@@Matortheeternal Mmmm good shit man. Glad I stumbled into this. Really made my game great again, but....how do u deal with the merging of world space and cell edits.....same as if dealing with leveled lists n such or is there more? Tryin to make all my records green or yellow
Just wanted to give a big thanks for this tutorial (still helping modders learn 3 years later) and all your other contributions to the modding community! "I'm really bad at this..." Matortheeternal lol modesty and brilliance, great combo :) Cheers!
Your sense of humor and intelligence amuses me good sir (in a good way). I don't know if any of your other videos I can use, I haven't checked yet, but those two things alone... SUBSCRIBED! Keep the vids going bro.
LOL @ 6:48, hey big thanks for making this video for us Mator. Much appreciated Edit: Another easy way to find records when not knowing where to look is to paste the FormID in the FormID search box at the top of the interface. Useful for finding stuff that isn't obvious as to what the object is.
Now THIS is what makes Skyrim such an awesome game: The community of players and extremely talented modders around it. I'm using your Merge Plugins application and it works flawlessly, Mator, thanks a lot for it.
For people with something like this: WEAP \CRDT - Critical data \ effect->Expected 4 bytes of Data, found 0 You can open the affected .esp in CK and simply save. Good video! Nice to watch and follow. Keep up the good work!
there's also no save button. so if you've just finished editing on plugin you better close and save. theennn re-open the app and load over all the other plugins you wish to continue editing
I have this error -> [00:00] EnchWeapCommanda [ENCH:040028B2] [00:00] ENCH \ Effects \ Effect \ EFID - Base Effect -> Found a NULL reference, expected: MGEF Do I need to change the NULL reference to a MGEF one? And if I do, how do I do it??
You want to make sure that your mods are clean and error free before merging. If you use the merge plugin tool, it does all this for you, but you still can't merge with errors. When there are errors with MergePlugins.exe have to go back into TES5Edit and fix them, then fire up MergePugins and make your merge. Micheal of Gamer Poets has a great video on this ruclips.net/video/0S6cpCwTezE/видео.html.
AWESOME TUTORIAL!!! But question. Would an error, for example, like these... "[00:01] Checking for Errors in [07] SkyMoMod.esm [00:02] 00DFassassinBlade "Falmer Ghostblade" [WEAP:0700E0D0] [00:02] WEAP \ CRDT - Critical Data \ Effect -> Expected 4 bytes of data, found 0" Be deleted as well? Or any other error types it detects besides the 'Could not resolve' ones?
Liked and subbed, you clean modders stuff, poke fun harmlessly at them, and have a great tutorial with good self help. Everything you said has a great, logical point and you obviously learn a lot, and work hard to make up for modders mistakes which EVERYONE makes mistakes and modders who make working mods individually are to be respected and loved. Only when their SINGULAR mods dont work is when you should complain but the modder is not liable if you download XXXX mod and it doesnt work with this mod, its his job to exclusively let you know of any compatibility problems however and all modders do this who have good endorsements.
trying to clean up a mod I am using and getting following errors - Am I missing a needed file that was not listed? [spoiler] Lucky Cricket's Caravan for CBBE - SHB" on Nexus FO4 Background Loader: [DWT_Cricket_and_Guards.esp] Building reference info. [01:09] Background Loader: Error: record ARMA contains unexpected (or out of order) subrecord MO2C 43324F4D [01:09] Background Loader: Error: record ARMA contains unexpected (or out of order) subrecord MO2F 46324F4D [01:09] Background Loader: Error: record ARMA contains unexpected (or out of order) subrecord MO3C 43334F4D [01:09] Background Loader: Error: record ARMA contains unexpected (or out of order) subrecord MO3F 46334F4D [01:09] Background Loader: Errors were found in: DWT CricketsHelmetHairAA [ARMA:AC00081C] [01:09] Background Loader: Contained subrecords: EDID BOD2 RNAM DNAM MOD2 MO2T MO2S MO2C MO2F MOD3 MO3T MO3S MO3C MO3F MODL MODL MODL MODL [01:09] Background Loader: Error: record ARMA contains unexpected (or out of order) subrecord MO2C 43324F4D [01:09] Background Loader: Error: record ARMA contains unexpected (or out of order) subrecord MO2F 46324F4D [01:09] Background Loader: Error: record ARMA contains unexpected (or out of order) subrecord MO3C 43334F4D [01:09] Background Loader: Error: record ARMA contains unexpected (or out of order) subrecord MO3F 46334F4D [01:09] Background Loader: Errors were found in: DWT JessiesMashupOutfitAA [ARMA:AC000832] [01:09] Background Loader: Contained subrecords: EDID BOD2 RNAM DNAM MOD2 MO2S MO2C MO2F MOD3 MO3S MO3C MO3F MODL MODL MODL MODL [01:09] Background Loader: Error: record ARMA contains unexpected (or out of order) subrecord MO2C 43324F4D [01:09] Background Loader: Error: record ARMA contains unexpected (or out of order) subrecord MO2F 46324F4D [01:09] Background Loader: Error: record ARMA contains unexpected (or out of order) subrecord MO3C 43334F4D [01:09] Background Loader: Error: record ARMA contains unexpected (or out of order) subrecord MO3F 46334F4D [01:09] Background Loader: Errors were found in: DWT JamesHelmetHairAA [ARMA:AC000842] [01:09] Background Loader: Contained subrecords: EDID BOD2 RNAM DNAM MOD2 MO2T MO2S MO2C MO2F MOD3 MO3T MO3S MO3C MO3F MODL MODL MODL MODL [01:09] Background Loader: Error: record ARMA contains unexpected (or out of order) subrecord MO2C 43324F4D [01:09] Background Loader: Error: record ARMA contains unexpected (or out of order) subrecord MO2F 46324F4D [01:09] Background Loader: Error: record ARMA contains unexpected (or out of order) subrecord MO3C 43334F4D [01:09] Background Loader: Error: record ARMA contains unexpected (or out of order) subrecord MO3F 46334F4D [01:09] Background Loader: Errors were found in: DWT JessiesHelmetHairAA [ARMA:AC000843] [01:09] Background Loader: Contained subrecords: EDID BOD2 RNAM DNAM MOD2 MO2T MO2S MO2C MO2F MOD3 MO3T MO3S MO3C MO3F MODL MODL MODL MODL [01:09] Background Loader: Error: record ARMA contains unexpected (or out of order) subrecord MO2C 43324F4D [01:09] Background Loader: Error: record ARMA contains unexpected (or out of order) subrecord MO2F 46324F4D [01:09] Background Loader: Error: record ARMA contains unexpected (or out of order) subrecord MO3C 43334F4D [01:09] Background Loader: Error: record ARMA contains unexpected (or out of order) subrecord MO3F 46334F4D [01:09] Background Loader: Errors were found in: DWT JamesMashupOutfitAA [ARMA:AC000868] [01:09] Background Loader: Contained subrecords: EDID BOD2 RNAM DNAM MOD2 MO2S MO2C MO2F MOD3 MO3S MO3C MO3F MODL MODL MODL MODL [01:09] Background Loader: [/spoiler]
Hi, getting 3 problems, 1 The Form ID that TES5Edit shows simply isn't anywhere to be found (I spent half and hour looking and it is nowhere), and 2 most of my Form IDs have blanked out VMAD, no drop downs, and no errors there apparently. 3 I had to delete VMAD because I couldn't delete anything else below it such as 'property' etc. Thanks
Pls help this is what im getting Checking for Errors in [04] TESARENA and Cities.esp [00:13] AMOdialoguesoyla2 [DLBR:0402A1B4] [00:13] DLBR \ SNAM - Starting Topic -> Found a NULL reference, expected: DIAL should i just remove it or does it do nothing because i accidentally merged it with this error so my merge worked but im getting this
Matortheeternal also wanted to ask you is it worth mearging a mod and a patch for the mod and alo if im using SkyProc Patchers and merge weapons and armor mods will the patchers work
Please Help, I don't know what to do with this... [00:00] LonersSword "Loner's Sword" [WEAP:0A000D62] [00:00] WEAP \ CNAM - Template -> Found a NULL reference, expected: WEAP [00:00] 2HLonersSword "Loner's Sword" [WEAP:0A001002] [00:00] WEAP \ CNAM - Template -> Found a NULL reference, expected: WEAP Then it gave a whole bunch of records saying [00:00] Error: record COBJ contains unexpected (out of order) subrecord CTDN and or CNTO
dude, love you Mator I owe you a pint of your favorite! between this video, Gamerpoets' videos, and MatorSmash and MergePlugins.... BOOYA BABY! lol I can't believe what I've done to my game lol
Merge plugins also has a built-in error checker and cleans it for you, however, I guess with the errors that the merge plugins application can't fix you'd have to do it manually.
