Q: Why make a new version? A: To help facilitate better patch creation for this fantastic and essential mod. This is something I've been sitting on for a while now, and I just cleaned it up and finally released it.
Q: After making a patch, there are some duplicate objects. Why? A: Some mods will place objects in multiple cells so that they are visible through a load door. Find the ones that are being duplicated, and mark them as "Initially Disabled" in FNVEdit. I don't have a way of detecting this.
Q: This doesn't work. A: Comments like this will be ignored unless you give actual information to review. What mod did you try to patch? What specifically didn't work? Did you remember to actually enable the mod in your Mod Manager?
Q: Do I have to clean the patch after with the "FNVEditQuickAutoClean? A: Not necessarily, but you really should. The objects are first copied to the new mod being created, and then updated to the new cell. This leaves behind the original cell reference in the new mod which is redundant. It takes 2 additional seconds, just do it.
Q: Objects are overlapping after being moved. A: This does no conflict resolution for objects. Set conflicting objects to be "Initially Disabled" in FNVEdit, or move them via the GECK.
NEW: Small options box will appear when you start the patch.
NEW: Option to carry forward the "Initially Disabled" flag. This is very useful when a mod edits an item that is disabled by Simple Open Freeside, as the item will now be disabled in your patch as well. (Think the bus structure in the middle).
NEW: Option to disable items outside of the Freeside World. Some items already have copies in the "FreesideWorld" World Space so that they are visible across the loading door. This option will set those items to be "Initially Disabled" so that the "real" versions take their place. Should help prevent duplicates.
Options are available to perform operations in some of the 'questionable' cells, like those that overlap with some cells. These options can be useful, but may result in duplicates or intended items being marked as "Initially Disabled".
Barring any further feature requests or bugs from this release, this will likely be the last version of this script.
Version 1.1.0 - November 17, 2024
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Major optimization to the script. The temporary form list is now created on initialize, and cleared on end. Previously, it was being recreated on every.single.form. Should be much faster and/or use less memory.
New logic for determining how the original cells are found. Previously I was string-matching the whole base cell name, which would fail when that mod changed the cell's name. Now, using the voodoo that is Regex, I extract the Cell ID from the string (since they can't change that) and use this to find the updated cell. This should make the script much more compatible with everything.
Re-added 2 of the previously removed cells for temporary form conversion. I figured it was better to manually disable large objects than to miss small objects.
Added 1 cell that was previously missed in the Old Mormon Fort.
Version 1.0.1 - November 17, 2024
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- Removed 4 cells from temporary form conversion. After further testing, these 4 cells were unused by Simple Open Freeside overall, and would likely have been the cause for any duplicated items. - The 4 cells are the other side of where the door would normally be in the middle of Freeside.
Tried to patch Goodies and Simple Freeside Open, and the Freeside north gate worldspace was completely empty, only the npcs showed, i followeed the steps on the guide did i miss something?
Simple Open Strip doesn't need a patcher like this, as the full Strip exists in the same Worldspace already. Simple Open Strip simply removes the barriers between each section (among other things). If that mod is adding to the existing "TheStripNew" Worldspace, then it'll just require a good ol' fashioned patch to make it fit with the new design. No auto patcher could be made for that.
Cool! Yea, it should work. From looking at the plugin, the only thing that would be required for compatibility is moving all the stuff to the "FreesideWorld" worldspace, which this does.
From what I'm reading here, this patch works wonders. I'm just wondering if this patch will make This Is Freeside compatible with Simple Open Freeside?
I am trying to patch Freeside and the Strip Redone. Your instructions are easy to follow and I get to the point where I complete and rename my masterpiece. You then mention to save the plugin. Is this procedure any different than choosing the save option when exiting FNVEdit? Also I am guessing the Patch is now part of FNVEdit files and not some separate mod? You say that if we are not sure it works, to check for plugin being enabled? Thanks EDIT: Just figured how to enable plugin. Never thought to look for it.
How on earth did I never notice it never moved temporary references lol. Thanks for making this, just hid my original script and linked to this instead
No, as most mods should be compatible with Simple Open Strip already. The main exclusion being large Strip overhauls where compatibility needs to be built into the mod. The Strip is still one large WorldSpace, so Simple Open Strip mostly just removes the load doors between the sections of the Strip, adds some Mutibounds (optimizations to determine what is being rendered), and reworks the NavMesh to make it continuous. Most things weren't even moved, and if they were, it was very minor changes. Overall, these are not things that you can make a script to patch for.
Freeside was actually split into 3 different WorldSpaces, which Simple Open Freeside merges into one. This patcher exists to simply move references to that single WorldSpace.
The only recommendation I would have for TTW is to not have the "Simple Open Freeside.esm" enabled when you make the patch initially, unless you also select a relevant patch for "Simple Open Freeside" built for TTW. All of the SOF cells already exist in the game, so this would ensure that the TTW changes are carried forward. That said, after the new plugin is cleaned, load the new plugin with "Simple Open Freeside.esm" and "TaleOfTwoWastelands.esm" active, and manually merge any changes that are necessary.
I've published an updated TTW 3.3.3 patch for Simple Open Freeside: dhert's pile of Simple Open Freeside Patches Ensure that this TTW patch is loaded before the mod you want to patch (it's an ESM, so should be possible) and run this patcher. Any TTW changes should carry forward. If not, follow the same steps as you would with any normal conflict using FNVEdit.
