Great little script, but I did find an issue while I was going through xEdit on another mod. It seems to not copy over the region records for the "NorthernFoothills", while instead, its copying over another random record into a new spot. Most of the time it's doubling up on an "AudioExt", but I've also seen it double up on "Region41." I've been going through and manually copying over records to my patch from the original Region Names esp, and deleting the randomly added record.
I wish I could decipher xedit scripts, so i can offer up a solution (or make it easier on myself to fix), but hopefully with this information you might have an idea.
Edit: Example would be in Worldspace / 0000003C / Block -1, 0 / Sub-Block -3,2 / 0000DD1B
I bumped into this issue as well - thank you for the heads up. Most entries were okay but it only took maybe 20 minutes to run through them in xedit and give them a fix. Delete the doubled entry, copy the correct region over manually. Seems to be mainly the Northern Hills region, but I had to move some General Atomics stuff into my patch as well.
Thank you for being so extremely helpful with this, and your above comment, Oowahniversal. You've saved me hours of unnecessary Googling and teeth grinding. Kudos to you.
Worked great for me, once I got the missing script into FO4Edit (mteFunctions.pas). For anyone wanting a bit of clarity on what you need to do to get this handy little utility working:
Go grab mteFunctions.pas from TES5EditScripts on GitHub here (you can grab the entire suite if you want but you only need the mteFunctions script for this mod to function). If you are uncertain how to download from GitHub, what you are looking for is the RAW file download (as it is just a script). You can also use the GitHub shortcut (for me, ctrl+shift+s).
Go into your FO4Edit>Edit Scripts folder, and create a new folder. Rename the new folder to lib.
Move the mtefunctions.pas file from wherever you downloaded it into the new lib folder.
Good to go. Run the script in FO4Edit as instructed, carefully going through the result afterward to doublecheck for any weird conflicts. (You'll probably see more than a few - see MartyrKomplx's comment on this page.)
This thing is wonderful and saved me so many headaches on down the line. Thank you for this, works handily.
I think you've missed a requirement. You script requires lib\mteFunctions.pas. This does not come by default with FO4Edit/xedit. Could you please advise where to get it from.
Thanks much for the patcher update! EDIT: Might be worth mentioning to users to edit their plugin's metadata in LOOT to change the "Group" section to "dynamic patcher" so it automatically gets sorted toward the end. (I don't trust LOOT on its own but with judicious manual editing of rules etc. it really can save time in the long run on big load orders.)
PSA for other users: Lightweight Lighting and True Storms will still need separate patches! Wasn't sure if this was completely dynamic or not, but there it is. Still a big improvement! :)
I don't trust loot with FO4 at all, and recommend against sorting your load order with it. The database for it just isn't maintained as well as the Skyrim one is.
Really awesome that you have done this, its the little things that mean a lot!
Needed to indicate that the "A Forest " patch doesn't have a forest as master so it is active by default after install. (But I don't have this mod). Just pointing it out for those that may miss this detail. Kind of a bug, but more a watch your step before proceeding.
I've added a warning in the description. These are just quick patches, if the master wasn't required I didn't add it manually, and assumed that people would be smart enough to understand that a patch for a mod should go below a mod...
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I wish I could decipher xedit scripts, so i can offer up a solution (or make it easier on myself to fix), but hopefully with this information you might have an idea.
Edit: Example would be in Worldspace / 0000003C / Block -1, 0 / Sub-Block -3,2 / 0000DD1B
This thing is wonderful and saved me so many headaches on down the line. Thank you for this, works handily.
PSA for other users: Lightweight Lighting and True Storms will still need separate patches! Wasn't sure if this was completely dynamic or not, but there it is. Still a big improvement! :)
Needed to indicate that the "A Forest " patch doesn't have a forest as master so it is active by default after install.
(But I don't have this mod). Just pointing it out for those that may miss this detail.
Kind of a bug, but more a watch your step before proceeding.