This mod is functionally interchangeable with the original mods. If you need to go without one of the original mods, or you need a patch that was made for one of them, it is possible to install the mods linked in the description rather than relying on this merged all-in-one.
I made this AIO for the convenience of people using The Midnight Ride, but it can be used standalone as well. Just like with my other mods, people are free to patch this one as they please, though I won't be maintaining a large patch list for it the way I do for the individual mods that went into this.
If you use version 2.01 of this mod, you do not need the main file from the bug swarm crash fix page. If you also have Mutant Menagerie, you do still want the optional patch file from the Bug Swarm Crash Fix page, at least until it gets fixed on Mutant Menagerie's end.
Generally, the BA2 version of any mod is preferable. However, the game has a flaw in its file loader that can cause it to crash on the title screen or corrupt textures if too many BA2 files are loaded. So for large load orders where you have one or both of those issues, using loose files can help.
What happened to TMR Wabbajack? I'm still running that version and it's really stable. I'm glad I did not delete it between playthroughs since it's not on the Wabbajack site anymore.
The wabbajack got deleted last December, I think? Some things happened and Vish removed their online presence for a while, only came back again more recently.
TL;DR - I'm wondering what is the right use-case to use the 'partial form' flag.
Random question for you... I noticed some of your fixes have a partial form 'flag', I suppose it's called. I've tried to follow that example with my limited understanding of partial forms, but it recently resulted in showing up errors for xedit. The errors happen even if the form hasn't been modified (besides just the partial form flag). Anyways, would appreciate your thoughts and guidance.
The partial form flag is applied by the creation kit when you are working with version control enabled, and it gets applied to records that are added to the mod but have not been changed in the mod. When it does this, it also removes most (usually all) data from those records for efficiency.
The newest versions of xedit mimic this (though it's too overzealous with worldspace records) and will complain about cases like my mods where data has been left behind. The data that gets left behind isn't actually an issue though, since it will be skipped over by the game during the loading process. I specifically do this in an older version of xedit because, for the time being, older versions where partial formed records show up as conflicts are still prevalent.
As for the use case, that's fairly limited. Most things that the creation kit would partial form are removed as ITM records by QuickAutoClean, so the only real benefits are parent records that you don't edit. This includes worldspaces (but not cells, since there are complex rules that are not fully understood) and quests. For example, I frequently partial worldspace records in order to avoid conflicts with the puddle fixer mod, and I frequently partial quest records when I add or edit dialogue or scenes but not the quests themselves.
Edit: I should clarify what I mean about worldspaces and cells. For worldspaces the problem is pretty simple - the game still reads the NAM0 and NAM9 subrecords even when the worldspace is partial, and the current versions of xedit will delete those when you partial form the worldspace. That can cause issues, such as reports PRP experienced where the ground vanished from Bradburton Amphitheater in Nuka World.
As for cells, there appear to be multiple issues in play that are tied to persistence, whether or not the mod is a master file, and whether or not the cell is an interior or worldspace cell. The more basic issues I encountered involved anything edited in a partial formed cell vanishing (up to and including navmeshes and terrain), and lighting and fog data being removed or defaulted on interior cells. The more complex issue (demonstrated accidentally via version 1.00 of Newton's Regards) is a case where attempting to save your game while in or near a partial formed cell resulted in a crash to desktop, but only when attempting to save after having loaded a game rather than starting a new game.
Understandably, Elminster has decided that until the rules for cells are properly understood, partial forming them in xedit will be unsupported.
I just finished an edit that adds detailed explanations for worldspace records and cell records, in case you were curious about those. Quests are straightforward and have no known issues at all.
So, I think I see where I was going wrong. Previously I had an old version of xedit that didn't handle partial forms correctly perhaps. But now with the newest xedit, it does what's expected without errors. I'm referring specifically to Quest/QUST records. Thanks for taking the time as well, I appreciate it.
I don't know who created the Midnight ride guide but OMFG!! I thought I had a very stable and decently fast F04 setup, with rarely any crashes, freezes etc BUT now...NOW it works like greased lightning! Holy smokes! But as an pure AMD user there was somethings I had to tweak to make it work. using the default settings and suggestions in the guide caused crashes at first. Anyway! THANK YOU THANK YOU! If you are the author of the midnight ride, then thank you! If not can you tell me who is so I can thank them myself!
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I made this AIO for the convenience of people using The Midnight Ride, but it can be used standalone as well. Just like with my other mods, people are free to patch this one as they please, though I won't be maintaining a large patch list for it the way I do for the individual mods that went into this.
FYI, I added Cheat Terminal and the ECO/LEO/NEO mods, and so far, so good.
Random question for you... I noticed some of your fixes have a partial form 'flag', I suppose it's called. I've tried to follow that example with my limited understanding of partial forms, but it recently resulted in showing up errors for xedit. The errors happen even if the form hasn't been modified (besides just the partial form flag). Anyways, would appreciate your thoughts and guidance.
The newest versions of xedit mimic this (though it's too overzealous with worldspace records) and will complain about cases like my mods where data has been left behind. The data that gets left behind isn't actually an issue though, since it will be skipped over by the game during the loading process. I specifically do this in an older version of xedit because, for the time being, older versions where partial formed records show up as conflicts are still prevalent.
As for the use case, that's fairly limited. Most things that the creation kit would partial form are removed as ITM records by QuickAutoClean, so the only real benefits are parent records that you don't edit. This includes worldspaces (but not cells, since there are complex rules that are not fully understood) and quests. For example, I frequently partial worldspace records in order to avoid conflicts with the puddle fixer mod, and I frequently partial quest records when I add or edit dialogue or scenes but not the quests themselves.
Edit: I should clarify what I mean about worldspaces and cells. For worldspaces the problem is pretty simple - the game still reads the NAM0 and NAM9 subrecords even when the worldspace is partial, and the current versions of xedit will delete those when you partial form the worldspace. That can cause issues, such as reports PRP experienced where the ground vanished from Bradburton Amphitheater in Nuka World.
As for cells, there appear to be multiple issues in play that are tied to persistence, whether or not the mod is a master file, and whether or not the cell is an interior or worldspace cell. The more basic issues I encountered involved anything edited in a partial formed cell vanishing (up to and including navmeshes and terrain), and lighting and fog data being removed or defaulted on interior cells. The more complex issue (demonstrated accidentally via version 1.00 of Newton's Regards) is a case where attempting to save your game while in or near a partial formed cell resulted in a crash to desktop, but only when attempting to save after having loaded a game rather than starting a new game.
Understandably, Elminster has decided that until the rules for cells are properly understood, partial forming them in xedit will be unsupported.
~TheJiffiness