LOOT (I know, I know, boo and all that) is advising that the most recent update contains FormID records that will damage the save. Any idea what this could be about?
That would be the Creation Kit, in all of its Toddly glory, ignoring the esl flag and making whatever FormIDs it wants. Fixed in v1.02.
From a technical perspective, what happened is that the Creation Kit just kind of arbitrarily skips FormIDs when you add new records to a mod, and it likes to skip a lot of them. It also completely ignores the esl flag on a mod and just adds whatever FormIDs it pleases.
When it does this outside the appropriate range for an ESL (or ESL-flagged ESP), the game just rolls with it and loads the form at whatever FormID it specifies. In some cases this can be useful - you can, for example, "inject" your own form into a master file in some cases to resolve specific issues. In cases like this, however, it's more than likely that the game thinks the FormID points nowhere, or in some rare cases, points to a form from another mod that may overwrite it. It creates a lottery of results varying from "it just works" to "It doesn't really work" to "This broke everything", mostly in the first and second category with rare load order specific cases in the third.
LOOT, as is their standard, warns of the worst possible case scenario.
This is a little off topic but maybe still the best place to ask... Is there a mod that lets you turn on the power to Nuka World before doing any of the quests (either open season or for Gage)? I think it would be way cooler if all the lights and cool stuff was ON while I'm working my way through the misc parks cleaning them out.
So I will be unable get this if I instantly shot Gage and killed all the raiders then correct? You did say in the description I can only get it after completing Power Play.
That's a fair point, I forgot Open Season has a miscellaneous objective to turn the power plant back on. I've updated the mod to make the power hookup work that way too.
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From a technical perspective, what happened is that the Creation Kit just kind of arbitrarily skips FormIDs when you add new records to a mod, and it likes to skip a lot of them. It also completely ignores the esl flag on a mod and just adds whatever FormIDs it pleases.
When it does this outside the appropriate range for an ESL (or ESL-flagged ESP), the game just rolls with it and loads the form at whatever FormID it specifies. In some cases this can be useful - you can, for example, "inject" your own form into a master file in some cases to resolve specific issues. In cases like this, however, it's more than likely that the game thinks the FormID points nowhere, or in some rare cases, points to a form from another mod that may overwrite it. It creates a lottery of results varying from "it just works" to "It doesn't really work" to "This broke everything", mostly in the first and second category with rare load order specific cases in the third.
LOOT, as is their standard, warns of the worst possible case scenario.