what about V do ya just leave those? cause im getting tons of them [REFR:0004095C] (places TreeThicket01 [TREE:000A7329] in GRUP Cell Temporary Children of [CELL:0000BC2B] (in Tamriel "Skyrim" [WRLD:0000003C] at 42,-19)) [02:15] REFR -> Record marked as deleted but contains: Base
+Matortheeternal ah ok thanks most of them are in mods that loot says not to clean so i'll just leave them bathing beauties luxury suite and paradise valley and underground bathhouse plus addons for the most part
robinn57 If it says it doesn't like it when you check for errors, then you have to either remove it or set it to a reference it likes. So like if it says: "Found a NULL reference, expected FLOR,MGEF,SPEL" Then you'd have to change the reference to a reference to some FLOR, MGEF, or SPEL record.
has anyone made a video on merging navmesh data? say i have mod1 (with a very broad navmesh over a huge area) and mod2 (with a very small navmesh that overlaps with mod1 and skyrim.esm). how can i extract from mod2 exclusively the data that is changed relative to the masters, and overwrite mod1 with it? hope that made sense... if mod2 overwrites mod1 then it reverts navmesh for a huge area back to vanilla. but if mod1 overwrites mod2, the small but elaborate navmesh is gone. is there some automated way of doing this, or is my understanding of it just intrinsically wrong or something?
So, should i merge the cleaned mods after cleaning? Or it's just optional? I also can't see the merge option in the apply scripts menu... i onlyhave "Merge overrides masters" or something like that, but no option as "merge" or "merge v1.00" :(
Load order FileID [06] can not be mapped to file FileID for file "Unofficial Skyrim Legendary Edition Patch.esp" I'm getting this same error with Wyrmstooth and Falskaar i don't know how to fix this
what does Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type stack and error: Unable to call UnregisterForAllModEvents - no native object bound to the script object, or object is of incorrect type stack mean?
Exception in unit UserScript line 140: [FE00F318] Error during Applying script "SkyAI_SCRIPT_V2": [FE00F318] < Error: Could not be resolved > the only two errors I have and I have no idea how to fix them or what to do. The reference ID doesn't exist when I search for it either Any help is much appreciated because I don't know where to go with this
Hmm, when I right click to remove, I only have edit. What should I do in that case? Here's the errors I trying to fix: [00:02] Checking for Errors in [12] SoS - The Wilds-PatchCoTSounds.esp [00:02] WeatherCoast [REGN:000C5852] [00:02] REGN \ Region Data Entries \ Region Data Entry \ RDSA - Sounds \ Sound \ Sound -> [030041BE] < Error: Could not be resolved > [00:02] REGN \ Region Data Entries \ Region Data Entry \ RDSA - Sounds \ Sound \ Sound -> [03008D3A] < Error: Could not be resolved >
Dreighen Nevermind, I think I did it lol. I clicked the red empty square above these errors and clicked removed and it removed the whole section? And when I clicked check for errors, it no longer gave the error.
Dreighen You shouldn't remove the entire Sounds record, but only the Sound subrecord that's your problem. You may have to go up one box to get the "remove" option.
GamerPoets Hey Man!! Ya, I feel terrible, as life took over and things got chaotic rather than streamlined and organized. But, I'm starting to see the light at the end of the tunnel. How have things been?
Hey Boss, What Does "Target is Not Persistent" Mean Anyway and How to Fix? Please Help. I Got this during a Merge. Only Two Files. BUT I DOnt want to proceed until i figure this out. Please Help.
Matortheeternal yea but there really isn't alot of videos of doing it only one there is has no audio, and reading the text doesn't help me understand it
theres a mod (bigger and badder lich king) what i tried to merge but i have to delete all 3 "property" tabs in tes5edit because they give errors and after deleting the first two of them i can't delete the third one i guess because its the last one what should i do?
While this is old, I'll answer it for anyone finding it after. "An error occured while loading modules" is usually a load order problem. Whenever you see that error (and any error, for that matter) search the "Messages" tab and you'll find more information on what caused the error.
Sorry another question: I'm trying to merge "Witch of the Wilds" and it contains these errors: "Error: record ARMA contains unexpected (or out of order) subrecord MO4S 53344F4D" I didn't find these mentioned in your video (?) - what should I do with those? Thanks!
+D .Schoep I do mention them. Unexpected (or out of order) subrecord errors (UES errors) are indicative of corrupted data in the plugin. TES5Edit can't fix these errors. The only possible way to fix this sort of error is to open the plugin in the CK and re-save it. (and this will only fix the error some of the time)
+Matortheeternal Oh sorry, it was like 2am and was really too tired.. Mmm I see, I don't really know about the CK - Guess I will leave this out of the merged patch. Would you generally advice against using such mods? (I guess these mods were created before/without the CK...?)
a stupid question man. i have over 50 mods and checked each one them individually but there is not a single error in any of them..but my game still crashing in certain areas..then i whent ahead and checked the main files(skyrim.esm , Update esm , dawnguard esm, hearfires.esm & dragonborn.esm) for errors and i got a buch of them ...i dont know if those files needed to be checked but i did anyways ..so could that be the reason of my game crashing in certain areas out in the field?
+Angel kabane You can clean the vanilla game plugins, but you don't have to. A game crashing could be for any number of reasons. I recommend you post on www.reddit.com/r/skyrimmods to get support.
