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JasmineMcCoy

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JasmineMcCoy

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About this mod

The purpose of this mod is to update the source form IDs of custom enchanted modded apparel when plugins load order has been changed.

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This is a mod meant for users that use mod added unenchanted weapons/armor/clothing, with their forms injected by TesSyncMapInjector, have enchanted them ingame and, if they change the load order, the items turn invisible.
This mod updates the source form IDs of the custom items with the correct plugin index when it detects a load order having changed from the one in the loaded save. The change is not applied right away, but at the saves made afterwards, so, after loading with the new order, the user needs to save then reload the new save.
The mod, technically, needs only to be present only when the load order change takes places, it can be disabled or removed afterwards.
This mod will not fix items that have turned invisible due to previously load order changes, there is a mod in the optional files that attempts to do that, but it can only work if there are no multiple mods that share the same formID (which is actually a very common situation, a lot of currently present mods reuse the same formIDs, making it useless in most cases, but I have added it anyway).
Notice that, if the new load order does not work well with TesSyncMapInjector (an issue some users with regular version are having for now), this mod will fix the IDs, but they won't work with the TesSyncMapInjector not working.
Notice that, the changes will not be undone after the mod is uninstalled. The changes affect only the saves done after the mod had made changes. Only mod added items which have been enchanted by the player ingame can be affected.
This mod is not really compatible with Missing Plugins Warning as it integrates its load order checking.

Installation:
Select the version you want, use only one version. Unzip into \Oblivion Remastered\OblivionRemastered\Binaries\Win64\ue4ss\ for Steam or \Oblivion Remastered\OblivionRemastered\Binaries\WinGDK\ue4ss\ for Gamepass.

If using the version with Missing Plugins Warning:
Install Console Framework UE4SS (unzip the file into the same directory as above).<- needed only for the MPW MessageBox.

For the beta and update users using the version with Missing Plugins Warning:
Console framework underwent an update and the ExecuteConsoleCommand function now requires 1 more parameter (KeepCurrentPriority).
To restore console functionality if using beta, while the Console Framework UE4SS mod gets updated, manually open the \ue4ss\Mods\shared\OBRConsole\OBRConsole.lua with a text editor of your choice and change line 9 from

KismetSystemLibrary:ExecuteConsoleCommand(playerController.player, command, playerController)
to

KismetSystemLibrary:ExecuteConsoleCommand(playerController.player, command, playerController, false)


Requirements:
UE4SS

Uninstallation:
Delete UpdateSourceFormForEnchant folder from \Oblivion Remastered\OblivionRemastered\Binaries\Win64\ue4ss\Mods for Steam or \Oblivion Remastered\OblivionRemastered\Binaries\WinGDK\ue4ss\Mods for Gamepass.

Usage:
After a load order charge, load the game, save the game (quicksave or manual save) and reload the new save to get the changes apply. (The mod can be disabled afterwards if you are worried about performance.)
(Optional) verify the log (in the \Oblivion Remastered\OblivionRemastered\Binaries\Win64\ue4ss\Mods\UpdateSourceFormForEnchant for steam and \Oblivion Remastered\OblivionRemastered\Binaries\WinGDK\ue4ss\Mods\UpdateSourceFormForEnchant for gamepass) to make sure the changes are correct.

Optional file usage:
Installation and uninstallation procedure same as main, folder name is SourceFormForEnchantFix. Enable, load the game, save (quicksave or manual save), reload to verify the changes working, close the game and disable/delete the mod. Verify the changes in the log file. Notice that if you have any mods using TesSyncMapInjector and having the same formIDs, a mess will happen. This is actually a small band aid, not a fix.

Update 0.2.0:
Uploaded split files for with or without Missing Plugins Warning for more stability.

Update 0.2.1:
Very small bug fix: if the plugins.txt contains the same plugin multiple times (it shouldn't, but can happen if editing it manually), the mod now correctly counts it as only one plugin.

Credits:
Godschildgaming for the TesSyncMapInjector code.