******************************************************************************************** If you have read the comprehensive solution description and articles but still need support, best to use the SKK Mods Discord channel? discord://discord.gg/tgKNT77DC8 ********************************************************************************************
At the risk of being mocked, thought I would post that I could not get the stripper to work. It tells me that F4SE was not found. I know F4SE is loaded as that is how I always start F4. F4SE is a requirement of "place everywhere", a fav mod which I would notice immediately if it was not working (which it is).
Well, your game is not delivering the F4SE functions that this mod depends on.
If you want to check wherever F4SE support is delivered, this is the test that is failing with a mismatch in GetScriptVersionRelease and GetVersionRelease results.
Spoiler:
Show
Int iInstalled = 0 Int ScriptVersionRelease = Utility.CallGlobalFunction( "F4SE", "GetScriptVersionRelease", New Var[0] ) as Int If( ScriptVersionRelease > 0 ) ;scripts are installed Int VersionRelease = Utility.CallGlobalFunction( "F4SE", "GetVersionRelease", New Var[0] ) as Int If( VersionRelease == ScriptVersionRelease) iInstalled = 1 EndIf EndIf
OK, thanks for the spoiler. I found some posts where others had to remove F4SE previous version files from their F4 install folder to get F4SE to work properly. I cleaned up old version F4SE dlls. I also checked the F4SE files in the data folder and realized i had not copied those the last time F4SE updated so I copied the latest DATA folder files. One or both of those sorted out the issue with OMOD (I suppose it could be implied that I might have a reading problem)
Sorry if this is a little old, but can you give a little more detail as to how you cleaned up the older F4SE files? I'm running version 0.6.20 (confirmed using getf4seversion in-game), but having the same problem that the OMOD Stripper container is giving me the F4SE error.
I am not an F4SE expert, but if you have updated the binary files in \Fallout4 and the scripts in \Fallout4\Data\Scripts then it is likely:
(a) another mod has packed old versions of F4SE scripts into its BA2.
(b) Or if your using amod organiser and another mod is distributing cancerous loose files which include old versions of F4SE scripts the mod organiser will happily copy them over the good install.
Can you imagine why I avoid mod organsiers and F4SE ....
Tested it out with Deadpool's Wattz Laser Rifle and yeah, works exactly as intended. I was able to strip down 20 rifles in a few seconds and reattach the mods to the one I wanted to use.
Awesome QoL mod that is well made and easy to understand written instructions on the description. Would endorse all day long.
Glad I came across your mods on the modding Reddit, will definitely be keeping track of your projects from now on.
Please don't be elitist! It was a purely technical question of mine. The gear grinder had some problems with a vanilla object. For example, no mods could be taken from the Raiders' chest armor. It's probably a mistake that is buried deep in the vanilla game. So far my question, if your mod does it differently.
If your specific question is "will this solution strip mods from raider torso armor" the absolute answer is "yes that's a specific functional test case" and will go on to explain that it will strip any mod that has a properly constituted OMOD record and associated MISC loose mod item from any properly constituted weapon or armor form.
All right. Thanks for the feedback. I had done many hours of testing last year, for the modder of the Gear Grinder Mod, but this problem with the stuck mods of the Raider chest armor we could not find out.
Chances are it'll have the same problems as my mod, since it's fundamentally relying on the same set of F4SE functions.
IIRC the issue being referred to here is that there's a distinction between mod slots with nothing attached to them, and mod slots with those placeholder/dummy mods attached, e.g. empty muzzle attachments. There's no way to pick these out programmatically, so if you break down some gear where at least one slot is filled with one of these dummy mods, that mod will remain attached to the stripped item, keeping them from stacking/etc because the attached mods are different.
The solution I went with ultimately required me to track down, by hand, as may of those dummy mods as I could find, and add them to an internal blacklist, with a bunch of them being pulled from modded stuff via GetFormFromFile. Anything in the blacklist would be removed from the items as they're being processed without creating MISC items, ideally leaving those mod slots completely empty. It's only as effective as my hand-maintained blacklist, which means "only sort of".
There was another related problem to do with mods that add paint and such, which, for obvious logical reasons, do not have a corresponding MISC item, and so the machine would ignore, still leaving a bunch of different stacks of base items. I don't think there's a good solution for that.
Gear Grinder is open source, by the way, so feel free to poke around in there and steal any code that looks useful.
I appreciate the description and disclosure. The no mod slots are a stacking issue, but not fundamental to this solution which simply wants to strip mods that have loose misc forms into the global stash.