So, Little context, I'm using the latest version of the script, in Fo4edit (I know, I know, it wasn't meant for that game, but the merge app hasn't doesn't yet support it yet and I'm trying to knock down the number of plugins I have) So I've got a set of NPC replacers with no hard dependencies. They all use vanilla assets just make the npcs look better. One of them is throwing up an error like so: There's a lot of these. But those are the only errors showing up, and I've already hit the UDRs and ITMs. Any idea of what to do?
TY for your video and I have 3 questions 1.Can I clean all my esp in the same time , because I have hear that we have to clean it one by one ,but I dont know the reason, 2. I also have hear that some of those "patch" like weather patch , if we clean them ,it can probably cause some issues 3.Can those "Warning" be removed ? is that right?
Ken QIN to answer your questions a year late... LoL Yes, it’s one at a time. No one has or can create an auto conflict resolved due to the billions of load order possibilities. You want to make patches for your mods that conflict. You can make small edits on the .esps that won’t need a patch but you’ll have to make patches eventually.
I can't remove scripts. Whenever I right-click on any part of a mod it just says edit and I can't go any further. What am I supposed to do in this situation?
If that happens you should move up the tree one step to see if you can remove the next element up. Some elements can't be removed, so you have to try removing the element that holds them.
when i click the cross to save and exit i can't exit because apperantly the program requires some kind of access and i don't know how to grand access could you please help me?
it says the following: [00:00] Error saving Update.esm.save.2017_01_07_23_55_31: Cannot create file "C:\Program Files (x86)\The Elder Scrolls V Skyrim\Data\Update.esm.save.2017_01_07_23_55_31". Erişim engellendi (means access denied) [00:00] Errors have occured. At least one file was not saved.
Also, I have errors in a couple of my follower mods, and I don't have any cannot be resolved references, but I have NULL references, and other unexpected references.
Kevin Meisenbacher Make the reference NULL and see if that fixes the error. If it doesn't you can make it into any random valid reference or remove the nearest level element to it (right click remove, if no remove option, move up a level in the heirarchy). Neither of the latter options is particularly good. Sometimes a reference will be marked invalid by TES5Edit when it is valid (rarely, and usually because a mod author is doing something creative). One example: a player home I know of uses a FLOR (flora) record - the kind of record used for mushrooms and other pickable plants - to give the player a key. This is abnormal beacuse these records usually return INGR records when you activate them ingame. TES5Edit marked this as an error even though it was a completely valid (albeit abnormal) edit. Merging the plugin required me to make the edit valid according to TES5Edit, perform the merge, then change it back to the invalid reference afterwards.
Matortheeternal Sounds like its not even worth trying to merge certain mods, particularly for people not as versed in xEdit, merging plugins/mods, etc. Your tutorial is great - don't get me wrong - but instead of me messing something up that could be potentially game break, I would much rather see if I need this particular mod or if there are other mods that are easier to clean and thus, merge. Thanks for the video! -J
is there any instance where UDR and ITM records should be kept in a mod?, should i just do a tes5 edit clean of them even if LOOT doesnt flag them in a sort?
Best practice is to always fix UDRs (even if LOOT doesn't report them.) ITMs *could* be intentional. I would suggest checking out the mod's description to check whether they're intentional or not.
Im trying to merge RLO into 1 but Dawnguard Interiors patch has 2 Errors. I found the Errors but i cant remove or clean them. The Error is: WTHR \ Sounds \ SNAM - Sound \ Sound -> [0201DF89] < Error: Could not be resolved > Theres no option when i right click to remove it or clean it or anything. Thus the Merging fails due to that error. Please help! :(
I'm having huge problems with my dungeon floor texture it looks all digital look pixels but some of it is my texture mod for dungeon floors I would really appricate help as I don't know what to do
Sorry, not sure how to help you without more information. This also really isn't the right place to ask a question like that. ;) You should make a post on reddit.com/r/skyrimmods
When you first install X-Edit, making a change will require a several second countdown before you can approve it. The more you use x-edit, the shorter the countdown will be, eventually having no countdown and the ability to click "enter" as soon as it pops up. I can't find how to turn the prompt off completely, but with no countdown, I find it's not too inconvenient.
Hi there, my TesV Edit is behaving a bit weir when trying to remove an entry like you did, when i right click on the thing i want to delete e.g. EDID->Effects->Effexct it does not give me the option to remove the entry, I can only hide no conflict rows or change the Column width. Is there a way to fix this or have i done something wrong?
+D .Schoep Right-click the empty cell to the right of the cell that has the name of the entry you want to remove. Parenting is indicated by indentation and the grey lines the tree lines that go down and to the right. Like This is a parent of |_This child |_This child | |_And this child
Everyting was going well until it said there was an error in VMAD, but when I opened the file it was totally blank, I couldn't go through the file to get to the error itself.
Im also getting a PACK \ Package Data \ Data Input Values \ Value \ PLDT - Location \ Location Value -> Found a NPC_ reference, expected: ACHR,DOOR,NULL,PARW,PBAR,PBEA,PCON,PFLA,PGRE,PHZD,PLYR,PMIS,REFR Reference error, looking everywhere but i cant find a solution. Thnks in advance for any help
JP Fragoso So it expects a reference to an ACHR,DOOR,NULL ... etc. record, but found a reference to an NPC_ record. I'd just make it a NULL reference. So you're going to navigate to the Packages record group in the plugin that error happened in, then the Package Data subrecord, then the Data Input Values subrecord ... etc. and find the Location Value subrecord with that error. Right click the error text and choose EDIT. Enter eight zeros into the edit field: 00000000 and click ok. That will make it a NULL reference. That should fix the error. :)
@@Matortheeternal This guide is also linked by the error dialog from the most recent Alpha Version of DynDOLOD 3, so I guess at least some of the information is still relevant. Is there an update anywhere or can you specify which parts are outdated an which not. Other than that. Still a great video to watch and thank you for the Mator Smash Tool, which still works like a charm.
Remove Identical to Masters sometimes deletes mods or mod records for some odd reason, that are not identical. I have a FO4 mod I use, to fix BOS Vertibirds ignoring terrain and elevation, that gets its only record deleted. It is NOT identical to Master (Fallout4.esm).
What do I do about these errors: (These first four were returned by Wrye Bash.) Deleted Navmeshes Deleted Base Records HITMEs Duplicate Form IDs (Background Loader: Skipped Load: Duplicate Form ID [xxxx] in file ____ Record Type Collisions Variable index not found Error scaling/rounding float Error sorting INFO / Warning: could not sort INFO Cyclic PNAM references found Background Loader: Warning: Record [xxxx] in file ___ is being overridden by record [xxxx] in file ____
Error canot be resolve and delete them, are you sure this will fix the problem or will just remove the tagged as error?, I meant If the error causes a crash will be still a crashing?
The error usually won't cause a crash with "Error: Could not be resolved" (it's equivalent to a NULL reference), if it did then removing the parent element entirely would solve the problem, yes.
Matortheeternal You mentioned that we should only fuse contagious esp/esm with no dependencies. Can I fuse esp with their master if all files have the same master: for instance merge the main version of a mod with its dawnguard, HF, Dragonborn patches? Would you make a tutorial for that? by the way: thank you VERY VERY much for your tutorials!!!
