in __init__
File "bash\brec\record_groups.py", line 47, in __init__
File "bash\brec\record_groups.py", line 262, in _load_rec_group
File "bash\brec\record_groups.py", line 78, in _group_element
File "bash\brec\record_structs.py", line 523, in __init__
File "bash\brec\record_structs.py", line 329, in __init__
File "bash\brec\record_structs.py", line 569, in loadData
bash.exception.ModError: GunNut5.esp: error('unpack requires a buffer of 6 bytes')
Curious.
If you want to find out the mod's load order, open a mod organizer (e.g. NMM) and you should see the load order listed next to the plugin.
It's been like this since Morrowind, but it's something you can easily overlook if you're new to mods for bethesda games.
Sorry for the rant, I just figured I'd clarify since I remember struggling with this myself when I first started using mods.
sorry put this on the wrong mod.
It is possible to use the "help" console command to find the ID for any perk.
To find this perk use:
help "gun nut" 4
The fifth item that is found should be this perk.
By itself it does nothing more than add an extra perk level. I have made a mod using the extra perk rank, and it would technically be okay if I kept the perk data in each of the mods I make, but if someone else made a mod with a different ID for the 5th rank of gun nut, then if used together it would mess up the gun nut perk, and all of the modifications requiring the 5th rank would stop working in at least one of the mods.