Nice, simple mod that makes it easier to play in game night during real day. Easy to tweak to own liking too. Please consider switching to ESL flagged ESP or just ESL, using 2 base mod slots is hard on big load order.
I really like this mod, it help me see so much better. What I like even more is that it doesn't have 10 requirements to install in order to make it work :-)
I would also mention that Loot is giving me a warning " This plugin has a header version of 0.94, which is less than the games version of 0.95". It works fine and hasn't caused me any issues so far, just thought I'd mention it and get your thoughts. I'm running game version 1.10.163
That got rid of the Loot warning, thanks for that! (I'm not really sure what that header file does, but better safe than sorry I suppose) P.S. Love this flashlight :-)
From what I can tell, HEDR v0.94 indicates that the format of the plugin is Fallout 3 or early Skyrim. What app did you use to create this?
To my knowledge, changing the number and re-saving only works if there are no actual differences in the module structure between the versions. You can do this with 0.95 to 1.00 or 1.70 to 1.71, but I suspect with 0.94 there were bigger differences in the format.
I don't really understand what you're saying. In fo4edit, the header version option is in the file header. You can simply change this value by editing that part.
Yes, you can change it to anything you like. The number itself isn't the important part. The structure of the file is, and the number is used to tell an app or game what file structure to expect. Looking at xEdit's code, unless you used a very old version it will only use v0.94 if you opened it in Fallout 3 mode, in which case it's going to save a file in the module format Bethesda used in 2008.
The best analogy I can think of is that changing the number like this is like renaming image.png to image.jpg. It may still work, but it's not actually a jpg file and if a program expects it to be it might fail.
I see what you mean. To be honest, the files for this mod are modified from the original mod. So the file version is left over from the source file.(I don't know how he created that.) However, from your description, "file version" is just a tag used to describe the file, so it doesn't have any material impact. And this mod changes very few things, so you can use it with confidence. If you are still worried, there is a way to solve this problem once and for all. Open fo4edit, create an empty mod, add the original data(from fallout4.esm) to that, edit data and save, then you can ensure that the mod will not cause any problems.
13 comments
Please consider switching to ESL flagged ESP or just ESL, using 2 base mod slots is hard on big load order.
I would also mention that Loot is giving me a warning " This plugin has a header version of 0.94, which is less than the games version of 0.95". It works fine and hasn't caused me any issues so far, just thought I'd mention it and get your thoughts. I'm running game version 1.10.163
(I'm not really sure what that header file does, but better safe than sorry I suppose)
P.S. Love this flashlight :-)
What app did you use to create this?
To my knowledge, changing the number and re-saving only works if there are no actual differences in the module structure between the versions.
You can do this with 0.95 to 1.00 or 1.70 to 1.71, but I suspect with 0.94 there were bigger differences in the format.
In fo4edit, the header version option is in the file header. You can simply change this value by editing that part.
The structure of the file is, and the number is used to tell an app or game what file structure to expect.
Looking at xEdit's code, unless you used a very old version it will only use v0.94 if you opened it in Fallout 3 mode, in which case it's going to save a file in the module format Bethesda used in 2008.
The best analogy I can think of is that changing the number like this is like renaming image.png to image.jpg.
It may still work, but it's not actually a jpg file and if a program expects it to be it might fail.
To be honest, the files for this mod are modified from the original mod. So the file version is left over from the source file.(I don't know how he created that.)
However, from your description, "file version" is just a tag used to describe the file, so it doesn't have any material impact. And this mod changes very few things, so you can use it with confidence.
If you are still worried, there is a way to solve this problem once and for all. Open fo4edit, create an empty mod, add the original data(from fallout4.esm) to that, edit data and save, then you can ensure that the mod will not cause any problems.