I think Gopher once mentioned that we should never clean more than one mod at once. So can I clean all my dirty mods at once? After several years of modding I am confused :)
zlostnypopolnik I've heard that before as well, though I haven't heard a single reason why it would be the case. If someone wants to they can tell me why, but for now I'm going to say "fuck that". Clean everything at once. Don't waste your time cleaning things individually. I always clean everything at once and I've never had any problems. I know TES5Edit better than almost anyone out there, and I can tell you that cleaning multiple mods at the same time is OK and I cannot concieve of a single reason why it would be problematic.
By the way, I did find out why you should not clean everything at once in certain circumstamces, and it is because certain things may be detected as ITMs and cleaned when they shouldn't be. Yeah.
that error can be ignored. usually means the NPC_ is using a custom tint layer, like a tattoo or warpaint added by a mod. in the case that it is causing problems ingame/doesn't correspond to a mod-added tint layer you can just right-click -> remove the Tint Layer with that index from the NPC_'s Tint Layers array.
[00:00] Checking for Errors in [02] TownsAndCitiesEnhanced.esp [00:00] 0010822f [NAVM:0010822F] (in GRUP Cell Temporary Children of ShorsStoneExterior02 [CELL:0000BBCB] (in Tamriel "Skyrim" [WRLD:0000003C] at 39,-16)) [00:00] NAVM \ Record Header \ Record Flags -> [00:00] 0010822E [NAVM:0010822E] (in GRUP Cell Temporary Children of ShorsStoneExterior02 [CELL:0000BBCB] (in Tamriel "Skyrim" [WRLD:0000003C] at 39,-16)) [00:00] NAVM \ Record Header \ Record Flags -> [00:00] All Done! o.O whaaa does it mean ?
This means the navmeshes mentioned have an unknown flag (Unknown 11) in their record header. To fix this, go to these navmeshes and uncheck the unknown 11 flag.
Script "Remove invalid entries from this list" do all that without all seaching and manual deleting. Its probably was not exist when this guide come up.
conflicting records... I got several time(maybe not merging right)... conflicting records with the same FormID... if the FormID of the new one is not relevant (like recipe), then you copy it with a new one and delete the old one...
I think Inigo has one "error" that's supposed to be there, but I'm afraid of cleaning the mod because that will destroy an important navmesh in the mod. And I thought "fix this" was the most offensive thing that one could say to a mod author.
Kevin Meisenbacher If there's an "error" that's supposed to be there and actually serves a function ingame you should report it to the xEdit team so they can no longer flag it as an error. "Fix this" is offensive, you'd of course say it in a more respectful way. I.E.: "I was trying to clean your ESP to prepare for merging plugins and ran into an error here - is this an intended error that shouldn't be fixed? If not, I'd be willing to send you a cleaned version of the ESP, it might be helpful to other users who want to merge your plugin. :)"
5years later , the AAADeleteWhenDoneTest Jeremy file is know better known as the secret room fo betheds wich u can teleport to. Imagine nobody knew till then what thos room acctualy is :D
Great video! What about errors like this? HAZD \ DATA - Data \ Spell -> Found a ENCH reference, expected: NULL,SPEL Yup failed: \ [02] balfer.esp \ [13] GRUP Top "HAZD" \ [7] IceaVitalityHazard "Iceaskill" [HAZD:0202D0C8]; Found a ENCH reference, expected: NULL,SPEL
You can just hold Ctrl and double click on any FormID number in messages tab to position on that record :)
Did not know that. :P
zilav18 wow that is handy to know thatk you
@@Matortheeternal
Mmmm good shit man. Glad I stumbled into this. Really made my game great again, but....how do u deal with the merging of world space and cell edits.....same as if dealing with leveled lists n such or is there more?
Tryin to make all my records green or yellow
I wish I'd read this before spending eight hours manually identifying and removing SIC, OBIS and IA records from an AIO overhaul...
The real pro tip is in the comments.
Thank you, 9 years later, it still helped me. :)
Just wanted to give a big thanks for this tutorial (still helping modders learn 3 years later) and all your other contributions to the modding community!
"I'm really bad at this..." Matortheeternal lol modesty and brilliance, great combo :) Cheers!
Your sense of humor and intelligence amuses me good sir (in a good way). I don't know if any of your other videos I can use, I haven't checked yet, but those two things alone... SUBSCRIBED!
Keep the vids going bro.
LOL @ 6:48, hey big thanks for making this video for us Mator. Much appreciated
Edit: Another easy way to find records when not knowing where to look is to paste the FormID in the FormID search box at the top of the interface. Useful for finding stuff that isn't obvious as to what the object is.
Now THIS is what makes Skyrim such an awesome game: The community of players and extremely talented modders around it. I'm using your Merge Plugins application and it works flawlessly, Mator, thanks a lot for it.
For people with something like this: WEAP \CRDT - Critical data \ effect->Expected 4 bytes of Data, found 0
You can open the affected .esp in CK and simply save.
Good video! Nice to watch and follow. Keep up the good work!
I hate how there is no UNDO button in TES5Edit. Make one mistake, and I didn't know what it was original, I have to exit and start over. :|
there's also no save button. so if you've just finished editing on plugin you better close and save.
theennn re-open the app and load over all the other plugins you wish to continue editing
Hold Control and hit "S" and it will save your progress. Do this very often if you're changing a lot of things.
I have this error ->
[00:00] EnchWeapCommanda [ENCH:040028B2]
[00:00] ENCH \ Effects \ Effect \ EFID - Base Effect -> Found a NULL reference, expected: MGEF
Do I need to change the NULL reference to a MGEF one?
And if I do, how do I do it??
Geralt of Rivia I would like to know the answer to this as well. Has this been answered?
Great tutorial. Is there way to search a mod for "error could not be resolved" and deleting without having go one at a time?
Turned out SSEdit moved on from this so this tutorial no longer applies. Still watched the whole thing because you're just fun to listen to
? I just cleaned a mod by following this video.
@Tyler Cone (Canlocu)
Set the reference to a NULL reference to fix it.
Just wanna say you're a man of culture for using SPERG.
i've been wondering if those errors were fixable, thx for this video, now i can merge stuff with the ACTI errors, dude, u are a god :)
You're the man Mator! Thank you for all your hard work and invaluable assistance. Your Merge Plugins exe is a god send!
Do you know why does he merges his cleaned mods? Is it optional , or have i do the merging when i cleaned the mods?
You want to make sure that your mods are clean and error free before merging. If you use the merge plugin tool, it does all this for you, but you still can't merge with errors. When there are errors with MergePlugins.exe have to go back into TES5Edit and fix them, then fire up MergePugins and make your merge. Micheal of Gamer Poets has a great video on this ruclips.net/video/0S6cpCwTezE/видео.html.
AWESOME TUTORIAL!!! But question. Would an error, for example, like these...