Thank you, my question came because I saw the only patch available was for TTW 3.3.2 so I thought of doing it myself but now that you published a proper update I can only worry about converting the other mods. Thank you once again for the effort put into the script and patching.
One more question about patching, if I have multiple mods that touch Freeside and I want a singular insular patch for multiple mods instead of individual singular patches for each one can I just click all the mods that touch Freeside and execute the patch?
Yes! It can run across multiple plugins no problem. The resulting plugin will have all selected plugins as Masters, but that's to be expected. Do note though, it takes the last modification to forms which means that there may be conflicts if multiple plugins change the same form and do different things. After cleaning the new patch, I recommend re-opening in FNVEdit with "Simple Open Freeside.esm" selected, and doing a "Apply Filter to show Conflicts".
Also, I did want to mention that you should update any future TTW patches to use this patch: Simple Open Freeside - TTW 3.3.3 Patch The resulting patch would probably be the same from mine, but the above is "more complete" as it edits some of the NavMeshing too. As such, I'll be removing my TTW patch once I get around to releasing some additional patches.
P.S. There is also a major update to this script coming soon (give or take the next hour or 2) based on some issues that I observed during further patching. Just finishing things up now and doing some final tests.
Nice yeah I didn't want to bother to ask for which of the two patches should I use so just in case of emergency I loaded the one with Navmesh after yours and let it override just in case, but now that you telling me that might as well disable yours, will be waiting for the update to the script before further testing then.
Checking a new patch one change it doesn't seem to transfer properly from the TTW patch, as it's not importing the StripImposterFreesideFort Region from cell ID 0012D9C7 into the patch, good thing is that it's easy to catch and fix yourself.
Cell 0012D9C7 is in "Freeside Fort World", so you're never going to go there when you have Simple Open Freeside enabled. Everything from cell 0012D9C7 is moved to cell 0010C00C (FreesideDeadbeatAlleyOLD). This is actually the cell I had initially missed in previous versions.
That change is redundant in the TTW patch honestly, but it's harmless. Cell 0012D9C7 will likely be removed from your patch if you do the "Clean" operation anyways.
This also won't carry forward items like that as I don't do conflict resolution. Those types of changes will need to be done after the patch is cleaned and you review conflicts.
22 comments
Q: Why make a new version?
A: To help facilitate better patch creation for this fantastic and essential mod. This is something I've been sitting on for a while now, and I just cleaned it up and finally released it.
Q: After making a patch, there are some duplicate objects. Why?
A: Some mods will place objects in multiple cells so that they are visible through a load door. Find the ones that are being duplicated, and mark them as "Initially Disabled" in FNVEdit. I don't have a way of detecting this.
Q: This doesn't work.
A: Comments like this will be ignored unless you give actual information to review. What mod did you try to patch? What specifically didn't work? Did you remember to actually enable the mod in your Mod Manager?
Q: Do I have to clean the patch after with the "FNVEditQuickAutoClean?
A: Not necessarily, but you really should. The objects are first copied to the new mod being created, and then updated to the new cell. This leaves behind the original cell reference in the new mod which is redundant. It takes 2 additional seconds, just do it.
Q: Objects are overlapping after being moved.
A: This does no conflict resolution for objects. Set conflicting objects to be "Initially Disabled" in FNVEdit, or move them via the GECK.
Barring any further feature requests or bugs from this release, this will likely be the last version of this script.
Version 1.1.0 - November 17, 2024
Version 1.0.1 - November 17, 2024
- Removed 4 cells from temporary form conversion. After further testing, these 4 cells were unused by Simple Open Freeside overall, and would likely have been the cause for any duplicated items.
- The 4 cells are the other side of where the door would normally be in the middle of Freeside.
If that mod is adding to the existing "TheStripNew" Worldspace, then it'll just require a good ol' fashioned patch to make it fit with the new design. No auto patcher could be made for that.
Just tried, it seems to work but i only did the good ending with it so far.
EDIT: Just figured how to enable plugin. Never thought to look for it.
Freeside was actually split into 3 different WorldSpaces, which Simple Open Freeside merges into one. This patcher exists to simply move references to that single WorldSpace.
That said, after the new plugin is cleaned, load the new plugin with "Simple Open Freeside.esm" and "TaleOfTwoWastelands.esm" active, and manually merge any changes that are necessary.
Ensure that this TTW patch is loaded before the mod you want to patch (it's an ESM, so should be possible) and run this patcher. Any TTW changes should carry forward. If not, follow the same steps as you would with any normal conflict using FNVEdit.
Thank you once again for the effort put into the script and patching.
After cleaning the new patch, I recommend re-opening in FNVEdit with "Simple Open Freeside.esm" selected, and doing a "Apply Filter to show Conflicts".
Also, I did want to mention that you should update any future TTW patches to use this patch: Simple Open Freeside - TTW 3.3.3 Patch
The resulting patch would probably be the same from mine, but the above is "more complete" as it edits some of the NavMeshing too. As such, I'll be removing my TTW patch once I get around to releasing some additional patches.
P.S. There is also a major update to this script coming soon (give or take the next hour or 2) based on some issues that I observed during further patching. Just finishing things up now and doing some final tests.
That change is redundant in the TTW patch honestly, but it's harmless. Cell 0012D9C7 will likely be removed from your patch if you do the "Clean" operation anyways.
This also won't carry forward items like that as I don't do conflict resolution. Those types of changes will need to be done after the patch is cleaned and you review conflicts.