I'm focusing on other projects so I'm not able to keep up with mod updates. Please be mindful of the mod versions for which these patches were made, and consult mod changelogs and xEdit if using later versions.
I'm open to requests for patches, especially if a mod overwrites pex/psc script files from UFO4P/CFM or conflicts some other way. You need to either enable archive parsing in MO2 or unpack BA2s to see script file conflicts, just repack before playing.
Just FYI, I think the ECO INNR records are marking weapons as Piggy Bank Fat Man, which is just bizzare to say the least. My latest game I started it was on all the pipe weapons but it looks like it could affect laser weapons as well.
It should only apply that name if a gun has the keyword dn_HasPiggyBank, so I'm not sure how it's happening. Are you using Complex Sorter, or any other mods that affect INNR or override this record? dn_CommonGun [INNR:002377CF]You can load your mod list in xEdit/FO4Edit and then search for the FormID (002377CF) at the top-left.
I wasn't able to replicate the issue in my game. Could you give a specific weapon that it happened to?
What kind of rifle is this happening with? And do you use Complex Sorter or have any other mods that affect INNR or override this record? dn_CommonGun [INNR:002377CF]
I probably need to test with Complex Sorter. It's been a few years since I used it last so I don't recall how it works or if my INNR edits could somehow interfere with an ECO-specific rule.
Late to this, but I've just spent the last few hours trying to figure out why all my weapons were "Piggy Bank Fat Man [weapon type]" (10mm pistol and pipe pistol are "Piggy Bank Far Man Pistol", something else didn't have the weapon type after) and figured it was this, and here I am.
Looking at dn_commonGun, both WW-Fixes-ECO-INNR.esp and WW-WMF-ECO-INNR.esp refer to a KEYW record under WNAM "Piggy Bank Fat Man" (Name #15) with the FormID 0024A403 which appears not to exist ("<Error: could not be resolved>"). I'm just about to test edited versions of these records in both esps (basically removing the Piggy Boy Fat Man record that doesn't exist in Dank_ECO-INNR.esp)
I'm running on a 1.10.163 install that's never been upgraded to 1.10.98*, so it's possible that's why it's missing (because I'm running the 1.0.10 version of WW). Also note that it doesn't matter whether I'm using Complex Sorter or not, weapons get the name with and without CS' output.
Edit: test worked, if you remove the item (from whichever of the ESPs you use), new items will be correctly named. If you already have an item with the name tag, well you're SOL I'm afraid! But you can rename it at a workbench.
My patches assume you are playing with updated game data files, either NG or exe-downgraded. You will need to run Check for Errors on all patches and edit them to remove any unresolved references to NG-specific records.
I will try recreating this issue again at some point, but I'm currently focused solely on CM Toolkit work.
Since the latest community fixes merged update (3.4.10) there will a conflict with everything that edits the hc_managerscript.pex like for example everyones best friend.
Do I need this mod and facegen edition together? More importantly, I just downgraded my FO4 using FODG and am planning to run many of these patched mods, will I really need these two mods?
Sadly, I've run into an issue. The EBF patch overwrites the HC_ManagerScript.pex from Survival Configuration Menu and I think it invalidates its option to remove Dogmeat's carryweight reduction in survival mode. I mean, with the patch on, when I toggle off the reduction in SCM's menu it doesn't work, Dogmeat has the 25 standard carryweight. When I remove the patch, it works again, Dogmeat has 150 carryweight. Nothing else is touched by me. All of this with a piece of equipment on, I know there is a bug where it can change that.
Funnily enough, I don't really mind that because I think 150lbs for Dogmeat is too much, but I was wondering if it might affect some other more critical things from EBF.
PS: I do have SCM's patch for EBF, but it doesn't seem to make any difference whether I activate it or not.
How exactly does the WastelandWonderglue.esp work? :O I have it activated at the bottom of my load order, but am not quite sure what it's doing when I launch xEdit. lol I don't see anything in the description about it.
When there's a modgroups file with the same name as a plugin, xEdit will load it when that plugin is loaded. The ESP file itself contains no records, it just lets xEdit know to read the modgroups file.
The modgroups file has groups for all supported mods, including ones you may not have installed. You can safely ignore that message. Load order doesn't matter for that ESP, and there's no benefit to using it in-game, only in xEdit.
So based on the description, it seems like this isn't gonna support 1.10.163 GOTY from GOG? Seeing as how UFO4P and CFM require the next-gen 1.10.984... Would this mod support a backported UFO4P for old gen?