"[00:01] Checking for Errors in [07] SkyMoMod.esm
[00:02] 00DFassassinBlade "Falmer Ghostblade" [WEAP:0700E0D0]
[00:02] WEAP \ CRDT - Critical Data \ Effect -> Expected 4 bytes of data, found 0"
Be deleted as well?
Or any other error types it detects besides the 'Could not resolve' ones?
imagine being usefull to people after 7 years
thank you very much ez to understand
Liked and subbed, you clean modders stuff, poke fun harmlessly at them, and have a great tutorial with good self help. Everything you said has a great, logical point and you obviously learn a lot, and work hard to make up for modders mistakes which EVERYONE makes mistakes and modders who make working mods individually are to be respected and loved. Only when their SINGULAR mods dont work is when you should complain but the modder is not liable if you download XXXX mod and it doesnt work with this mod, its his job to exclusively let you know of any compatibility problems however and all modders do this who have good endorsements.
Odd question. What does green text with red highlight mean?
trying to clean up a mod I am using and getting following errors -
Am I missing a needed file that was not listed?
[spoiler]
Lucky Cricket's Caravan for CBBE - SHB" on Nexus FO4
Background Loader: [DWT_Cricket_and_Guards.esp] Building reference info.
[01:09] Background Loader: Error: record ARMA contains unexpected (or out of order) subrecord MO2C 43324F4D
[01:09] Background Loader: Error: record ARMA contains unexpected (or out of order) subrecord MO2F 46324F4D
[01:09] Background Loader: Error: record ARMA contains unexpected (or out of order) subrecord MO3C 43334F4D
[01:09] Background Loader: Error: record ARMA contains unexpected (or out of order) subrecord MO3F 46334F4D
[01:09] Background Loader: Errors were found in: DWT CricketsHelmetHairAA [ARMA:AC00081C]
[01:09] Background Loader: Contained subrecords: EDID BOD2 RNAM DNAM MOD2 MO2T MO2S MO2C MO2F MOD3 MO3T MO3S MO3C MO3F MODL MODL MODL MODL
[01:09] Background Loader: Error: record ARMA contains unexpected (or out of order) subrecord MO2C 43324F4D
[01:09] Background Loader: Error: record ARMA contains unexpected (or out of order) subrecord MO2F 46324F4D
[01:09] Background Loader: Error: record ARMA contains unexpected (or out of order) subrecord MO3C 43334F4D
[01:09] Background Loader: Error: record ARMA contains unexpected (or out of order) subrecord MO3F 46334F4D
[01:09] Background Loader: Errors were found in: DWT JessiesMashupOutfitAA [ARMA:AC000832]
[01:09] Background Loader: Contained subrecords: EDID BOD2 RNAM DNAM MOD2 MO2S MO2C MO2F MOD3 MO3S MO3C MO3F MODL MODL MODL MODL
[01:09] Background Loader: Error: record ARMA contains unexpected (or out of order) subrecord MO2C 43324F4D
[01:09] Background Loader: Error: record ARMA contains unexpected (or out of order) subrecord MO2F 46324F4D
[01:09] Background Loader: Error: record ARMA contains unexpected (or out of order) subrecord MO3C 43334F4D
[01:09] Background Loader: Error: record ARMA contains unexpected (or out of order) subrecord MO3F 46334F4D
[01:09] Background Loader: Errors were found in: DWT JamesHelmetHairAA [ARMA:AC000842]
[01:09] Background Loader: Contained subrecords: EDID BOD2 RNAM DNAM MOD2 MO2T MO2S MO2C MO2F MOD3 MO3T MO3S MO3C MO3F MODL MODL MODL MODL
[01:09] Background Loader: Error: record ARMA contains unexpected (or out of order) subrecord MO2C 43324F4D
[01:09] Background Loader: Error: record ARMA contains unexpected (or out of order) subrecord MO2F 46324F4D
[01:09] Background Loader: Error: record ARMA contains unexpected (or out of order) subrecord MO3C 43334F4D
[01:09] Background Loader: Error: record ARMA contains unexpected (or out of order) subrecord MO3F 46334F4D
[01:09] Background Loader: Errors were found in: DWT JessiesHelmetHairAA [ARMA:AC000843]
[01:09] Background Loader: Contained subrecords: EDID BOD2 RNAM DNAM MOD2 MO2T MO2S MO2C MO2F MOD3 MO3T MO3S MO3C MO3F MODL MODL MODL MODL
[01:09] Background Loader: Error: record ARMA contains unexpected (or out of order) subrecord MO2C 43324F4D
[01:09] Background Loader: Error: record ARMA contains unexpected (or out of order) subrecord MO2F 46324F4D
[01:09] Background Loader: Error: record ARMA contains unexpected (or out of order) subrecord MO3C 43334F4D
[01:09] Background Loader: Error: record ARMA contains unexpected (or out of order) subrecord MO3F 46334F4D
[01:09] Background Loader: Errors were found in: DWT JamesMashupOutfitAA [ARMA:AC000868]
[01:09] Background Loader: Contained subrecords: EDID BOD2 RNAM DNAM MOD2 MO2S MO2C MO2F MOD3 MO3S MO3C MO3F MODL MODL MODL MODL
[01:09] Background Loader:
[/spoiler]
Hi, getting 3 problems,
1 The Form ID that TES5Edit shows simply isn't anywhere to be found (I spent half and hour looking and it is nowhere), and
2 most of my Form IDs have blanked out VMAD, no drop downs, and no errors there apparently.
3 I had to delete VMAD because I couldn't delete anything else below it such as 'property' etc.
Thanks
+Teku Same
I'm not seeing anything on the right pane when I select anything from, for example, Activators, etc. What am I doing wrong?
Fixed my error in an ESP, I liked the vid for that!
Pls help this is what im getting
Checking for Errors in [04] TESARENA and Cities.esp
[00:13] AMOdialoguesoyla2 [DLBR:0402A1B4]
[00:13] DLBR \ SNAM - Starting Topic -> Found a NULL reference, expected: DIAL
should i just remove it or does it do nothing because i accidentally merged it with this error so my merge worked but im getting this
+mental knight just remove it.
Matortheeternal also wanted to ask you is it worth mearging a mod and a patch for the mod and alo if im using SkyProc Patchers and merge weapons and armor mods will the patchers work
Yes, merging a mod and its patches is cool.
SkyProc patchers will work.
Matortheeternal ok thanks a lot
+Matortheeternal Dose this also lower the chances of CTD?
Still helpful in 2021! Thank you!
Please Help, I don't know what to do with this...
[00:00] LonersSword "Loner's Sword" [WEAP:0A000D62]
[00:00] WEAP \ CNAM - Template -> Found a NULL reference, expected: WEAP
[00:00] 2HLonersSword "Loner's Sword" [WEAP:0A001002]
[00:00] WEAP \ CNAM - Template -> Found a NULL reference, expected: WEAP
Then it gave a whole bunch of records saying
[00:00] Error: record COBJ contains unexpected (out of order) subrecord CTDN and or CNTO
+Swordsmanof Satsuma unexpected (out of order) subrecord errors can't be resolved. if a mod has those, it has corrupted data.
Oh, well stink... Thank you for the help!
Matortheeternal but what about the null references?