If a mod doesn't have a loose item to store, then no problem that it doesn't get stripped. The visible test case for that is legendary attachments. Many do not use a loose swapping solution for them, but if trashed at scale would be cause for a lynchin'. Inventory safety first.
welp this has a tendency of irreversably stripping away entire mod slots on the weapons/armors making them missing entire chunks (barrel, blade whatever....)
All I did was to install the latest version of F4SE as I keep my Fallout game up to date. I am unfortunately not familiar with the fine detail of F4SE version dependency, having avoided it because it seems to stop working every time the game publisher updates their platform.
Yeah, thats why Im asking. There is a few mods that use F4se but are not version depended. So my question is if this mod need to be updated every time F4se is ?
I thought F4SE was dependent on the platform version. I don't know what could make a mod F4SE version dependent, so all I can offer is that it works fine on the current version which works with the current Fallout4.exe 1.10.163.0
This additional layer of nonsense is exactly why I don't use F4SE in my games or mods (plus Xbox compatibility).
As soon as I have scrapped all of my weapons stashes in all my savegames F4SE comes off (which is why this solution includes an F4SE lockdown detector).
Hey helps me learn though, I can understand how using F4SE as a framework to inject more DLL dependencies into the game would serialise the Game>F4SE>Mod versions. Yuck, but different strokes for different folks.
56 comments
Comments locked
The author has locked this comment topic for the time beingIf you have read the comprehensive solution description and articles but still need support,
best to use the SKK Mods Discord channel? discord://discord.gg/tgKNT77DC8
********************************************************************************************
This mod can work with Horizon mod weapon?
Best if you ask the Horizon community that question.
If you want to check wherever F4SE support is delivered, this is the test that is failing with a mismatch in GetScriptVersionRelease and GetVersionRelease results.
Int iInstalled = 0
Int ScriptVersionRelease = Utility.CallGlobalFunction( "F4SE", "GetScriptVersionRelease", New Var[0] ) as Int
If( ScriptVersionRelease > 0 ) ;scripts are installed
Int VersionRelease = Utility.CallGlobalFunction( "F4SE", "GetVersionRelease", New Var[0] ) as Int
If( VersionRelease == ScriptVersionRelease)
iInstalled = 1
EndIf
EndIf
(a) another mod has packed old versions of F4SE scripts into its BA2.
(b) Or if your using amod organiser and another mod is distributing cancerous loose files which include old versions of F4SE scripts the mod organiser will happily copy them over the good install.
Can you imagine why I avoid mod organsiers and F4SE ....
Awesome QoL mod that is well made and easy to understand written instructions on the description. Would endorse all day long.
Glad I came across your mods on the modding Reddit, will definitely be keeping track of your projects from now on.
What distinguishes your mod from the Gear Grinder mod?
https://www.nexusmods.com/fallout4/mods/31457
If you do not already use SKK solutions and can't work it out from the product descriptions ... save time and walk on by.
IIRC the issue being referred to here is that there's a distinction between mod slots with nothing attached to them, and mod slots with those placeholder/dummy mods attached, e.g. empty muzzle attachments. There's no way to pick these out programmatically, so if you break down some gear where at least one slot is filled with one of these dummy mods, that mod will remain attached to the stripped item, keeping them from stacking/etc because the attached mods are different.
The solution I went with ultimately required me to track down, by hand, as may of those dummy mods as I could find, and add them to an internal blacklist, with a bunch of them being pulled from modded stuff via GetFormFromFile. Anything in the blacklist would be removed from the items as they're being processed without creating MISC items, ideally leaving those mod slots completely empty. It's only as effective as my hand-maintained blacklist, which means "only sort of".
There was another related problem to do with mods that add paint and such, which, for obvious logical reasons, do not have a corresponding MISC item, and so the machine would ignore, still leaving a bunch of different stacks of base items. I don't think there's a good solution for that.
Gear Grinder is open source, by the way, so feel free to poke around in there and steal any code that looks useful.
If a mod doesn't have a loose item to store, then no problem that it doesn't get stripped. The visible test case for that is legendary attachments. Many do not use a loose swapping solution for them, but if trashed at scale would be cause for a lynchin'. Inventory safety first.
(7) A stripped base weapon may be unusable with no 3d model if all components are Omods, they can be reattached at a workbench for normal service.
See top sticky.
I did try to find some info about the dependence on F4se version .
Or is it enuff to install F4se and thats it ?
There is a few mods that use F4se but are not version depended.
So my question is if this mod need to be updated every time F4se is ?
This additional layer of nonsense is exactly why I don't use F4SE in my games or mods (plus Xbox compatibility).
Tnx for answer
That wasn't my question, but SKK50 answered about his mod, so I got my answer
Some of them version depended, some not.
So Im cool either way.
like always with you ;)