My patches do occasionally preserve changes from the CC that comes with NG, and also fixes from UFO4P/CFM related to them, so the patches would need backported versions as well to remove those.
From what I've heard, the backported versions of UFO4P/CFM have errors in them from just deleting any records related to NG/CC. I haven't looked at them myself so I can't comment much on them.
I took a quick look at the backported CFM and backporting UFO4P guide. It looks like they're just removing anything found with the Report Masters script, which is not sufficient. There's no mention of editing anything that referenced those deleted records or running Check for Errors.
Yeah, INNR is a pain. It's much easier using the Export-Import INNR Script for xEdit if you don't already have that. I keep exported copies of each INNR from each mod to compare with each other and with updates.
When I finish with some other projects I'll see about adding more of the top mods to my list.
54 comments
Please be mindful of the mod versions for which these patches were made, and consult mod changelogs and xEdit if using later versions.
I'm open to requests for patches, especially if a mod overwrites pex/psc script files from UFO4P/CFM or conflicts some other way.
You need to either enable archive parsing in MO2 or unpack BA2s to see script file conflicts, just repack before playing.
Thanks for reporting this. I'll take a look when I can.
Are you using Complex Sorter, or any other mods that affect INNR or override this record?
dn_CommonGun [INNR:002377CF]
You can load your mod list in xEdit/FO4Edit and then search for the FormID (002377CF) at the top-left.I wasn't able to replicate the issue in my game. Could you give a specific weapon that it happened to?
And do you use Complex Sorter or have any other mods that affect INNR or override this record?
dn_CommonGun [INNR:002377CF]
The ECO INNR must be last in load order just above Complex Sorter output file(s).
Looking at dn_commonGun, both WW-Fixes-ECO-INNR.esp and WW-WMF-ECO-INNR.esp refer to a KEYW record under WNAM "Piggy Bank Fat Man" (Name #15) with the FormID 0024A403 which appears not to exist ("<Error: could not be resolved>"). I'm just about to test edited versions of these records in both esps (basically removing the Piggy Boy Fat Man record that doesn't exist in Dank_ECO-INNR.esp)
I'm running on a 1.10.163 install that's never been upgraded to 1.10.98*, so it's possible that's why it's missing (because I'm running the 1.0.10 version of WW). Also note that it doesn't matter whether I'm using Complex Sorter or not, weapons get the name with and without CS' output.
Edit: test worked, if you remove the item (from whichever of the ESPs you use), new items will be correctly named. If you already have an item with the name tag, well you're SOL I'm afraid! But you can rename it at a workbench.
You will need to run Check for Errors on all patches and edit them to remove any unresolved references to NG-specific records.
I will try recreating this issue again at some point, but I'm currently focused solely on CM Toolkit work.
Which patch should I use?
More importantly, I just downgraded my FO4 using FODG and am planning to run many of these patched mods, will I really need these two mods?
Sadly, I've run into an issue.
The EBF patch overwrites the HC_ManagerScript.pex from Survival Configuration Menu and I think it invalidates its option to remove Dogmeat's carryweight reduction in survival mode.
I mean, with the patch on, when I toggle off the reduction in SCM's menu it doesn't work, Dogmeat has the 25 standard carryweight. When I remove the patch, it works again, Dogmeat has 150 carryweight. Nothing else is touched by me.
All of this with a piece of equipment on, I know there is a bug where it can change that.
Funnily enough, I don't really mind that because I think 150lbs for Dogmeat is too much, but I was wondering if it might affect some other more critical things from EBF.
PS: I do have SCM's patch for EBF, but it doesn't seem to make any difference whether I activate it or not.
The ESP file itself contains no records, it just lets xEdit know to read the modgroups file.
You can safely ignore that message. Load order doesn't matter for that ESP, and there's no benefit to using it in-game, only in xEdit.
Message ignored, safely~
Would this mod support a backported UFO4P for old gen?
From what I've heard, the backported versions of UFO4P/CFM have errors in them from just deleting any records related to NG/CC.
I haven't looked at them myself so I can't comment much on them.
It looks like they're just removing anything found with the Report Masters script, which is not sufficient.
There's no mention of editing anything that referenced those deleted records or running Check for Errors.
constantly having to patch that INNR for NEO.
thanks for your work by the way!
I keep exported copies of each INNR from each mod to compare with each other and with updates.
When I finish with some other projects I'll see about adding more of the top mods to my list.