I have a bunch of null references as well, where WEAP or MGEF or INGR were expected.
dude, love you Mator I owe you a pint of your favorite!
between this video, Gamerpoets' videos, and MatorSmash and MergePlugins....
BOOYA BABY! lol I can't believe what I've done to my game lol
Thanks for this! Very clear and concise.
Merge plugins also has a built-in error checker and cleans it for you, however, I guess with the errors that the merge plugins application can't fix you'd have to do it manually.
what about V do ya just leave those? cause im getting tons of them
[REFR:0004095C] (places TreeThicket01 [TREE:000A7329] in GRUP Cell Temporary Children of [CELL:0000BC2B] (in Tamriel "Skyrim" [WRLD:0000003C] at 42,-19))
[02:15] REFR -> Record marked as deleted but contains: Base
+Drake Masta 2:15
+Matortheeternal ah ok thanks most of them are in mods that loot says not to clean so i'll just leave them
bathing beauties luxury suite and paradise valley and underground bathhouse plus addons for the most part
How do you fix errors like this: [00:01] WeapGrenadeFrag "Frag Grenade" [WEAP:00004330]
[00:01] WEAP \ DNAM - \ Attack Animation ->
How do you fix NULL reference's? Will it still merge with them?
robinn57 If it says it doesn't like it when you check for errors, then you have to either remove it or set it to a reference it likes. So like if it says:
"Found a NULL reference, expected FLOR,MGEF,SPEL"
Then you'd have to change the reference to a reference to some FLOR, MGEF, or SPEL record.
has anyone made a video on merging navmesh data? say i have mod1 (with a very broad navmesh over a huge area) and mod2 (with a very small navmesh that overlaps with mod1 and skyrim.esm). how can i extract from mod2 exclusively the data that is changed relative to the masters, and overwrite mod1 with it? hope that made sense... if mod2 overwrites mod1 then it reverts navmesh for a huge area back to vanilla. but if mod1 overwrites mod2, the small but elaborate navmesh is gone. is there some automated way of doing this, or is my understanding of it just intrinsically wrong or something?
I'm looking for the same... if you find a good one, PLEASE post a reply
So, should i merge the cleaned mods after cleaning? Or it's just optional?
I also can't see the merge option in the apply scripts menu... i onlyhave "Merge overrides masters" or something like that, but no option as "merge" or "merge v1.00" :(
Load order FileID [06] can not be mapped to file FileID for file "Unofficial Skyrim Legendary Edition Patch.esp"
I'm getting this same error with Wyrmstooth and Falskaar i don't know how to fix this
Why does DynDOLOD link me to an outdated video for fixing its errors?
what does Unable to call RegisterForSingleUpdate - no native object bound to the script object, or object is of incorrect type
stack and error: Unable to call UnregisterForAllModEvents - no native object bound to the script object, or object is of incorrect type
stack mean?
what do i do to a spell when theres only one property?
Exception in unit UserScript line 140: [FE00F318]
Error during Applying script "SkyAI_SCRIPT_V2": [FE00F318] < Error: Could not be resolved >
the only two errors I have and I have no idea how to fix them or what to do. The reference ID doesn't exist when I search for it either
Any help is much appreciated because I don't know where to go with this
Hmm, when I right click to remove, I only have edit. What should I do in that case?
Here's the errors I trying to fix:
[00:02] Checking for Errors in [12] SoS - The Wilds-PatchCoTSounds.esp
[00:02] WeatherCoast [REGN:000C5852]
[00:02] REGN \ Region Data Entries \ Region Data Entry \ RDSA - Sounds \ Sound \ Sound -> [030041BE] < Error: Could not be resolved >
[00:02] REGN \ Region Data Entries \ Region Data Entry \ RDSA - Sounds \ Sound \ Sound -> [03008D3A] < Error: Could not be resolved >
Dreighen Nevermind, I think I did it lol. I clicked the red empty square above these errors and clicked removed and it removed the whole section? And when I clicked check for errors, it no longer gave the error.
Dreighen You shouldn't remove the entire Sounds record, but only the Sound subrecord that's your problem. You may have to go up one box to get the "remove" option.
Matortheeternal OK, thanks for the info!
+Dreighen well there's a familiar name = )
GamerPoets Hey Man!! Ya, I feel terrible, as life took over and things got chaotic rather than streamlined and organized. But, I'm starting to see the light at the end of the tunnel. How have things been?
Thanks for this great video!!!! Saves Soooooo much confusion. And time reading!!! Cheers
Hey Boss, What Does "Target is Not Persistent" Mean Anyway and How to Fix? Please Help. I Got this during a Merge. Only Two Files. BUT I DOnt want to proceed until i figure this out. Please Help.
Aha, this has helped me so much, thank you!
Thanks for this, it really helped out a lot.
should i look for errors and fix it in Official Dlcs of the game? like Dawnguard have tons of em
What about deleted navmeshes in my master esps, I'm wringing my head over finding out a way to fix it.
Adrian Pacheco same
There isn't an easy way to handle deleted navmeshes, to my knowledge.
Matortheeternal yea but there really isn't alot of videos of doing it only one there is has no audio, and reading the text doesn't help me understand it
www.creationkit.com/index.php?title=Fixing_Navmesh_Deletion_Tutorial
what about NULL- reference OMODs ?
theres a mod (bigger and badder lich king) what i tried to merge but i have to delete all 3 "property" tabs in tes5edit because they give errors and after deleting the first two of them i can't delete the third one i guess because its the last one what should i do?
+Nyxnik If you can't remove something, move up the element tree until you can remove a parent element.
can you tell me how to fix this, An error occured while loading modules thank you
While this is old, I'll answer it for anyone finding it after. "An error occured while loading modules" is usually a load order problem. Whenever you see that error (and any error, for that matter) search the "Messages" tab and you'll find more information on what caused the error.
I think that happens when you’re missing a master or a file’s master isn’t loaded before it where it’s supposed to be
How do you get it to find and open eps files?
Super helpful, much appreciate it.
Sorry another question: I'm trying to merge "Witch of the Wilds" and it contains these errors:
"Error: record ARMA contains unexpected (or out of order) subrecord MO4S 53344F4D" I didn't find these mentioned in your video (?) - what should I do with those? Thanks!
+D .Schoep I do mention them. Unexpected (or out of order) subrecord errors (UES errors) are indicative of corrupted data in the plugin. TES5Edit can't fix these errors. The only possible way to fix this sort of error is to open the plugin in the CK and re-save it. (and this will only fix the error some of the time)
+Matortheeternal Oh sorry, it was like 2am and was really too tired.. Mmm I see, I don't really know about the CK - Guess I will leave this out of the merged patch. Would you generally advice against using such mods? (I guess these mods were created before/without the CK...?)
Yes, mods with UES errors are bad. Best not to use them, if you can.
Shame, this armor is really amazing. But thanks for your time - really appreciated!
You can check out Sharlikran's patches to see if he's fixed the plugin. It's possible.
www.nexusmods.com/skyrim/mods/26230
how do u fix Unused data errors in SSEEdit?
