Closed dlinny-lag closed 5 months ago
Perhaps you have enabled bBSPointerHandleExtremly, but without dump I have nothing to add. Edit: And I would like to know how you open it .ESM without mod
Perhaps you have enabled bBSPointerHandleExtremly Nope. This file: CreationKitPlatformExtended.ini.txt
without dump Sorry, Minidump only
I would like to know how you open it .ESM without mod I'm not sure that I understand your question. Anyway, how I "open ESM": It is the file from my AA mod.
Note: I've tried to open multiple different data files. App always crashed.
I quite calmly opened this mod.
But you know what I'll tell you, this mod is obviously bad, because the first 14 form indexes are reserved (player, money, etc), and since it doesn't have a master, its indexing goes from 0. Honestly, I won't even put this in the game. Edit: I opened it, but it feels like he only allowed 2 forms to be uploaded. This is not a CK error. This is a fundamentally bad mod that can ruin the game.
But crashes it because of some kind of loose file, I looked dump. It looks like an animation... Edit: maybe remove files - solution
Edit: maybe remove files - solution Removing these files doesn't help.
But crashes it because of some kind of loose file, I looked dump. It looks like an animation... Any ideas how to find "a bad" loose file?
this mod is obviously bad If you don't like the example, I will give you details of another file opening process. In my environment any file can not be opened.
Point me to the mod that you sure is not "malformed" and I will prepare test results for you.
the first 14 form indexes are reserved but it feels like he only allowed 2 forms to be uploaded
Not for discussion, but for your information: Forms in "clean" CK:
These forms in FO4Edit:
All IDs are greater than or equal to 0x800.
I'm not going to prove anything, this mod is perceived by CK as a target game, although it is not, and it still overwrites the forms. Such a mod could not have been created in CK and contradicts the game engine. If the mod is for the Fallout 4 game, it should be inherited from this game, then indexing in CK will be correct. As for the question, "I don't have any mods open", I gave you a direction, I can't give you anything else.
and it still overwrites the forms. Ah, I guess I understand why you may think it overwrites somethig.
You have to look to the file content, instead of UI. Actually, file doesn't contain any records with ID less than 0x800
An experiment for you: 1) Run CK 2) Navigate to Player (0x07) record - it is displayed in UI 3) Save data file. No changes, just save. Give any random name. 4) Go to the file location and analyse content of the file - it will be 66 bytes length. It contains only header, one CNAM record (with default content "DEFAULT") and one INTV record (with default value = 1)
No master records, no Player record, no form records at all. How it may overwrite hardcoded records (with ID less than 0x800) like Player on anything else?
CK version 1.10.982.3 CKPE version - CK Platform Extended 0.3-b368
1) Run f4ck_loader.exe 2) Wait for initialization Following log can be seen: startup.log 3) Using menu File->Data..., open any mod's data file. I.e. select data file and "Set as Active File" 4) Click OK and wait for opening
Application crashed.
Last lines in logs window before crash:
Other log files: CreationKitPlatformExtended.log DataFiles.txt
Config files: CreationKit.ini.txt CreationKitPrefs.ini.txt
Note: Disabling CKPE by removing winhttp.dll does help - app doesn't crash.