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 would like to know how the load order should be? At top, middle or bottom? It is at top, after some mods that are added via FO4EDIT script into this mod's plugin.
I isntalled the requirements (in FO4EDIT), loaded all plugins in FO4EDIT, checked 'Worldspace' of See Region Names On Your Save Files.esp, then 'Add Script'.
My Mod Organizer 2's right pane:
Master plugins (ESM; ESL):
Unofficial Fallout 4 Patch.esp Community Fixess Merged.esp PPF.ESM (at VERY LAST of Master Plugins (after all ESM and ESLs))
all .ESP (MANY ESLifed) plugins:
[all other ESPs] PRP.esp (light plugin) [PRP related plugins that require PRP] (light plugins) FOLIP - After Generation.esp (ESLified) Scrap Everything - Ultimate Edition.esp (ESLified) Clean and Simple - Sanctuary Startup.esp Bashed Patch, 0.esp (light plguin) WorkshopFramework_ScriptOverride.esp (light plugin)
Active plugins: 375 (at the moment).
Should I load this plugin before or after PRP:esp??
By the way, I have FO4 v1.10.163.0 (GOTY - GOG). Game is installed in "C:/" (not in any Windows' 'Programs' folders etc. NO 'NextGen' mods installed. And no 'downgrade' mods installed or downgraded.
This is a generated patch. The plugin generated by the patch goes at the end of your load order. Updating any mods that touch the world may need to regenerate the patch.
Thank you very much for quick answer. All right, it means at very last load order. I will put it after Bashed Patch then.
Yeah, whenever I install new mods or (delete one) (no matter if it has 'Worldspace') I generate new dynamic patch (of this mod). I delete older plugin before I re-generate new one.
EDIT: OOPS; sorry I understood not correctly. OK, it means plugins that ARE integrated in this mod after FO4EDIT patch goes at last. This mod's plugin goes before them then? Sorry, when I act like a 3 years old boy! I am not a modder (mod aiuthor) nor an expert in modding.
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.
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.
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...
19 comments
This thing is wonderful and saved me so many headaches on down the line. Thank you for this, works handily.
It is at top, after some mods that are added via FO4EDIT script into this mod's plugin.
I isntalled the requirements (in FO4EDIT), loaded all plugins in FO4EDIT, checked 'Worldspace' of See Region Names On Your Save Files.esp, then 'Add Script'.
My Mod Organizer 2's right pane:
Master plugins (ESM; ESL):
Unofficial Fallout 4 Patch.esp
Community Fixess Merged.esp
PPF.ESM (at VERY LAST of Master Plugins (after all ESM and ESLs))
all .ESP (MANY ESLifed) plugins:
[all other ESPs]
PRP.esp (light plugin)
[PRP related plugins that require PRP] (light plugins)
FOLIP - After Generation.esp (ESLified)
Scrap Everything - Ultimate Edition.esp (ESLified)
Clean and Simple - Sanctuary Startup.esp
Bashed Patch, 0.esp (light plguin)
WorkshopFramework_ScriptOverride.esp (light plugin)
Active plugins: 375 (at the moment).
Should I load this plugin before or after PRP:esp??
By the way, I have FO4 v1.10.163.0 (GOTY - GOG).
Game is installed in "C:/" (not in any Windows' 'Programs' folders etc.
NO 'NextGen' mods installed. And no 'downgrade' mods installed or downgraded.
Thank you!
Yeah, whenever I install new mods or (delete one) (no matter if it has 'Worldspace') I generate new dynamic patch (of this mod). I delete older plugin before I re-generate new one.
EDIT:
OOPS; sorry I understood not correctly. OK, it means plugins that ARE integrated in this mod after FO4EDIT patch goes at last. This mod's plugin goes before them then? Sorry, when I act like a 3 years old boy! I am not a modder (mod aiuthor) nor an expert in modding.
https://github.com/matortheeternal/mteFunctions
"Download ZIP" from the green "Code" button and install to your xEdit folder.
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
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.