Have you found the answer yet? I have the same question
how do i enable editing cause mines is disabled
a stupid question man. i have over 50 mods and checked each one them individually but there is not a single error in any of them..but my game still crashing in certain areas..then i whent ahead and checked the main files(skyrim.esm , Update esm , dawnguard esm, hearfires.esm & dragonborn.esm) for errors and i got a buch of them ...i dont know if those files needed to be checked but i did anyways ..so could that be the reason of my game crashing in certain areas out in the field?
+Angel kabane You can clean the vanilla game plugins, but you don't have to.
A game crashing could be for any number of reasons. I recommend you post on www.reddit.com/r/skyrimmods to get support.
Really great video.
So, Little context, I'm using the latest version of the script, in Fo4edit (I know, I know, it wasn't meant for that game, but the merge app hasn't doesn't yet support it yet and I'm trying to knock down the number of plugins I have)
So I've got a set of NPC replacers with no hard dependencies. They all use vanilla assets just make the npcs look better. One of them is throwing up an error like so:
There's a lot of these. But those are the only errors showing up, and I've already hit the UDRs and ITMs. Any idea of what to do?
I can't save no matter what
my skyrim is in user/games/steam (so on)
I run as admin too but no luck, no ctrl s working
TY for your video and I have 3 questions
1.Can I clean all my esp in the same time , because I have hear that we have to clean it one by one ,but I dont know the reason,
2. I also have hear that some of those "patch" like weather patch , if we clean them ,it can probably cause some issues
3.Can those "Warning" be removed ?
is that right?
Ken QIN to answer your questions a year late... LoL
Yes, it’s one at a time. No one has or can create an auto conflict resolved due to the billions of load order possibilities.
You want to make patches for your mods that conflict. You can make small edits on the .esps that won’t need a patch but you’ll have to make patches eventually.
I can't remove scripts. Whenever I right-click on any part of a mod it just says edit and I can't go any further. What am I supposed to do in this situation?
If that happens you should move up the tree one step to see if you can remove the next element up. Some elements can't be removed, so you have to try removing the element that holds them.
Alright I'll try that.
when i click the cross to save and exit i can't exit because apperantly the program requires some kind of access and i don't know how to grand access could you please help me?
it says the following:
[00:00] Error saving Update.esm.save.2017_01_07_23_55_31: Cannot create file "C:\Program Files (x86)\The Elder Scrolls V Skyrim\Data\Update.esm.save.2017_01_07_23_55_31". Erişim engellendi (means access denied)
[00:00] Errors have occured. At least one file was not saved.
nevermind running the program as administrator helped
Also, I have errors in a couple of my follower mods, and I don't have any cannot be resolved references, but I have NULL references, and other unexpected references.
Kevin Meisenbacher Ok. What's the question?
Is there anything I can do about this, or do I just have to leave these mods separate?
Kevin Meisenbacher Make the reference NULL and see if that fixes the error. If it doesn't you can make it into any random valid reference or remove the nearest level element to it (right click remove, if no remove option, move up a level in the heirarchy). Neither of the latter options is particularly good. Sometimes a reference will be marked invalid by TES5Edit when it is valid (rarely, and usually because a mod author is doing something creative).
One example: a player home I know of uses a FLOR (flora) record - the kind of record used for mushrooms and other pickable plants - to give the player a key. This is abnormal beacuse these records usually return INGR records when you activate them ingame. TES5Edit marked this as an error even though it was a completely valid (albeit abnormal) edit. Merging the plugin required me to make the edit valid according to TES5Edit, perform the merge, then change it back to the invalid reference afterwards.
Matortheeternal Sounds like its not even worth trying to merge certain mods, particularly for people not as versed in xEdit, merging plugins/mods, etc. Your tutorial is great - don't get me wrong - but instead of me messing something up that could be potentially game break, I would much rather see if I need this particular mod or if there are other mods that are easier to clean and thus, merge.
Thanks for the video!
-J
Thank you soo much for this script and the video's. This is going to save my New Vegas mod set up.
is there any instance where UDR and ITM records should be kept in a mod?, should i just do a tes5 edit clean of them even if LOOT doesnt flag them in a sort?
Best practice is to always fix UDRs (even if LOOT doesn't report them.) ITMs *could* be intentional. I would suggest checking out the mod's description to check whether they're intentional or not.
ah k, thanks for the reply, that does makes sense heh.
Im trying to merge RLO into 1 but Dawnguard Interiors patch has 2 Errors. I found the Errors but i cant remove or clean them. The Error is:
WTHR \ Sounds \ SNAM - Sound \ Sound -> [0201DF89] < Error: Could not be resolved >
Theres no option when i right click to remove it or clean it or anything. Thus the Merging fails due to that error. Please help! :(
HikariVG Right click the error, choose edit, enter 00000000, and click OK. :)
I'm having huge problems with my dungeon floor texture it looks all digital look pixels but some of it is my texture mod for dungeon floors I would really appricate help as I don't know what to do
Sorry, not sure how to help you without more information. This also really isn't the right place to ask a question like that. ;)
You should make a post on reddit.com/r/skyrimmods
Ohh god Mator, please, how do i change my TES5Edit to not show that hellish menssage of "Are you Sure!?"
It's really annoying, every, time.
Are you sure you want to do that?
When you first install X-Edit, making a change will require a several second countdown before you can approve it. The more you use x-edit, the shorter the countdown will be, eventually having no countdown and the ability to click "enter" as soon as it pops up. I can't find how to turn the prompt off completely, but with no countdown, I find it's not too inconvenient.
Hi there, my TesV Edit is behaving a bit weir when trying to remove an entry like you did, when i right click on the thing i want to delete e.g. EDID->Effects->Effexct it does not give me the option to remove the entry, I can only hide no conflict rows or change the Column width. Is there a way to fix this or have i done something wrong?
+Der Truhvanor As explained in the video, you can't remove every entry. Sometimes you have to remove the parent entry.
+Matortheeternal ok. Thanks for the great video and for the quick answer.
+Matortheeternal How can I remove parent entry?
+D .Schoep Right-click the empty cell to the right of the cell that has the name of the entry you want to remove. Parenting is indicated by indentation and the grey lines the tree lines that go down and to the right.
Like This is a parent of
|_This child
|_This child
|
|_And this child
1:47 "it a flash clic " How can u do a tutorial so fast!!
Very nice video. Thank you :)
Cant there be a script to automate the process of removing them?
Yes, there can be. But there isn't, yet.
Everyting was going well until it said there was an error in VMAD, but when I opened the file it was totally blank, I couldn't go through the file to get to the error itself.
+MrRandomcrap99 I know this was 3 months ago but just wondering :p Was hide non conflicting records ticked?
how do you apply a filter for cleaning wat
Right click on a thing, click "Apply filter for cleaning".
Load order sequence mandatory prior to merging mods ?
Eric Krauter yes. must be contiguous.
Thank you
Im also getting a
PACK \ Package Data \ Data Input Values \ Value \ PLDT - Location \ Location Value -> Found a NPC_ reference, expected: ACHR,DOOR,NULL,PARW,PBAR,PBEA,PCON,PFLA,PGRE,PHZD,PLYR,PMIS,REFR
Reference error, looking everywhere but i cant find a solution. Thnks in advance for any help
JP Fragoso So it expects a reference to an ACHR,DOOR,NULL ... etc. record, but found a reference to an NPC_ record. I'd just make it a NULL reference. So you're going to navigate to the Packages record group in the plugin that error happened in, then the Package Data subrecord, then the Data Input Values subrecord ... etc. and find the Location Value subrecord with that error. Right click the error text and choose EDIT. Enter eight zeros into the edit field: 00000000 and click ok. That will make it a NULL reference. That should fix the error. :)
Matortheeternal Im gonna open 10 google accounts to give 10 subscriptions, 10 likes to the video and this comment :D Thnk you so much
the guide is outdated
yep
@@Matortheeternal This guide is also linked by the error dialog from the most recent Alpha Version of DynDOLOD 3, so I guess at least some of the information is still relevant. Is there an update anywhere or can you specify which parts are outdated an which not.
Other than that. Still a great video to watch and thank you for the Mator Smash Tool, which still works like a charm.
@@Matortheeternal would be great if you put outdated or older version in the title but the guide was still top tier
Remove Identical to Masters sometimes deletes mods or mod records for some odd reason, that are not identical. I have a FO4 mod I use, to fix BOS Vertibirds ignoring terrain and elevation, that gets its only record deleted. It is NOT identical to Master (Fallout4.esm).
What do I do about these errors:
(These first four were returned by Wrye Bash.)
Deleted Navmeshes
Deleted Base Records
HITMEs
Duplicate Form IDs (Background Loader: Skipped Load: Duplicate Form ID [xxxx] in file ____
Record Type Collisions
Variable index not found
Error scaling/rounding float
Error sorting INFO / Warning: could not sort INFO
Cyclic PNAM references found
Background Loader: Warning: Record [xxxx] in file ___ is being overridden by record [xxxx] in file ____
It's been over a year since I used Skype last and I still thought that was my Skype going off lmao
Error canot be resolve and delete them, are you sure this will fix the problem or will just remove the tagged as error?, I meant If the error causes a crash will be still a crashing?
The error usually won't cause a crash with "Error: Could not be resolved" (it's equivalent to a NULL reference), if it did then removing the parent element entirely would solve the problem, yes.
Matortheeternal
You mentioned that we should only fuse contagious esp/esm with no dependencies. Can I fuse esp with their master if all files have the same master: for instance merge the main version of a mod with its dawnguard, HF, Dragonborn patches? Would you make a tutorial for that?
by the way: thank you VERY VERY much for your tutorials!!!
sivars yes. see the faq on nexus mods.
I think Gopher once mentioned that we should never clean more than one mod at once. So can I clean all my dirty mods at once? After several years of modding I am confused :)
zlostnypopolnik I've heard that before as well, though I haven't heard a single reason why it would be the case. If someone wants to they can tell me why, but for now I'm going to say "fuck that". Clean everything at once. Don't waste your time cleaning things individually. I always clean everything at once and I've never had any problems. I know TES5Edit better than almost anyone out there, and I can tell you that cleaning multiple mods at the same time is OK and I cannot concieve of a single reason why it would be problematic.
Matortheeternal I believe you and trust you completely. Thanks for a reply and for saving my time in future.
By the way, I did find out why you should not clean everything at once in certain circumstamces, and it is because certain things may be detected as ITMs and cleaned when they shouldn't be. Yeah.
+Matortheeternal
Thanx for the info... I am ready now for Fallout 4 cleaning :D
inigo.esp
NPC_ \ Tint Layers \ Layer \ TINI - Tint Index ->
haw to fix that !!
and my tes5 never ask me to save at the end it just close !
that error can be ignored. usually means the NPC_ is using a custom tint layer, like a tattoo or warpaint added by a mod. in the case that it is causing problems ingame/doesn't correspond to a mod-added tint layer you can just right-click -> remove the Tint Layer with that index from the NPC_'s Tint Layers array.
All I got was a bunch of errors that wernt even in the directory. Guess there is something realy stuffed up
Dose this also lower the chances of CTD?
+vin Llasting yes.
Are you the mod author Mator?
[00:00] Checking for Errors in [02] TownsAndCitiesEnhanced.esp
[00:00] 0010822f [NAVM:0010822F] (in GRUP Cell Temporary Children of ShorsStoneExterior02 [CELL:0000BBCB] (in Tamriel "Skyrim" [WRLD:0000003C] at 39,-16))
[00:00] NAVM \ Record Header \ Record Flags ->
[00:00] 0010822E [NAVM:0010822E] (in GRUP Cell Temporary Children of ShorsStoneExterior02 [CELL:0000BBCB] (in Tamriel "Skyrim" [WRLD:0000003C] at 39,-16))
[00:00] NAVM \ Record Header \ Record Flags ->
[00:00] All Done!
o.O whaaa does it mean ?
This means the navmeshes mentioned have an unknown flag (Unknown 11) in their record header. To fix this, go to these navmeshes and uncheck the unknown 11 flag.
Script "Remove invalid entries from this list" do all that without all seaching and manual deleting. Its probably was not exist when this guide come up.
conflicting records... I got several time(maybe not merging right)... conflicting records with the same FormID... if the FormID of the new one is not relevant (like recipe), then you copy it with a new one and delete the old one...
Even more reasons the modding community should adopt opensource.
Thank You! :-)
only good tutorial so far all the rest are too surface level good job broski
Great tutorial :)
neat; ty for the tutorial
thank you sir! :D
I think Inigo has one "error" that's supposed to be there, but I'm afraid of cleaning the mod because that will destroy an important navmesh in the mod. And I thought "fix this" was the most offensive thing that one could say to a mod author.
Kevin Meisenbacher If there's an "error" that's supposed to be there and actually serves a function ingame you should report it to the xEdit team so they can no longer flag it as an error.
"Fix this" is offensive, you'd of course say it in a more respectful way. I.E.: "I was trying to clean your ESP to prepare for merging plugins and ran into an error here - is this an intended error that shouldn't be fixed? If not, I'd be willing to send you a cleaned version of the ESP, it might be helpful to other users who want to merge your plugin. :)"
Matortheeternal Yeah, that sounds more right. Thanks for the tip.
Vahlok Sekun Hm, perhaps.
Vahlok Sekun Erighty.
5years later , the AAADeleteWhenDoneTest Jeremy file is know better known as the secret room fo betheds wich u can teleport to. Imagine nobody knew till then what thos room acctualy is :D
02:52 u need to simply type in skyrim , ^ to open command windows and than coc AAADeleteWhenDoneTestJeremy and u will know what i mean ;D
Great video!
What about errors like this?
HAZD \ DATA - Data \ Spell -> Found a ENCH reference, expected: NULL,SPEL
Yup failed: \ [02] balfer.esp \ [13] GRUP Top "HAZD" \ [7] IceaVitalityHazard "Iceaskill" [HAZD:0202D0C8]; Found a ENCH reference, expected: NULL,SPEL
Thank You !